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Supercape

Killer Frequency (OOC)

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OOC for hthis thread.

Voltage and Ironclad investigate a PING! and lots of mayhem.

(And yes Ace is the vile Jock from hell).

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Jock from hell! :argh:

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OK in terms of tracking this mysterious pulse down:

You guys both have Radio Sense, so can detect it. Ultimately that is enough to locate the source...i.e. the four final year school kids.

Obviously powers like Radio Tracking, Accurate Radio etc will help, but for the sake of argument you can either meet up whilst circling for the signal, or arrive at the same time (or near enough) to the kids.

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I think medicine is modified by wisrather than int ( which makes no sense to me

.. ) In any case with a result if 16 you can treat...

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oops, yeah, it is;

yeah, no, not at 13

Failing that, Voltage will make a Computers check to identify what one does in the event of a seizure (I have, myself, researched what to do when someone has a seizure online, so...)

44. It will not be treatment, he'll just be making sure he doesn't hurt himself while he has a seizure.

In addition, he will contact emergency services to send someone to help the man.

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Ok Ill say the ping hits at about 100 feet off the ground. And its a DC 25 TOughness Save (Electrical descriptor) for Ironclad.

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As this may soon go to combat (unless you walk out of the way), you may wish to consider initiative rolls!

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1d20=18 For Ace?

So, Round 1!

18 - Ace? - Unharmed

7 - Voltage - Unharmed - 3HP

6 - Ironclad - Bruised - 3 HP

Ace will unleash a burst of electricity. This is a blast 10 effect, radius.

So, DC 20 Reflex save to half effect. And then a DC 25 (or 20 if you made reflex save) toughness roll.

Given there is a relatively easy way to avoid the burst (i.e. its contained within the ambulance), Ill throw in a +2 situational modifier for the reflex save.

I'll fluff this as basically shredding the Ambulance.

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Rather than try to electrocute someone who might also be immune to it, he's going to grab the nearest magnetic, metal object (that isn't going to cause any problems by being grabbed) and hit the guy with it with his magnetic control.

18

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That's fine by me, King...I suggest a piece of ambulance door, but whatever you fancy (narrative conrol of some handy piece of metal is yours!)

Thats a hit, for sure....

And Ace's toughness save....well he has a CON of 14 being a sports star and all, so 1d20+2=18

DC 25 Toughness Save and all, so Ace is Dazed and Bruised.

Post away, and Ironclad is then up!

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1d20+4=11 Bound and Helpless!

So, Round 1!

18 - Ace? - Dazed till 7, Bound, Helpless.

7 - Voltage - Unharmed - 3HP

6 - Ironclad - Bruised x2 - 2 HP

Ace? has a Strike 5 Aura, which will automatically start burning away the snare as a reaction, even though he is dazed.

Snares Toughness is 12 and 1d20+12=32 it holds!

Voltage is up again!

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Okay, using an HP to grab Power Attack, then hitting the bound and helpless Ace with something metal to make sure he stays down;

18

That's a DC 30 TOU save.

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