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Towers Powers (OOC)


Supercape

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Posted

Glow's not going for the ducts, she's going to go in the elevator door once Spider is in position. Glow knows she's an amateur stealth-user... and that she is kinda bright green when she uses her powers which doesn't help either.

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Posted

Well consider Silver Spider well and truly in position and done so with stealth!

 

(You can narrate her being in the air vents and you can flat foot anyone with surprise!)

 

Meanwhile, Scuffs take it away with Glows grand entrance (or whatever) into the floor. 

  • 4 months later...
Posted

Okay, I'm a little out of practice here. What rolls do I need to make? 

 

Are the bad guys minions? Because then Glow could probably take ten on the attack roll with her area telekinesis power (which is at +7) right? 

Then a check to disarm? I'm sure I've done this before. Stupid brain!  :wacko:

Posted

Then you hit them all!

 

Yes its an opposed disarm roll: in this case I believe your bonus is double your Telekenesis Area Power Level...

 

The Terrorists themselves are thugs archetype so have a +2 Bonus: 1d20+2=4

 

So you dont even need to roll!

Posted (edited)

Invisible castle is still the rolley thing right? 21!

 

Edit question: Does Silver Spider get to go in the surprise round too?

Edited by Scuffles
Posted

Well, they're minions so should be easy enough to power-attack -2 atk/+2 DC and take 10 to web-up the nearest one (makes it a DC 20 Ref to avoid entangling/binding), assuming an 18 hits of course.

Posted

1d20+30=46

 

Round 1

 

46 - Towers! - Unharmed

21 - Glow - Unharmed - 2 HP

19 - Silver Spider - Unharmed - 4 HP

10 - Terrorists [5]

 

Towers jumps in a throws an exploding basketball at the whole scene: An area dazzle 10 effect!

 

This means Reflex DC 20 for half effect (A DC 15 Reflex Save to avoid blindness), otherwise, a DC 20 Reflex Save to avoid blindness.

 

(Evasion feats count!)

Posted

Okay, I'm sort of torn between having Glow go "Huh?" At Towers and not do anything this round, but I think she'd be worried enough about grenade armed enemies to keep paying attention for now.

 

So... Let's stick with the area Telekinesis, and this time we'll try to grapple everyone with it instead of stealing their weapons.

Taking ten on the attack roll again is fine, right?

 

I think the bonus on Glow's grapple check is double the power rank again right? If so, 22 would be the roll. And if she wins she will pin people. With her mind. Possibly to the ceiling.

Posted

Taking 10 is indeed fine :)

 

The "Terrorists" are in fact mercenaries and are using the Soldier Archetype in M&M

 

Their Grapple Bonuses are +6 which means:

 

1d20+6=14, 1d20+6=10, 1d20+6=20, 1d20+6=13, 1d20+6=22, 1d20+6=19

 

And yes, I accidentally rolled for 6 of them duh! 

 

To keep things clean, as one of them is a draw roll, I am going to just say you grapple all of them successfully - and as they are minions, they are fully bound!

 

Post away!

  • 2 weeks later...

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