Supercape Posted October 27, 2012 Author Share Posted October 27, 2012 DC 10 Knowledge (Civics) check (untrained) to get yourself out of trouble! Link to comment
Supercape Posted October 27, 2012 Author Share Posted October 27, 2012 Ok feel free to use some basic legalese to not be dragged down to the station, or distract cops...! I leave it to your discretion! Link to comment
Supercape Posted October 28, 2012 Author Share Posted October 28, 2012 Initiative time! Bil and Ted: 1d20=19 Entourage: 1d20+0=8 Towers: 1d20+26=46 Link to comment
Supercape Posted October 28, 2012 Author Share Posted October 28, 2012 Meaning... Round 1 46 - Towers - Unharmed 19 - Glow - Unharmed - 4 HP 19 - Police - Unharmed 17 - Silver Spider - Unharmed - 4 HP 8 - Entourage* *Effectively only the second body guard and his lawyer will have the wits and will to act. Towers will sprint forward, overrunning the cops and Jennifer, and out of the building. The overrun attack is essentially a trip attack, with +5 to opposed roll for using speed 5. First he will also trip up Bill and Ted. He can take 10 to automatically hit them, and then use his opposed overrun rolls of 1d20+15=35, 1d20+15=18 which are essentially unresisted. Onto the floor with them! Them, courtesy of his improved overrun feat, and Attack roll for trip on Jennifer...1d20+12=30 should hit! and its opposed rolls time.... Towers has +6 for his DEX, +5 for his Speed, and +4 from Improved Trip feat. He also has Improved throw, and will dictate that Jennifer has to oppose his trip with her strength. 1d20+15=28 oppose that! Link to comment
Azuth65 Posted October 28, 2012 Share Posted October 28, 2012 Need some clarification, does Improved Throw override the rule of using acrobatics? Because, if not, she'd be using that... Link to comment
Supercape Posted October 28, 2012 Author Share Posted October 28, 2012 It is an interesting question, and not one that is made explicit in the books. However, it has been clarified on Atomic Think Tank here (go down to Improved Throw feat). Acrobatics effectively replaces Dexterity for the purposes of trip resistance, and since Improved throw makes you choose between them, it seems reasonably clear that you would have to resist with Strength. Here is further clarification. Link to comment
Supercape Posted October 30, 2012 Author Share Posted October 30, 2012 Which is still not enough flat on your behind you go! Then, Glow is up! Link to comment
Scuffles Posted October 31, 2012 Share Posted October 31, 2012 Okay, so Kristin would like to slip into the change room she strategically placed herself near, then spend one of those HPs she has to borrow the Quick Change feat and magically become Glow! Jack Jackson will never suspect a thing! Link to comment
Supercape Posted October 31, 2012 Author Share Posted October 31, 2012 And Glow changes via telekinetic hand-wavium! Glow - 3 HP Link to comment
Supercape Posted November 1, 2012 Author Share Posted November 1, 2012 A free action, and flying after him? Towers has speed 5, moving at 250 mph / or 1500 feet per round. So last round with his accelerated movement he whipped away 3000 feet! Glow travelling at, I presume, top speed? - Flight 4, or 100mph, or 600 feet per move action, or 1200 feet, so losing ground... Silver Spider is up, but on her behind! Link to comment
Azuth65 Posted November 2, 2012 Share Posted November 2, 2012 Jen's going to use one move action to get up, the other to slink back towards the changing rooms while Glow attempts to do her thing. Link to comment
Supercape Posted November 2, 2012 Author Share Posted November 2, 2012 All good, post away! Link to comment
Supercape Posted November 3, 2012 Author Share Posted November 3, 2012 Azuth - question about the changing rooms - its ok to clip on your devices but changing costume too would take longer! Anyway ill post for NPCs then Round 2 46 - Towers - Unharmed [moved 3000'] 19 - Glow - Unharmed - 3 HP [Moved 1200'] 19 - Police - Unharmed 17 - Silver Spider - Unharmed - 4 HP 8 - Entourage Link to comment
Supercape Posted November 3, 2012 Author Share Posted November 3, 2012 Meaning glow is up! [You may if so inclined make knowledge [civics] rolls to make pithy comebacks to Towers' lawyer, but its for fluff purposes and to look cool only! ] Link to comment
Azuth65 Posted November 3, 2012 Share Posted November 3, 2012 SC> except SS has quick change. Link to comment
Scuffles Posted November 5, 2012 Share Posted November 5, 2012 kay, so Glow's off in pursuit of this annoying Towers guy. Can she actually catch up to him though? He's pretty speedy obviously. :o Link to comment
Supercape Posted November 11, 2012 Author Share Posted November 11, 2012 You can whizz into the department store, yes! but what will you find? Notice check if you do - although you may want to do other stuff when you get in there... Link to comment
Scuffles Posted November 12, 2012 Share Posted November 12, 2012 A notice check you say? 26! Link to comment
Supercape Posted November 12, 2012 Author Share Posted November 12, 2012 You can spot some rustled mens clothes, and a swinging "changing rooms" door...mens changing room that is... Link to comment
Azuth65 Posted November 19, 2012 Share Posted November 19, 2012 While Glow is off chasing down the guy shoving much of his paycheck up his nose, Silver Spider is going to have a chat with Hank in his office. Preferably webbing him to a wall before he can make like his client and unless super-speed havoc. Link to comment
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