Scuffles Posted February 10, 2012 Posted February 10, 2012 Can Glow try to use telekinesis to take that syringe off him? She doesn't like the look of it. I dunno what rolls I'd have to make to do that! sorry!
Supercape Posted February 11, 2012 Author Posted February 11, 2012 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!).
Scuffles Posted February 11, 2012 Posted February 11, 2012 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.
Supercape Posted February 11, 2012 Author Posted February 11, 2012 Glow - Unharmed - 2 HP And yes, that roll cannot be beaten! You now have the syringe in your telekinetic "hand"! Post away IC.
Supercape Posted February 11, 2012 Author Posted February 11, 2012 Ok, Ari could you throw me an opposed grapple roll for the enraged Cruz. For reference, he now has olympian level, but not superhuman, strength. 1d20+13=22 (NB: I will allow you to fail this roll deliberately as you are caught by surprise, thus earning a hero point for the chaos...) And then, if he succeeds or not, its initiative time! 1d20+2=16 for Cruz 1d20+0=4 for Mad Scientist
Ari Posted February 11, 2012 Posted February 11, 2012 I'll fail the check a'purpose, as Subito really doesn't expect Diego to be able to resist that much. Initiative roll: 11.
Scuffles Posted February 11, 2012 Posted February 11, 2012 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.
Supercape Posted February 12, 2012 Author Posted February 12, 2012 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.
Ari Posted February 12, 2012 Posted February 12, 2012 Going to send our friendly maddened pal Cruz to meet Mr. Pawnch. Unarmed Attack after Movement if necessary to intercept him. Attack roll: 21. DC24 TOU save.
Supercape Posted February 12, 2012 Author Posted February 12, 2012 1d20+6=10 Bruised, Dazed, Staggered (but not quite knocked out!) Ari post away IC. Round 2: 17 - Glow - 2 HP - Unharmed 16 - Cruz - Bruised, Dazed (until 11), Staggered. 11 - Subito - 2 HP - Unharmed 4 - Scientist - Napping Scuffles, Glow is up after Ari posts!
Scuffles Posted February 12, 2012 Posted February 12, 2012 Kristin figures Subito should be able to hold his own with crazed-Diego. She wants to go check out the medical unit that Doc opened. What's it look like? What's it do? What does this button do? :o
Supercape Posted February 12, 2012 Author Posted February 12, 2012 As per your roll, its pretty complex medical stuff, she doesn't know much about it (other than it is highly complex). The button he pressed is fairly striaghtforward. It opens and shuts the cages to the "prisoners" - who are staying mute and apathetic.
Ari Posted February 12, 2012 Posted February 12, 2012 Okay, going to try for a finishing move. Power Attack(+4 to DC, -4 to ATK): 13. So 8. DC28 TOU check.
Supercape Posted February 12, 2012 Author Posted February 12, 2012 Sorry but even flat footed (which he isnt, just dazed! new house rules!) thats a miss!
Supercape Posted February 12, 2012 Author Posted February 12, 2012 Round 2: 17 - Glow - 2 HP - Unharmed 16 - Cruz - Bruised, Staggered. 11 - Subito - 2 HP - Unharmed 4 - Scientist - Napping
Scuffles Posted February 13, 2012 Posted February 13, 2012 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.
Supercape Posted February 13, 2012 Author Posted February 13, 2012 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...
Scuffles Posted February 13, 2012 Posted February 13, 2012 OK, let's go with door-ripping. I do think it sounds cool! How does initiative work for guys arriving now? After all, Diego and Subito are technically still fighting at this point right? Anyway, in an effort to not hold things up I'll put an initiative roll here anyway just in case: 12
Scuffles Posted February 16, 2012 Posted February 16, 2012 You guys aren't waiting for me right? I can stick and IC post up for door-wrecking fun, but I was wondering about my question in that post just above this one first!? :D
Ari Posted February 16, 2012 Posted February 16, 2012 Pretty sure YOU don't need to re-roll, just the new challengers.
Supercape Posted February 17, 2012 Author Posted February 17, 2012 Sorry for delay. Post away IC! for your action. Round 3: 17 - Glow - 2 HP - Unharmed 16 - Cruz - Bruised, Staggered. 11 - Subito - 2 HP - Unharmed 1d20+1=10 Gunmen - Surprised this round [no action]. 4 - Scientist - Napping Cruz will smah Diego: 1d20+7=25 which hits Subito (DC 21 Toughness check). But Glow/Scuffles posts IC first!
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