Supercape Posted December 3, 2023 Posted December 3, 2023 OOC for this This will link into an upcoming thread with Blackstaff (coming very soon!)
Supercape Posted December 4, 2023 Author Posted December 4, 2023 Spellfinger (the youth) is travelling at Speed 5
Poncho Posted December 4, 2023 Posted December 4, 2023 Ah! That is too fast for Michael to keep up with unless he takes a moment to activate his enhanced powers. He only has 3 normally. So he will take the chance to use a Move Action to activate his container, which may put him a bit behind until he can catch up, with Speed 6
Supercape Posted December 4, 2023 Author Posted December 4, 2023 That does make him slightly faster but as you say, slightly delayed. Lets activate chase mode! Firstly, Spellfinger is moving all-out, which makes it essentially a full round action at x2 speed, but can only sustain for CON score. You can keep pace without moving all out, but to catch up will need you to move all-out too. And... stuff may happen during the chase!
Supercape Posted December 4, 2023 Author Posted December 4, 2023 STAR - SMASH! Silver is fairly soft metal so Ill give it a 6 toughness base. And then its fairly thin, so a toughness of 5. Golden Star will have a base DC 26 attack for the wall with his normal enhanced stregth - its a standard action to do so. The Wall will save at 1d20+5. Injured = Injured, Disabled = a hold to get through, Dying = Smashed to smithereens and you can drive a truck through it. Alternatively (core rules p167) take a full round object to break it. This allows applying super strength (in this case you can shift both arrays to super strength for this round) for an additional +6 effect and a DC 32 attack. The Walls save will be autimatic 5+toughness (10) which is enough to rip the walls to shreds "Dying".
Poncho Posted December 4, 2023 Posted December 4, 2023 I'll take the full action to smash just in case; Michael angles at the wall, converts entirely to Super Strength for the Action, and plows into the wall as hard as he can with his shoulder!
Supercape Posted December 4, 2023 Author Posted December 4, 2023 Ok go and post that and ill respond with more zany super speed chase and transmutation fun!
Supercape Posted December 4, 2023 Author Posted December 4, 2023 Multiple things will be happening as per IC post to start off, a relatively mild DC 10 Reflex save to avoid a relatively mild fall into the mistletoe (and more importantly the concrete below) - have a DC 16 Toughness save (and feel free to narrate lots of scratches from mistletoe if you wish. Or if you want a new complication: Allergy to mistletoe, go for it ) The falling cars and people are another matter, depends how you deal with it! You can make an INT DC 15 roll (untrained) to make a judgement on structural integrity and how to prop up the building.
Poncho Posted December 4, 2023 Posted December 4, 2023 (edited) Reflex Save: 1d20+5 9: FAILED Toughness Save: 1d20+11 29: PASSED Structural INTegrity: 1d20+2 5 FAILED Edited December 4, 2023 by Poncho
Supercape Posted December 5, 2023 Author Posted December 5, 2023 (edited) Into the bottom of the misteltoe he goes! I'm playing fast and loose with chase rules but going to call out distances in units of 1000' (a Speed 5 charater will make 2K in a move action), and puff is the amount of accelerated movement rounds the character has taken. Man in Orange = 8k away, 2 puff (As he is moving all out) Golden Star is up! In a 20' deep pit of mistletoe, facing collapsing masonry and falling cars! With your super strength you can easily jump out of the pit with a move action. Edited December 5, 2023 by Supercape
Poncho Posted December 5, 2023 Posted December 5, 2023 I definitely don't want people to get hurt by falling cars, so can I take an action to jump out of the mistletoe and try to help the civilians? I may lose a lot more ground on the chase but I'll have to try and catch up later!
Supercape Posted December 5, 2023 Author Posted December 5, 2023 Sure! With your super strength you can do that, an earn an HP!
Supercape Posted December 6, 2023 Author Posted December 6, 2023 OK so the MiO makes a move action to get 2K away (2 Puffs), and fires a transmutation beam to cause more chaos! (as per IC)
Supercape Posted December 6, 2023 Author Posted December 6, 2023 The Fake plastic snow is causing a Visual Obscure effect! As per rules, this slows you to half speed. Also, depending on how fast you are going / your sense of direction may need INT or Reflex rolls to stay on course. Although you may have some ideas about how to handle it
Poncho Posted December 6, 2023 Posted December 6, 2023 Can I use Extra Effort to add the Super Breath power stunt to my Enhanced Strength, to blow the fake snow out of the way while I'm rushing to avoid the Obscurity? Then I can spend the Hero Point I got from saving the people next round to remove the Fatigue.
Supercape Posted December 6, 2023 Author Posted December 6, 2023 Golden star - Unharmed - 1 HP Your breath allows a move action, which I presume you are using to close the gap to zero. This round, MiO will simply move all out, thus getting 8K distance (3 Puffs) Your Flight 6 means you can cover 4K in as a move action, 8K as a full action.
Poncho Posted December 6, 2023 Posted December 6, 2023 So with a full action, I can get even with him, but can't proceed with further actions on the turn? But it would set me up for next turn and he would have difficulty getting away from me since I'm faster? Let's go ahead and do that!
Supercape Posted December 6, 2023 Author Posted December 6, 2023 Indeed, but remember that Extra Effort allows a surge, meaning you can squeeze in another action. Alternatively, run him down as you plan - he has to use all out movement to keep pace with your base movement. Or you can throw a car at him or something
Poncho Posted December 7, 2023 Posted December 7, 2023 Ah, good point, extra effort, and I do have another Hero Point! So I could Surge in and tackle him, attempting to grapple him to get him to stop! That might knock us into the water, but it would keep him away from the gangsters and mobsters of the Boardwalk, which might make my pursuit much more difficult! Let's try to avoid that by grappling him now! So I rush in at full speed, which gets me even with him, then I change my Arrays to all except 1 point of Super-Strength, keeping Flight at 1. That puts my Grapple Bonus at 26! I'll have used up all my Hero Points after this, but maybe I can catch him before he gets away! Grapple Roll: 1d20+7 18 Grapple Control Roll: 1d20+26 31
Supercape Posted December 7, 2023 Author Posted December 7, 2023 Surge means Golden Star - Unharmed - Fatigued - 1 HP (Although you may want to use that HP to counter Fatigue) That grapple hits, and completely stops him, so lets drop out of combat for a moment!
Supercape Posted December 8, 2023 Author Posted December 8, 2023 Golden Star - Unharmed - Fatigued - 0 HP
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