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Stunting And You: A Guide
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<blockquote data-quote="GlaziusF" data-source="post: 4500285" data-attributes="member: 74166"><p>Sure. Some of my "at maximum" examples when I was calculating numbers worked like this.</p><p></p><p>---</p><p></p><p><strong>Scenario: Visiting the Fray</strong> </p><p></p><p>A warlord is on the poop deck of a pirate ship. Next to him is a rope. Down below him is a raging melee. He locks his feet around the rope, swings through the fray upside-down, clouts the pirate captain on the head to open him up to an attack from the rogue, then swings back to the poop deck and dismounts.</p><p></p><p>This is a modified charge. The warlord selected the Round Trip (to wind up where he started) and Focused (to Furious Smash instead of basic melee) components for a total difficulty of 7, burned a stunt point to take the difficulty to 4, and added the Awkward disadvantage to take it to 3. He was satisfied with making the hard check, which in this case was Athletics. </p><p></p><p>He has to first make a hard Athletics check, and can then make a Furious Smash on the captain down below at -1 - +1 for the charge bonus, -2 for Awkward.</p><p></p><p>---</p><p></p><p><strong>Scenario: Lower The Boom</strong></p><p></p><p>Just before that, the rogue found himself up on the boom with nobody in immediate stabbing range. Having no convenient handholds, he steeled himself for the fall - but why take the fall when there's a deck full of fall guys? He launched himself at one of the pirates, yelling "Catch me, you idiot!" in his best imitation of the captain's voice. The poor sod looked up, got a faceful of boots, and was knocked sprawling while the rogue moved up to the captain.</p><p></p><p>This is a setup attack, a Strength vs. Fort attack set up by a Bluff check. The rogue wanted to keep going, so he made it a Passing attack, for a base difficulty of 4. He wanted to push the pirate one square and knock him prone, bringing the difficulty to 7. He also wanted to make sure the Passing attack hit by making it at +2, so he bumped the difficulty to 8 for Trained. He then spent a stunt point to take difficulty down to 5, opted to have the attack deal low damage to take it to 4, and then decided it might Backlash to bring it to 3, since he'd bounce off the pirate and take fall damage. That left him with a hard check.</p><p></p><p>So the rogue makes a hard Bluff check, then follows it up with a Strength + 2 vs. Fortitude attack that will deal a small amount of damage to the pirate, push him, and knock him prone. If it misses the pirate will push him and knock him prone and the rogue will take the damage. But it hit, and the rogue could use his remaining movement and make an attack on the pirate captain.</p><p></p><p>------</p><p><strong></strong></p><p><strong>Scenario: Net Benefits</strong></p><p></p><p>The ranger, not particularly inclined to join the scrum, looks around for options and spies a nearby cargo net laden with crates. He takes a moment to pick out a weak spot in the rope and shoots an arrow, dropping the whole mess down below. </p><p></p><p>This is a free-form attack, which the ranger spends a stunt point to make. He decides to base it around Perception, and makes the attack an area burst 1 within 10, at a base difficulty of 1 (4 - 3 for the stunt point). He decides that the attack will restrain anything it hits for 1 turn, for a difficulty of 7 total, and that it will deal medium normal damage, for a difficulty of 6. He then decides it will deal damage on an aimed attack, Dexterity vs. Reflex, for a total difficulty of 3, which leaves him with a hard check to make.</p><p></p><p>So the ranger makes a hard Perception check, targets the net as an area burst 1 within 10, and makes a Dexterity vs. Reflex attack against every enemy it hits, dealing medium damage and restraining them until the end of the ranger's next turn.</p></blockquote><p></p>
[QUOTE="GlaziusF, post: 4500285, member: 74166"] Sure. Some of my "at maximum" examples when I was calculating numbers worked like this. --- [B]Scenario: Visiting the Fray[/B] A warlord is on the poop deck of a pirate ship. Next to him is a rope. Down below him is a raging melee. He locks his feet around the rope, swings through the fray upside-down, clouts the pirate captain on the head to open him up to an attack from the rogue, then swings back to the poop deck and dismounts. This is a modified charge. The warlord selected the Round Trip (to wind up where he started) and Focused (to Furious Smash instead of basic melee) components for a total difficulty of 7, burned a stunt point to take the difficulty to 4, and added the Awkward disadvantage to take it to 3. He was satisfied with making the hard check, which in this case was Athletics. He has to first make a hard Athletics check, and can then make a Furious Smash on the captain down below at -1 - +1 for the charge bonus, -2 for Awkward. --- [B]Scenario: Lower The Boom[/B] Just before that, the rogue found himself up on the boom with nobody in immediate stabbing range. Having no convenient handholds, he steeled himself for the fall - but why take the fall when there's a deck full of fall guys? He launched himself at one of the pirates, yelling "Catch me, you idiot!" in his best imitation of the captain's voice. The poor sod looked up, got a faceful of boots, and was knocked sprawling while the rogue moved up to the captain. This is a setup attack, a Strength vs. Fort attack set up by a Bluff check. The rogue wanted to keep going, so he made it a Passing attack, for a base difficulty of 4. He wanted to push the pirate one square and knock him prone, bringing the difficulty to 7. He also wanted to make sure the Passing attack hit by making it at +2, so he bumped the difficulty to 8 for Trained. He then spent a stunt point to take difficulty down to 5, opted to have the attack deal low damage to take it to 4, and then decided it might Backlash to bring it to 3, since he'd bounce off the pirate and take fall damage. That left him with a hard check. So the rogue makes a hard Bluff check, then follows it up with a Strength + 2 vs. Fortitude attack that will deal a small amount of damage to the pirate, push him, and knock him prone. If it misses the pirate will push him and knock him prone and the rogue will take the damage. But it hit, and the rogue could use his remaining movement and make an attack on the pirate captain. ------ [B] Scenario: Net Benefits[/B] The ranger, not particularly inclined to join the scrum, looks around for options and spies a nearby cargo net laden with crates. He takes a moment to pick out a weak spot in the rope and shoots an arrow, dropping the whole mess down below. This is a free-form attack, which the ranger spends a stunt point to make. He decides to base it around Perception, and makes the attack an area burst 1 within 10, at a base difficulty of 1 (4 - 3 for the stunt point). He decides that the attack will restrain anything it hits for 1 turn, for a difficulty of 7 total, and that it will deal medium normal damage, for a difficulty of 6. He then decides it will deal damage on an aimed attack, Dexterity vs. Reflex, for a total difficulty of 3, which leaves him with a hard check to make. So the ranger makes a hard Perception check, targets the net as an area burst 1 within 10, and makes a Dexterity vs. Reflex attack against every enemy it hits, dealing medium damage and restraining them until the end of the ranger's next turn. [/QUOTE]
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