Supercape Posted January 6, 2014 Author Posted January 6, 2014 1d20+14=18 A bad toughness roll means stunned, dazed, staggered. The Grapple roll: Its grapple bonus is +31 Total to (+9 Strength, +14 Attack, +8 from Growth 8) and it gets: 1d20+31=49 far too high. So a good hit, but no grapple.
Supercape Posted January 6, 2014 Author Posted January 6, 2014 Picked up by Vahn - as Fatigued, -1 to attack would have missed, so Hronos spending an HP to reroll and automatically hit to cause above effects (down to 2HP)
Supercape Posted January 6, 2014 Author Posted January 6, 2014 So the T Rex is dazed this round, which brings us to... Collapse Anomaly Initiative 1d20+40=51! Round 2: 66 - Velocity - 2 HP - Unharmed 51 - Collapse Anomaly - Unharmed (In Air) 23 - John S - 0 HP - Unharmed [Hidden in Jungle] 22 - Hronos - 2 HP - Fatigued 7 T - Rex - Bruised, Staggered
Supercape Posted January 6, 2014 Author Posted January 6, 2014 Also, could I clarify who has the Stopwatch?
Thevshi Posted January 6, 2014 Posted January 6, 2014 I believe John Smith had it, unless he gave it back to Velocity after transporting us to the Null Zone.
Thevshi Posted January 7, 2014 Posted January 7, 2014 Velocity will use the total defense action, and otherwise pass this round.
Supercape Posted January 8, 2014 Author Posted January 8, 2014 The Anomaly will whizz down to John Smith! Fast 1d20+20=35 Hits. DC 25 Toughness Save 1d20+4=11 fail by 14, so Bruised, Dazed, Staggered. Hronos is up
Vahnyu Posted January 9, 2014 Posted January 9, 2014 Hronos will attack the Dinosaur again 1d20+5 → [20,5] = (25) Critical! DC34 Toughness, and Grapple Check vs the T-Rex 1d20+22 → [8,22] = (30) if it succeeds, Hronos will Charge towards Collapse, and ACTION PENDING...
Supercape Posted January 9, 2014 Author Posted January 9, 2014 1d20+13=14 another spectacular fail, and a knock out.
Vahnyu Posted January 9, 2014 Posted January 9, 2014 (edited) Would Hronos be able to surge, grab the downed dinosaur(9.1 tons heavy load), and use it to bull rush Collapse? Edited January 9, 2014 by Vahnyu
Supercape Posted January 9, 2014 Author Posted January 9, 2014 That sounds very plausible! Ill treat that as an improvised weapon [T-Rex]!
Vahnyu Posted January 9, 2014 Posted January 9, 2014 (edited) Surging, Swinging at Collapse. (-1 attack, for a total of +4 bonus) 1d20+6 → [6,6] = (12) DC31, supposing the stars align in a way in which this somehow hits. Hronos will spend 1 HP to fight the extra fatigue, come next round, and he's currently at -2 Defense. Edited January 9, 2014 by Vahnyu
Supercape Posted January 9, 2014 Author Posted January 9, 2014 As the T Rex (...were there not two? ) is out, we move to... Round 3: 66 - Velocity - 2 HP - Unharmed 51 - Anomaly - Unharmed 23 - John S - Bruised, Staggered 22 - Hronos - 1 HP Meaning Velocity is up!
Thevshi Posted January 9, 2014 Posted January 9, 2014 Velocity will move over between the Anomaly and Smith and use the Stunning Attack feat for her Strike. She gets a 34 on the attack roll, which if it hits, is a critical hit, so adding +5 to the effect is a DC 30 Fort save.
Supercape Posted January 9, 2014 Author Posted January 9, 2014 That does indeed hit! And is a critical hit! The Anomaly is not alive, but a psychic projection of Collapse. Hence, immune to Fort Saves And, unfortunately, it has a damage 10 aura!!! So, net result...DC 25 Toughness Save for Velocity!
Thevshi Posted January 9, 2014 Posted January 9, 2014 She makes her toughness save just fine with a 30.
Supercape Posted January 9, 2014 Author Posted January 9, 2014 So, Velocity wont know the details. However, having put her hand in the Collapse Manifestation, she is pretty sure that whilst it is human shaped, it is not alive or even corpreal. It is a hole in time and space, disrupting anything that falls in to it. Obviously it has some basic sentience... but this is more a semi-sentient manifestation of Collapse's power, rather than Collapse himself. As a disruption in the time-space continuum all it can do is break things apart and destroy them. Like John Smith. Although, for the sake of a good story, the Stopwatch is completely undamaged in John's fist, she sees...
Supercape Posted January 9, 2014 Author Posted January 9, 2014 Which means the Anomaly is up, and will try and tear a new one in Velocity. 1d20+20=32 is a hit, so another DC 25 Toughness save for Velocity. Its not bright enough to do much else - bar what it does with the Stopwatch, which seems to be the one thing it can handle.
Thevshi Posted January 9, 2014 Posted January 9, 2014 Velocity takes the hit fine again with a 29 toughness save.
Vahnyu Posted January 9, 2014 Posted January 9, 2014 Hronos will let the T-Rex down as a free action, and use Move-By action to grab John Smith and put him to safe distance.
Supercape Posted January 9, 2014 Author Posted January 9, 2014 Post away, but please specify the distance for reference as it may be pertinent (seeing as JS still has the SW)
Supercape Posted January 10, 2014 Author Posted January 10, 2014 Round 4: 66 - Velocity - 2 HP - Unharmed 51 - Anomaly - Unharmed 23 - John S - Bruised, Staggered 22 - Hronos - 1 HP
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