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Supercape

Shakedown OOC

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The Ropes are DC 19 to Escape. Dirk has Dex 12 so base DC 21, however a -2 penalty as you got tied up in a hurry. (That is, if you wish to escape artist them!)

Edited by Supercape

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Time to spring into action me thinks!

 

lets seee....i am no good at escape artist so im going to rule that one out at the moment.

 

instead i will turn, flick the rope and airquake it and dirk with maximum prejudice!

 

1d20+10=30

 

poor dirk! thats a DC30 +1 per 2 i exceed his defense by max of DC35 

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Dirk cant possibly manage that DC so he is out, and the rope is destroyed as per your wishes. 

 

If you wish, you may activate a complication in having your and dirks gas masks evaporate too (if you feel it suits Tek / his powers are not precise enough when bound in rope etc)

Edited by Supercape

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Gonna use the selective enviroment to slow them to -2 their speed and give us the lead i hope!

 

Ill try to box em in with other cars and such

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Well now he's finished being mad, its time for him to be getting even i says! lets hop off the bike  and open up with a vibrolance straight through some of their junk to get their attention! (just gonna reck a line of automobiles or the like, assuming i don't need to roll to hit)


Initiative!

1d20+10=13

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Ok so there are twenty EWs, using the Thug archetye from Core Rules (with a few rather tedious skill modifications unlikelly to be of any relevance like survival skill and the assumption that a few of them have additional skills needed such as bomb making etc). 

 

Initiative: Initiative: 1d20+1 4

 

Round 1

13 - Tek - Unharmed - 2 HP

4 - EW [20]

 

We may not play this out strictly as combat as even combined they are not much of a threat but lets see how it plays out. 

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