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Stopwatch 3: Collapse


Supercape

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Posted

Okay, Velocity is going to stunt something off her superspeed array.  The idea is an area effect that she will create around the distortion, one that will be a counter to its collapsing everything into it, it will be trying to pull the distortion apart.

 

Blast 15 (Extra: 75' Area Burst; Flaw: 0 Range; Feat: Affects Insubstantial 2) (using 32 of the 36 points in her array).

 

So that will result in DC 25 Reflex save to try to reduce the effect, and a DC 30 toughness save or perhaps lower depending on results.

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Posted

Well I have no judgement to make on that in terms of how it fits with science and Velocities powers, so I will go with it! :D

 

It fails it Reflex Save: 1d20+12=21

 

But, predictably, as a Superspeeder, has Evasion 2, meaning its a DC 25 Toughness Save. On a more positive note, its toughness is not that good. 

 

1d20+10=15 which is enough to Stagger and Daze. 

 

Post away!

Posted

Hronos will run back as a move action

 

He will attempt to disarm Collapse of the Stopwatch and grab it on his own as an Unarmed Disarm Standard action, using Accurate Attack and All Out Attack

Spending 1 HP for an improved roll

+10=23

 

Toughness Save vs Aura Damage:

Makes it just fine.
 

If it hits Collapse's defence, the opposed roll against the defender's strenght is:

Posted

Don't I feel silly, now?

 

In that case, Hronos will relieve Smith of his Stopwatch and make a run for it, keeping a 1000 ft distance from Collapse at all times.

Posted

Round 5:

66 - Velocity - 2 HP - Unharmed
51 - Anomaly - Injured
23 - John S - Bruised, Staggered - 1000' away, in jungle
22 - Hronos - 1 HP - 1000' Away, in Jungle

 

Notes: Hronos has the stopwatch. Cold and Distracting (DC 5 COncentration to maintain sustained) Environment. 

 

Velocity is up!

Posted

Doh, teach me to cut and paste. Honestly, my brain is making so many errors at the moment - too busy at work I guess. 

 

Anyway, as its a construct, just injured I think. But thanks for another catch, Thev, and sorry I am making these slips!

Posted

Velocity will keep using the stunted area attack she used last round.  DC 25 Reflex save for the anomaly to try to completely avoid the effect, DC 23 Toughness save if it misses the Reflex save.

Posted

So, the anomaly is dazed, will not act. 

 

JOhn is just stumbling after Hronos so I wont post re: him. 

 

Meaning Hronos is up again! He will need another Notice check to spot the T-Rex coming through the cold rainy jungle. It is not a particular hard one though...DC 10. Which I note he can make auutomatically so scratch that! The T Rex is punching a hole through the Jungle to Hronos. 

Posted

Ok so thats an HP spent by Hronos bringing him down to zero. 

 

The damage of the IDF attack is therefore +3 due to excess attack roll, or a total DC of 29. The Second T Rex has a toughness of +14. and...

 

1d20+14=30 this time, not so lucky! :(

 

And for the T Rex initiative next round: 1d20+1=9

Posted

Which means:

 

Round 6:

66 - Velocity - 2 HP - Fatigued
51 - Anomaly - Injured x2
23 - John S - Bruised, Staggered - 1000' away, in jungle
22 - Hronos - 1 HP - 500' in air, in Jungle

9 - T Rex - Unharmed

 

Notes: Cold, Distracting (DC 5) Environment. 

 

Velocity is up!


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