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Midnight Run


Supercape

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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

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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...

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