Quote:
Originally Posted by TGLS
How tough is the lock (assuming I'm using the tool stashed on Deck 5), how long would it take to disable each gun, and could I use my powers to disable the guns without opening a locker?
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Lets see... They're good quality locks, but the emphasis is on having the alarm go off, not keeping people out, so its a +0. The tools you are using are improvised gear for this, for -2. You will also need to disable an alarm, at -2 to traps skill.
Powers-wise, what is your plan for disabling guns? I seem to remember having a conversation of what the affliction will do to weapons with you, but I can't remember it.
Your affliction is a touch attack, which means each gun takes one second and physical contact (but see the above note: daze lasts for minutes of failure -- unless we talked about this before). You can use a stunt (are you familiar with the power stunt rules?) to make that ranged, or effect an area. If you try to effect weapons through the walls, they will get a bonus from DR to resist. you can stunt to add a damage divisor if you want.