Emerald City Knights (Inactive)

Game Master Xzaral

An adventure set in the pacific northwest in the World of Freedom

Combat Map


Players
Nanael the Seraphim - Zouron (Good!)
The Evil Eye - Gerald (Good!)
Nightstrike - Doomed Hero
Breakneck - Veshley (Good!)
Prime691 - LastNameOnEarth (Good!)
Straightjacket - drbuzzard (Good!)
Gumshoe - Reckless (Good!)

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EMERALD TOWER

Headquarters: Emerald Tower • 20 points
Size Large Toughness 16
Features: Communications, Computer, Defense System, Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop

The top five floors of Emerald Tower are devoted to the team’s HQ. There are security systems, shock supports, and reinforcement separating those floors from the lower ones, and access is limited to a secured express elevator and equally secure roof access.

First floor: The mostly-public floor. It contains meeting rooms and communications centers, as well as computer equipment, offices, the infirmary, and a library.

Second floor: Personal quarters, gym, kitchen, dining area, and entertainment room.

Third floor: Power core, environmental equipment, defense systems, and storage rooms.

Fourth floor: Labs and workshops take up about half the level, with the other half devoted to a two-story combined training room and gym.

Top floor: Divided between hangar facilities and the upper area of the training room.

Headquarters on SRD

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Actions And Maneuvers on the SRD

Actions

  • Aid
  • Aim
  • Attack
  • Charge
  • Command
  • Crawl
  • Defend
  • Delay
  • Disarm
  • Drop an Item
  • Drop Prone
  • Escape
  • Grab
  • Move
  • Ready
  • Recover
  • Smash
  • Stand
  • Trip (includes throwing an opponent)

Maneuvers

  • Accurate Attack
  • All-out Attack
  • Defensive Attack
  • Demoralize
  • Feint
  • Finishing Attack
  • Power Attack
  • Slam Attack
  • Surprise Attack
  • Team Attack

GRAB, Standard Action:

You attempt to grab a target. Make an attack check against the target. If successful, the target makes a resistance check against your Strength (or the rank of a grabbing effect) using the better of Strength or Dodge. If you win with one degree of success, the target is restrained (immobile and vulnerable). Two or more degrees leave your opponent bound (defenseless, immobile, and impaired). You can attempt to improve an existing hold with another grab action on a following turn. Any resulting degrees of success are cumulative, but if you lose, the target escapes.

You are hindered and vulnerable while grabbing and holding an opponent. You can maintain a successful grab as a free action each turn, but cannot perform other actions requiring the use of your grabbing limb(s) while doing so. Since maintaining a grab is a free action, you can take a standard action to inflict your Strength damage to a grabbed target on subsequent turns after the grab is established.

You can drag a restrained or bound target along with you when you move. The target gets a Strength resistance check against your Strength. If it fails, you move and the target moves along with you. If the target resists, you are immobilized that turn unless you release your hold on the target.

You can end a grab (releasing your target) as a free action. If you are unable to take the free action maintain the hold, the target is automatically released. A target can attempt to escape from a grab as a move action (see Escape).

TRIP (Includes throwing an opponent), Standard Action:

You try to trip or throw your opponent to the ground. Make a close attack check against your opponent’s Parry with a –2 circumstance penalty on the check. If the attack succeeds, make an opposed check of your Acrobatics or Athletics against your opponent’s Acrobatics or Athletics. Use whichever has the better bonus in each case.

If you win, the defender is prone in an area adjacent to you of your choice. If you lose, the defender immediately gets another opposed check to try and trip you. If it fails, the trip attempt ends.

Critical Hit:

CRITICAL HITS

When you make an attack check and get a natural 20 (the d20 actually shows 20), you automatically hit, regardless of your target’s defense, and you score a threat. The hit might also be a critical hit (sometimes called a “crit”). To find out if it’s a critical hit, determine if the attack check total is equal to or greater than the target’s defense. If so, it is a critical hit. If not, the attack still hits, but as a normal attack, not a critical.

INCREASED THREAT RANGE

Characters with the Improved Critical advantage (see page 84) can score a threat on a natural result less than 20, although they still automatically hit only on a natural 20. Any attack check that doesn’t result in a hit is not a threat.

A critical hit can have one of the following three effects, chosen by the player when the critical hit is determined:

• Increased Effect: The critical hit increases the difficulty to resist the attack’s effect by +5. Against a minion, this bypasses the resistance check entirely; the minion automatically receives the highest degree of the attack’s effect.

• Added Effect: The critical hit adds another effect onto the attack, but its effective rank is 0, so the resistance DC is just the base value (10, or 15 for Damage). The added effect can be anything the player can reasonably describe and justify as adjunct to the original effect: an Affliction (useful for all sorts of “gut checks,” blows to the head or vitals, etc.), Dazzle (blood in the eyes, boxing the ears, etc.), or Weaken, to name a few. The GM decides if the effect suits the circumstances of the attack. The target makes resistance checks against the attack’s initial and added effects separately.

• Alternate Effect: The critical hit results in an alternate effect for the attack, like a use of extra effort for a power stunt (see Extra Effort in The Basics chapter), except the character suffers no fatigue as a result. This option can represent a “lucky” attack that does something completely different, like blinding a target, or imposing a condition such as those found under the Affliction effect.