Blast, Burst area perils and movement

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Blast, Burst area perils and movement

Postby piper909 » Fri May 19, 2017 3:08 am

I want to clarify something about Burst or Blast effects.

A character activates and takes a Burst action against an enemy (who has not yet activated that turn). The enemy draws the fortune card to determine the peril/challenge for the Burst effect (at that time). The challenge is failed, or the challenge is too great to pass or dodge in any event, so the enemy takes the hits. But the enemy passes the Health check(s), so he remains in place, under the Burst template, yes? There was no successful Dodge move involved, so no Dodge move is possible.

Later the same turn, when that same enemy activates; first of all, he must draw a new fortune card to determine the current peril for that Burst effect that he is under, right? If he passes that, he may move freely -- but if he fails, he must remain in place (as per above), even if he passes his Health checks against the hits taken, yes?
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Re: Blast, Burst area perils and movement

Postby Dave » Fri May 19, 2017 3:58 am

piper909 wrote:...
Later the same turn, when that same enemy activates; first of all, he must draw a new fortune card to determine the current peril for that Burst effect that he is under, right?

Correct, a new peril card is drawn every time.

If he passes that, he may move freely -- but if he fails, he must remain in place (as per above), even if he passes his Health checks against the hits taken, yes?

Correct, any time you fail to pass a peril (rolling for the challenge) your activation ends. So you might not get hurt, but a peril can still keep you tied up. :D
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Re: Blast, Burst area perils and movement

Postby piper909 » Fri May 19, 2017 8:42 pm

Excellent, thanks! Then we've been doing it correctly. I thought that might be the intent.
"Brains beat brawn but baloney baffles brains."
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