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To be Free, by Sea (OOC)


Supercape

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Its treated as a range disarm! So, an attack roll for your telekenesis...however, disarm attacks at range are at -4...

and then a disarm check [p 156 from core book] you roll 1d20+8 (the rank of your TK) if you hit.

(Scientists defence is +6 and he his strength bonus is -1, so he rolls 1d20-1 to try and beat the opposed rolls!)

NB: Incidentally, perception range TK hits automatically and the feat Improved Disarm gives you +4 to the opposed roll as per house rules, if you are thinking of future PP investment! (Perception range TK is a great way to disarm!).

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The original Glow build was all Perception TK. I decided that getting to roll dice was more fun than just hitting everything all the time. I kinda want it back for disarming though!

So if I'm right she needs a 16 with a +4 attack roll to disarm. Pfft like that's going to work. But we'll try anyway: 14 isn't good enough! I want the syringe so I'll try to reroll that with a hero point: 16 So I think that just hits?

Opposed check: 27. I think that probably wins.

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Kristin disapproves of mad scientists brainwashing people!

Free action: Tell the mad scientist she's not happy!

Move action: Approach the mad scientist so that she can have words with him properly!

Standard action: Tackle the mad scientist! 22 (Melee attack to start a grapple)

Grapple check because I assume 22 hits: 27 - Guess that Judo practice is paying off! Assuming that wins she'll pin and also invoke her chokehold feat.

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Round 1

17 - Glow - 2 HP - Unharmed

16 - Cruz - Unharmed

11 - Subito - 2 HP - Unharmed

4 - Scientist - Unharmed

Scientist cannot resist that.

So Chokehold, according to my Atomic Think Tank search, works straight away...so a fortitude check DC 10 with +1 every round and failure causing unconsious.

1d20+2=8 and he is out!

Cruz has gone bat-crazy, is going to thump Subito and run up the stairs.

1d20+7=12 Is a miss!

Subito is up.

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So Glow would like to leave Diego and Heraldo to play. They look like they're having such fun.

The first idea that popped into my head was her running up the stairs and then blasting the door off its hinges to smack into the guards on the other side. Is that something she can do?

If not I was maybe thinking she could wait inside the door and smack the first guy through it.

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You can do either, although the first is cool!

Resolving the former: You would need, technically to "hit" although as its a standing large target lets just omit that (take 10 on roll).

Then I guess you would need to "destroy" the door, or at least rip it off the hinges. This would probably be a full round action under rules, giving it a toughness save of 13 (I will give it toughness 8 for hinges, as they are steel but small), and you do damage of DC 23, meaning you can rip the door of the hinges in one round. Throwing it too would be a standard action, so that would have to wait for next round (unless you surge spending an HP).

Doing that would certainly count as a "Surprise" round in my book (I know you can only take a standard action in a surprise round, but I think it is sufficiently cool and I dont want to get bogged down in details about damage to the door....) so if you do that, consider ripping it off hinges as the surprise round and we will move to initiative.

HOwever, your choice as to what you want...

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