Supercape Posted June 6, 2011 Author Share Posted June 6, 2011 If I recall from chat, this is one of those rules that is open to debate - the concensus was that only the aura would cause an effect (not something I actually agree with). So, will need to refer to refs for that one. EDIT: Checked it out in UP and on chat. Damage aura stacks with melee damage, they arent seperate DCs (And no mighty feat needed!). However, in this case it will breaks PL Caps, so limiting it to DC +10 Normal. In addition, to clarfiy looks like you are attacking at +5 with a Power Attack which I dont quite get - it looks to me that his aura power and unarmed strike are at +6 base attack (As the stunt wipes out accurate) ? Let me know - at the moment I am seeing this as a DC25 Aura attack, with -1 attack/+1 damage shifted for a total DC of 26. I may have gotten the wrong end here... Link to comment
Raveled Posted June 7, 2011 Share Posted June 7, 2011 Attack shifted? No shifting here. Just a DC 25 Toughness check, I suppose. Link to comment
Supercape Posted June 10, 2011 Author Share Posted June 10, 2011 1d20+11=13 Bruised, Stunned, Staggered, and conceding defeat! Link to comment
Supercape Posted June 14, 2011 Author Share Posted June 14, 2011 Slight PLOT fudging here (can you spot it? ) Underwater action in the Lake. Number 2 hammering away at the Earth! He isn't clever enough to do precisly what he says, but he is strong enough to do some damage. Link to comment
Raveled Posted June 17, 2011 Share Posted June 17, 2011 Glowstar takes a full round to take a deep breath. Link to comment
Raveled Posted June 19, 2011 Share Posted June 19, 2011 I don't quite understand what Cape did right there. Link to comment
Supercape Posted June 19, 2011 Author Share Posted June 19, 2011 He is contacting the alien homeworld. Nothing but a plot device for now! Link to comment
Raveled Posted June 30, 2011 Share Posted June 30, 2011 Using an HP to stunt off his Array. Healing 14 (Extras: Affects Objects +0, Total) [42PP] That should heal the pipe up nicely. Link to comment
Supercape Posted July 1, 2011 Author Share Posted July 1, 2011 I'm finding it a little hard to justify stunting a "Heal inanimate objects" power of a Destructive energy array, but please enlighten me - sorry to be a pain on that, I just want to avoid "stunt anything off anything". On the flip side, if you are using that destructive power to weld, or cause a cave in, or something like that, then no stunt is required: you might need a craft or knowledge roll - or just plain INT roll (at a not particularly high DC) to do that I guess. Link to comment
Raveled Posted July 1, 2011 Share Posted July 1, 2011 Taking away the entropy? Rewinding the time to a point where it wasn't damaged? Link to comment
Supercape Posted July 1, 2011 Author Share Posted July 1, 2011 That will do fine sir! Link to comment
Supercape Posted July 9, 2011 Author Share Posted July 9, 2011 For reference, 3 rounds till tanker hits the ground. Link to comment
Raveled Posted July 9, 2011 Share Posted July 9, 2011 Round One: Fly up, open the tanker. Round Two: Get the guy on the ground, hit the tanker with Focused Blast. Focused Blast w/ full All-Out Attack, vs falling tanker. DC 25 w/ full Penetrating and Knockback. (1d20+15=34) Link to comment
Supercape Posted July 9, 2011 Author Share Posted July 9, 2011 Ok 3 rounds, Glowstar is pretty quick and has move by action, so can potentially rescue the driver in one round. Ill ask for an acrobatics check at DC 10 for that however, as its by no means a routine task (And no taking 10!). Failure means it takes two rounds. Blasting the moving tanker: Ill say its DC 10 to hit the moving tank. Link to comment
Raveled Posted July 9, 2011 Share Posted July 9, 2011 Untrained Acrobatics check, vs DC 10 (1d20+2=16) Yeah, that works. And if the tanker is hit, does it blow up? Link to comment
Supercape Posted July 9, 2011 Author Share Posted July 9, 2011 Well, pulling rules out of the Ether here... Its not exactly heat you are firing off (as far as I can see) but I guess it could potentially ignite petroleum? you will have to enlighten me! 2 rounds left. If it hits, I will say the tanker has toughness 8. If its injured, then its a 50/50 chance of igniting - any more than that and it will definatly ignite. Any injure and it will starting leaking petrol. How does that sound? Link to comment
Raveled Posted July 10, 2011 Share Posted July 10, 2011 Round One: Fly up, open the tanker. Round Two: Get the guy on the ground, hit the tanker with Focused Blast. Focused Blast w/ full All-Out Attack, vs falling tanker. DC 25 w/ full Penetrating and Knockback. (1d20+15=34) Untrained Acrobatics check, vs DC 10 (1d20+2=16) Yeah, that works. And if the tanker is hit, does it blow up? I already did! Link to comment
Supercape Posted July 10, 2011 Author Share Posted July 10, 2011 Well spotted sir! 1d20+8=16 Tanker is Injured but not quite disabled. Therefore, 1/2 chance of exploding: 1d20=1 Kaboom! There is a debris and smoke problem - its a relatively minor hazard, ill let you fluff how you want to best deal with that, unless you have any bright ideas. Link to comment
Raveled Posted July 10, 2011 Share Posted July 10, 2011 Oh-kay! 100 ft across? Glows can totally do that! Burning a HP to Stunt the following off his Terminus Energy Control array. Create Object 14 (Entropy; Feat: Progression [25 ft cubes]; Extra: Movable) [43 PP] So that's 14, 25-ft cubes. Total area covered: 350 ft. Total lifting Str: 70, or around 64 tons for a light load. Should be more than enough to wrap the whole thing up and let it starve itself of oxygen. Link to comment
Supercape Posted July 10, 2011 Author Share Posted July 10, 2011 Indeedy, problem solved! Link to comment
Raveled Posted July 12, 2011 Share Posted July 12, 2011 I can't see anywhere else to take this thread. Stop it and lock it? Link to comment
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