Jump to content

Double Dutch


Supercape

Recommended Posts

  • Replies 112
  • Created
  • Last Reply

Top Posters In This Topic

Posted

1d20+8=13 so he is hit. 

 

Its a DC 21 Tougness save, and his tough bonus is but +4

 

1d20+4=22 which he luckily makes. 

 

His return fire

 

1d20+15=29

 

Does another critical! So DC 23 Toughness save and DC 20 Fort Save! Yoikes!

 

All baloney due to a misunderstanding with Heritage (its a capture Create Object!)

Posted

Okay, Grim is surging and spending the HP to avoid fatigue; I think she has all the actions to do all this stuff, but I may be wrong. If so, let me know so I can edit.

 

1. Standard action to Create Object (hunting blind); I'm going for total cover, if possible.

 

2. Move action to retrieve something out of Dimensional Pocket.

 

3. Free action to talk.

 

4. Second move action for ESP.

 

If I can't cock the crossbow, let me know.

Posted

I believe it is the power rank (6) plus your will save. Vs the Damage. 

 

But what damage is a moving car in reverse? This is difficult because on the one hand, I would be pretty sure it could crush a wooden structure. On the other hand, its only going in reverse. 

 

So I am not going to sweat about it too much. Lets call it a slam attack at +5 which also means a +2 Damage attack on the (Full Sized Car) which has a tough of +9

 

1d20+9=18 which it makes!

Posted

Okay, so I'm rolling 1d20+16? That might not be so bad, then.

 

1d20+16=35 Okay, so she probably won't take any actual damage, but I reserve the right to say it still hurts for dramatical purposes.


×
×
  • Create New...