olopi Posted September 22, 2017 Share Posted September 22, 2017 Okay, so, Jann, now outside the plane again, will do what he does best, and charge in head-first again. Using Trip 7 (Extra: Knockback) linked to Damage ) + Damage 0 ( Feat: Mighty ; Extra: Linked to Trip ) [15/16PP] At the pilot, in such a way the knockback might hit Blowtorch Attack: 1d20+12 28 That's a hit, so a DC15 Toughness and a Str/Dex check against DC17, and if that fails 7 Knockback, if I understood everyting correctly Link to comment
Supercape Posted September 22, 2017 Author Share Posted September 22, 2017 That is certainly a hit, the pilot is flat footed as he is strapped into his chair. HOwever getting knockbacked it a little more tricky as he is strapped in! Anyway, lets do the damage first: Save vs Damage of Jann: 1d20+1 6...which is not good. Enough to Knock Him out. Ok so I am going to waive the rest and says its sufficient to rip out his safety belt (a bit of a stretch perhaps, but its cool). He will collide with Blowtorch, and give him a damage 7 save: Ill reduce that by 2 points as a generousity due to the cramped quarters and safety belt, and Tough vs Domino Knockback effect: 1d20+6 9 he is staggered, bruised, dazed. He is also knocked out of the plane for another damage 5 effect. Toughness Save vs Thrown out of a plane: 1d20+5 7 and that's it, he is knocked out. And now, the tough part: With the ping ponging of the protagonists, the plane goes into a spin. Getting out is a tough call, Ill give that a Reflex DC 25 to get out in time. Or, Jann can try a Pilot skill roll, trained, DC 15, to regain control of the plane. If neither are made, Plane goes into a spin and its a Damage 10 (TOughness 25) effect. And possibly worse from fire... Link to comment
olopi Posted September 22, 2017 Share Posted September 22, 2017 He can't pilot, so he'll just attempt to get outta dodge: Reflex Save: 1d20+10 27 And he surprisingly enough makes it! Link to comment
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