Thevshi Posted January 10, 2014 Posted January 10, 2014 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.
Vahnyu Posted January 10, 2014 Posted January 10, 2014 as faraway as Hronos could run, which given his distance from Smith, should be about 950ft away from Collapse
Supercape Posted January 10, 2014 Author Posted January 10, 2014 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! 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!
Thevshi Posted January 10, 2014 Posted January 10, 2014 Actually, if it is halving the area damage (+15 to +8), it would be a DC 23 toughness save, so only bruised and dazed.
Supercape Posted January 10, 2014 Author Posted January 10, 2014 Doh. Thanks. Still post that away. Hronos will then be up!
Vahnyu Posted January 12, 2014 Posted January 12, 2014 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 1d20+9 → [6,9] = (15) Spending 1 HP for an improved roll 1d20+9 → [4,9] = (13) +10=23 Toughness Save vs Aura Damage: 1d20+12 → [15,12] = (27) Makes it just fine. If it hits Collapse's defence, the opposed roll against the defender's strenght is: 1d20+11 → [20,11] = (31)
Supercape Posted January 12, 2014 Author Posted January 12, 2014 All fine, except the STopwatch is in John Smiths Hand, not Collapses! :)
Vahnyu Posted January 12, 2014 Posted January 12, 2014 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.
Supercape Posted January 12, 2014 Author Posted January 12, 2014 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!
Thevshi Posted January 12, 2014 Posted January 12, 2014 Cape the anomaly is bruised and injured, not unharmed.
Supercape Posted January 12, 2014 Author Posted January 12, 2014 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!
Thevshi Posted January 12, 2014 Posted January 12, 2014 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.
Supercape Posted January 12, 2014 Author Posted January 12, 2014 1d20+12=23 it just fails its reflex save. 1d20+9=17 another injury, another daze. Post away
Supercape Posted January 12, 2014 Author Posted January 12, 2014 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.
Vahnyu Posted January 13, 2014 Posted January 13, 2014 Hronos will Fly towards the dinosaur with Move-By action. He will attack with Interdimensional Arms A, Accurate Attack (+2/-2), All-Out Attack (+2/-2) 1d20+9 → [7,9] = (16) Using 1 HP for Improve Roll 1d20+9 → [4,9] = (13) + 10 = 23 if it hits, the DC for the damage is 26+Autofire. Hronos will complete his move by flying directly above the T-Rex, up to 500ft.
Supercape Posted January 13, 2014 Author Posted January 13, 2014 First attack roll of 16 will hit (T Rex defence is +6 total) do you want to reroll still?
Supercape Posted January 13, 2014 Author Posted January 13, 2014 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
Supercape Posted January 13, 2014 Author Posted January 13, 2014 Which means: Round 6:66 - Velocity - 2 HP - Fatigued51 - Anomaly - Injured x223 - John S - Bruised, Staggered - 1000' away, in jungle22 - Hronos - 1 HP - 500' in air, in Jungle 9 - T Rex - Unharmed Notes: Cold, Distracting (DC 5) Environment. Velocity is up!
Thevshi Posted January 13, 2014 Posted January 13, 2014 Okay, Velocity will just continue with the same, another use of the stunted area affect attack.
Supercape Posted January 13, 2014 Author Posted January 13, 2014 1d20+12=22 Fails Reflex Roll (again!) And 1d20+8=21 a partial fail on toughness roll, giving it its third injury. Post that away!
Supercape Posted January 14, 2014 Author Posted January 14, 2014 So, the Anomaly is going to run through Velocity - which amazingly misses! 1d20+20=22 And fly up to Hronos. Meaning Hronos is up again!
Thevshi Posted January 14, 2014 Posted January 14, 2014 Cape, IC I think you mean where Velocity and the anomaly fought, not her and Hronos.
Supercape Posted January 14, 2014 Author Posted January 14, 2014 Nice catch, sorry Thev. Edit made. Hronos is up!
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