Dr Archeville Posted December 12, 2010 Posted December 12, 2010 The OOC thread for Dok's study of Kid Cthulhu, and later Evil!Dok's thrashing of Kid Cthulhu.
Dr Archeville Posted December 12, 2010 Author Posted December 12, 2010 And now... DOOM! "Chevalier" can easily double back (he flies 25x faster than KC) and get to the Super Museum before him, smashed a window in, and is there, waiting, and cloaked. Alarms are going off. (Why did he do that, realizing it would set off an alarm? Partly b/c he wants words to get out about beating KC and the beatings on other 'reality deviants' to come, but partly b/c Good!Dok wants to make sure cops & paramedics get there in time to save KC's life!) In fact, you should probably do a quick edit in your last post to indicate KC finds a broken window at the roof (though still no sign of cultists), and alarms going off.
Lone Star Posted December 12, 2010 Posted December 12, 2010 KC rolls a Notice check! http://invisiblecastle.com/roller/view/2800006/ Not bad!
Dr Archeville Posted December 12, 2010 Author Posted December 12, 2010 Indeed, Chevalier cannot beat that, so no hiding for him. Time for Doom! Free Action: Snap down faceplate Free Action: Activate Force Field Standard Action: Cone of Death, i.e., Area [Cone] Strike 15. Descriptor: fire, the ultimate cleanser! Need a DC 25 Reflex save. Pass, you'll then need to make a DC 22 Toughness save. Fail, you'll need to make a DC 30 Toughness save. This is Lethal damage, as he's trying to burn down the Hall of Mysteries, too.
Lone Star Posted December 12, 2010 Posted December 12, 2010 http://invisiblecastle.com/roller/view/2800031/ Oh Christ. I just realized how completely screwed KC is. http://invisiblecastle.com/roller/view/2800038/ Oh my. Stunned and Bruised and Injured. KC is in for a rough night.
Dr Archeville Posted December 12, 2010 Author Posted December 12, 2010 Indeed. Also, the room's on fire! Could be some heat and suffocation dangers. Will the building's sprinklers be enough to handle it? Who knows... Free Action: Reconfigure Weapons Array to Enhanced Strength Standard Action: Attacking the stunned KC (Defense 12) Charge (-2 Defense, +2 Attack). All-Out Attack (-5 Defense, +5 Attack), Power Attack (-5 Attack, +5 Damage). Sneak Attack (+2 Damage). DC 35 Toughness save (15 + Str 12 + 1 Claws + 2 Sneak Attack + 5 Power Attack) if it hits. (1d20+17=29) Also Lethal.
Lone Star Posted December 12, 2010 Posted December 12, 2010 http://invisiblecastle.com/roller/view/2800075/ Okay! Well...Christ. Bruised and Injured and Disabled and Staggered and Stunned again. Get it over with :argh:
Dr Archeville Posted December 12, 2010 Author Posted December 12, 2010 Punching! With intent to do knockback! Attacking the stunned KC (Defense 12). All-Out Attack (-5 Defense, +5 Attack), Power Attack (-5 Attack, +5 Damage). Sneak Attack (+2 Damage). DC 34 Toughness save (15 + Str 12 + 2 Sneak Attack + 5 Power Attack) if it hits. (1d20+15=22) Damage 17 (not factoring in sneak attack) - KC's Knockback of -2 flat-footed = 15 = 50,000 feet (if this punch stun him), but let's just say he's punched through a few walls and out of the Supers Museum.
Lone Star Posted December 12, 2010 Posted December 12, 2010 http://invisiblecastle.com/roller/view/2800088/ Finally!
Dr Archeville Posted December 12, 2010 Author Posted December 12, 2010 With his two existing injuries, that's a 19, which fails by 15. He is KO'd/Dying.
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