Supercape Posted January 11, 2012 Author Posted January 11, 2012 Thats good for me. As per chat: Starlight 3 HP Fatigued Waiting for Catalyst to shoot. Roo: With Catalysts Extended range feat, and taking 10, this should go without a hitch unless minion makes a lucky save - I don't know which power you are using to hit (Snare?) I'll make a generic Roll: 1d20=8 which means even with the appropriate Reflex / Fort save, you do the business (DC 15) fully bound for a snare, or dazed for stun (either will be fine in this case for Starlight to stunt that teleport trick). Will let you both post IC.
Supercape Posted January 19, 2012 Author Posted January 19, 2012 For sake of PLOT, the poor bandit is, or can be roused, to enough of consciousness for interrogation. Also, feel free to use Knowledge [technology] checks on the gun for more in depth assessment, if you have the skill (trained only).
Aoiroo Posted January 19, 2012 Posted January 19, 2012 Which Catalyst does have trained knowledge of, so 20 for Tech knowledge
Supercape Posted January 20, 2012 Author Posted January 20, 2012 Ok Catalyst is impressed by a very cunning steam-powered automatic rifle, which is pretty powerful - possibly a little less effective than modern day earth prime assault rifles, but still deadly. The design is quite unique, and she will be able to recognise similar techniques if she comes across them. Rav (And indeed anyone), could you throw me a diplomacy or intimidate roll on the poor captured soul to see what you get out of him and how helpful he will be. I will let you choose depending on the tone of your voice!
Raveled Posted January 20, 2012 Posted January 20, 2012 Hm. Starlight will Search the bandit for anything he might have on him. Books, letters, pictures, anything. She'll take 10 for a result of 12.
Supercape Posted January 20, 2012 Author Posted January 20, 2012 Picture of some saucy dames in a bar (McSaunders!) Book "Cannonade: Myth or Legend?" Letter detailing pay of 10 texan dollars a day to work for Mr William Finnigan, address 17 Bonanza Street.
Raveled Posted January 23, 2012 Posted January 23, 2012 An hour's ride, ehn? Well, Starlight can get them there in the blink of an eye! ... And be Fatigue'd, which I would rather avoid (though she is kind of the odd one out when it comes to PL). Okay, how does this should to the group? Starlight can easily stunt a group Teleport to get them to the factory instantly (well, in a full round), and then they rest for the hour it will take her to, well, rest and remove the Fatigue.
Raveled Posted February 2, 2012 Posted February 2, 2012 Starlight stunts Teleport 3 (Flaw: Long-Range Only, Extra: Accurate, Affects Others (+1), Area/Burst) [12/22 PP]. Moving everyone north towards the factory, taking the Fatigue (so she'll be effectively 1 PL lower, and therefore closer to the rest of the group). Potentially necessary check for a horse spooked by a teleport. Starlight's Animal Control check. (1d20+4=13)
Supercape Posted February 2, 2012 Author Posted February 2, 2012 I think there may be some flaws in that stunt technically as long range is for rank 4 and above only, and a burs affect others would allow those others to teleport, rather than taking them with you. Having said that, you have plenty of PP left in that stunt, and boosting the level and giving progression on cargo would do just as well. So no bones picked, and it will do the trick!
Raveled Posted February 2, 2012 Posted February 2, 2012 Long-range teleport is for Rank 3 and above. And Affects Others has two versions; the +0 version lets a power only affect other people, and the +1 version allows the power to affect other people and the user.
Supercape Posted February 3, 2012 Author Posted February 3, 2012 My mistake on the rank 3! I would still read the affects offers as granting them the use of teleport power rather than being teleported with you - which in essence is actually better.
Raveled Posted February 3, 2012 Posted February 3, 2012 Bah. Even so, Starlight can switch back to her normal Teleport and join them next round.
Supercape Posted February 3, 2012 Author Posted February 3, 2012 Well affects others at +1 would as you say grant others the use of teleport as well as yourself. s essentially everyone can teleport. The difference being the attack bonus ( where people can choose to fail the save ) means you decide where they teleport too, whereas the affects objects means that others get the teleport power, meaning they can choose ( which may very well be choosing the same destination as you) Anyway, its all good for the stunt,
Supercape Posted February 4, 2012 Author Posted February 4, 2012 OK, thinking about this, I think its best to say the horses get a bit shocked but you aren't thrown and they dont run off. In order to facilitate the thread going forward and in any case that would be slightly mean! If anybody wants to throw in a complication of getting thrown, bruised, and a horse running off (if it fits with the character) let me know.
Aoiroo Posted February 9, 2012 Posted February 9, 2012 Huh, if I were to disarm or make their weapons useless would that start off combat?
Supercape Posted February 9, 2012 Author Posted February 9, 2012 Hmmm, if they were disarmed I imagine they would give up: 3 of your (armed) against 2 of them. They arent paid that much!
Supercape Posted February 9, 2012 Author Posted February 9, 2012 Notice roll DC 20: Mr. Snake has one or two snake skin scales on his hands and neck and his skin looks slightly odd, like it is peeling...
Supercape Posted February 11, 2012 Author Posted February 11, 2012 Check out notice spoiler above and post away.
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