Dracostern Posted April 7 Posted April 7 Cool! Question, can she float some handguns with her telekinesis and pull the trigger with them at the same time?
Supercape Posted April 7 Author Posted April 7 A few wobbles, but we can say that whilst a bit anarchic, you can bust up the Nazi scientists with that - although it makes a lot of noise!
Dracostern Posted April 7 Posted April 7 Well the idea is that she wants to cause chaos basically so she’s going to destroy as much as this lab as she can, take out the scientists then drop the guns aside from one that she’d hold normally.
Poncho Posted April 9 Posted April 9 Attack roll Results 1d20+5: 8 [1d20=3] Door Punch. DC 26 toughness on door!
Supercape Posted April 9 Author Posted April 9 Ok as per chat, full round action to break objects! Tough save is now 15 (Its a steel door) Damage effect is 26 + total superstrength ranks of 7 = 33 However, as the door is a foot thick, its toughness to be disabled is +5, making it a a tough save 20 So one injury Means two more full round "Break objects action" will tear the door off its chinges. Extra effort will reduce that to one (ie next round) if you wish.
Dracostern Posted April 9 Posted April 9 Does the tank look like it's going to fire at Michael? Because Daniel is going to try and save him if that's the case!
Dracostern Posted April 9 Posted April 9 Alright, @Poncho Daniel is going to pick up Michael with his Telekinesis and move him out of the way, is that alright? Also um...is that even possible?
Supercape Posted April 9 Author Posted April 9 Its possible but he is currently smashing in the front door to the tower! Although I suppose you could snatch him away once the shell has fired and let the shell smash the door in! :0
Dracostern Posted April 9 Posted April 9 That's the plan! when the shell is fired he's going to move Michael out the way so the shell hits the door!
Supercape Posted April 10 Author Posted April 10 Awesome - cool! I think in this situation could we have a DC 15 Reflex roll from Golden Star to avoid the explosion radius (i.e. reacting in time to the "Grab" by the TK) if you fail to make it, a DC 20 Tough save from the explosion. Also, for an outstandingly cool moment, an HP each. Cerebral - UNharmed 3 HP Cerebellum - Unharmed Golden Star - 2 HP Plus, the door is blown off.
Poncho Posted April 10 Posted April 10 Reflex to Avoid Results 1d20+6: 11 [1d20=5] Toughness Save Results 1d20+9: 24 [1d20=15]
Poncho Posted April 18 Posted April 18 I want to use a HP to get the Super-Strength Power Feat for Shockwave; creating the effect of a cone shaped area with Length 80 feet and Width at the end of 80 feet. It's a Reflex save of 18 to half the damage, and a Toughness of 23 for no save, and 19 for saved.
Supercape Posted April 19 Author Posted April 19 Thats fine - it will clear out the ground floor! Cerebral - UNharmed 3 HP Cerebellum - Unharmed Golden Star - 1 HP
Supercape Posted April 23 Author Posted April 23 (edited) About ten floors Although the way the tower is creaking, it could fall over at any moment Edited April 23 by Supercape
Dracostern Posted April 23 Posted April 23 Is there any rooms nearby where she can smash the window and fly out of then?
Supercape Posted April 24 Author Posted April 24 Sure. Could you roll an opposed power check vs 15 to wrench the windows open? (they are reinforced). Or extra effort we can waive that and you can just crack open a hole as you wish
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