Supercape Posted July 26, 2018 Author Share Posted July 26, 2018 And to start of, an HP for an awful situation involving secret ID and family. Tekton - 2 HP Link to comment
Supercape Posted July 28, 2018 Author Share Posted July 28, 2018 (edited) The Ropes are DC 19 to Escape. Dirk has Dex 12 so base DC 21, however a -2 penalty as you got tied up in a hurry. (That is, if you wish to escape artist them!) Edited July 28, 2018 by Supercape Link to comment
Exaccus Posted July 28, 2018 Share Posted July 28, 2018 Time to spring into action me thinks! lets seee....i am no good at escape artist so im going to rule that one out at the moment. instead i will turn, flick the rope and airquake it and dirk with maximum prejudice! 1d20+10=30 poor dirk! thats a DC30 +1 per 2 i exceed his defense by max of DC35 Link to comment
Supercape Posted July 29, 2018 Author Share Posted July 29, 2018 (edited) Dirk cant possibly manage that DC so he is out, and the rope is destroyed as per your wishes. If you wish, you may activate a complication in having your and dirks gas masks evaporate too (if you feel it suits Tek / his powers are not precise enough when bound in rope etc) Edited July 29, 2018 by Supercape Link to comment
Supercape Posted July 29, 2018 Author Share Posted July 29, 2018 Tekton - Unharmed - 2 HP Link to comment
Exaccus Posted August 1, 2018 Share Posted August 1, 2018 Gonna use the selective enviroment to slow them to -2 their speed and give us the lead i hope! Ill try to box em in with other cars and such Link to comment
Supercape Posted August 1, 2018 Author Share Posted August 1, 2018 That works perfectly! Link to comment
Exaccus Posted August 2, 2018 Share Posted August 2, 2018 Well now he's finished being mad, its time for him to be getting even i says! lets hop off the bike and open up with a vibrolance straight through some of their junk to get their attention! (just gonna reck a line of automobiles or the like, assuming i don't need to roll to hit) Initiative! 1d20+10=13 Link to comment
Supercape Posted August 2, 2018 Author Share Posted August 2, 2018 Ok so there are twenty EWs, using the Thug archetye from Core Rules (with a few rather tedious skill modifications unlikelly to be of any relevance like survival skill and the assumption that a few of them have additional skills needed such as bomb making etc). Initiative: Initiative: 1d20+1 4 Round 1 13 - Tek - Unharmed - 2 HP 4 - EW [20] We may not play this out strictly as combat as even combined they are not much of a threat but lets see how it plays out. Link to comment
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