Supercape Posted January 14, 2014 Author Posted January 14, 2014 After discussion with Vahn, who is to put the Stopwatch in his internal chamber with the essence of time, we have agreed the following effects: 1. Functions as an internal chamber feature (-1 HP, which he doesn't have...but...) 2. He suffers a paralyse DC 10 effect from the scrambling of time on his system (1 HP back) 3. Vahn is choosing to auto fail the first roll, thus gaining 1 HP more (total 1 HP) and suffer the paralysed result. and... 4. Whilst the STopwatch is inside him, he is temporally supercharged, gaining +4 ranks to all time powers, but whenever he uses these powers, he automatically gains 1 injured status from the damage this supercharging causes. Post away, Vahn!
Vahnyu Posted January 14, 2014 Posted January 14, 2014 Move Action: fly towards Velocity, putting Hronos in the middle between her and the dinosaur, presumably, 500 ft away from both. Free Action: Power Stunt Feature (Internal Compartment) off of Feature (Temporal Inertia) Move Action: Secure the Stopwatch inside the compartment. Get Paralyzed.
Supercape Posted January 19, 2014 Author Posted January 19, 2014 T Rex just bounding towards Hronos at full speed. Round 7: 66 - Velocity - 2 HP - Fatigued 51 - Anomaly - Injured x3 23 - John S - Bruised, Staggered - 1000' away, in jungle 22 - Hronos - 1 HP - in Jungle, Palralysed (DC 20 Will), 500' from Velicty and Anomaly 9 - T Rex - Unharmed Notes: Cold, Distracting (DC 5) Environment. Velocity is up!
Thevshi Posted January 19, 2014 Posted January 19, 2014 Velocity is going to run between Hronos and the T-Rex for the moment and use the Total Defense action.
Supercape Posted January 19, 2014 Author Posted January 19, 2014 Anomaly is going to whip over to Hronos, cant miss a paralysed target with an attack bonus of +20 So thats a DC 25 Damage save for Hronos.
Vahnyu Posted January 19, 2014 Posted January 19, 2014 Concentration check for Defensive Roll 1d20+4 → [8,4] = (12) Toughness Save (+4, if Concentration check succeeded) 1d20+8 → [16,8] = (24) At most, an Injury
Vahnyu Posted January 19, 2014 Posted January 19, 2014 (edited) Actually, hold on a sec. This damaging Aura... wouldn't happen to be a time/temporal descriptor damage, would it? Edited January 19, 2014 by Vahnyu
Supercape Posted January 19, 2014 Author Posted January 19, 2014 A very good question! The answer I guess is partially. Can we go for immunity for now. I guess the anomaly will need to stunt to harm you...but for now Hronos immune!
Supercape Posted January 22, 2014 Author Posted January 22, 2014 Which means Hronos is up again! (although Paralysed). So to start off, "he" has a DC 19 Will Save vs Paralysis.
Supercape Posted January 27, 2014 Author Posted January 27, 2014 T - Rex is up! It will move all out to get closer to Hronos / Anomaly. Its speed is 120 feet moving all out. Its getting a little vague here in the virtual D&D square minatures map...let us use comic book geography and time - i.e. 400 feet from the paralysed Stopwatch / Hronos. Onto next round - but here is the thing - the breach into the Null Zone is causing more problems! Storms, cold weather and now low gravity! We now have DC 10 Distraction (from the storms), Arctic conditions (Fort save every minute), and Low gravity (multitude of effects including +5 base speed, -2 attack rolls) Note you can get low gravity adaptation feat (by spending an HP). The anomaly, being used to all sorts of weirdness, is unaffected (either positively or negatively). Round 8: 66 - Velocity - 2 HP - Fatigued 51 - Anomaly - Injured x3 23 - John S - Bruised, Staggered - 1000' away, in jungle 22 - Hronos - 1 HP - in Jungle, Palralysed (DC 20 Will), 500' from Velicty and Anomaly 9 - T Rex - Unharmed
Thevshi Posted January 28, 2014 Posted January 28, 2014 Yeah, figures, Velocity's Concentration check is a 9, so her Speed will shut down. So, there is not much she can do this round as she is too far from anyone (being between Hronos and the T-Rex. So, not much need for a post from me I think.
Supercape Posted January 28, 2014 Author Posted January 28, 2014 After discussion with Thev, I am exercising common sense over rule technicality. I dont think rain and storm should shut down super speed here. For many, or most other sustained powers (like force field or telekenesis), I can understand. But running really fast? I have a hard time there. So we are ruling that speed here is immune to environmental distraction in this case. Also, it stops Velocity being a spare lemon!
Supercape Posted January 28, 2014 Author Posted January 28, 2014 So Anomaly is up and is going to stunt some effect on its aura, meaning it is dimensional rather than temporal in descriptor. HP to Hronos! And as Hronos is paralysed, Anomaly cannot miss, and DC 25 Toughness save.
Vahnyu Posted January 28, 2014 Posted January 28, 2014 Toughness Save: 1d20+8 → [12,8] = (20) Fails by 5
Supercape Posted January 28, 2014 Author Posted January 28, 2014 Which makes Hronos injured and dazed. At this point I am inclined to move straight to next round. John is freezing to death quite a distance away, T Rex continues charging.. Do you want to post IC, Vahn? (on ground?)
Supercape Posted January 28, 2014 Author Posted January 28, 2014 EDIT: NEED WILL SAVE FROM HRONOS (DC 18) to escape paralysis before Round 9! So back to Velocity! Round 9: 66 - Velocity - 2 HP - Fatigued 51 - Anomaly - Injured x3 23 - John S - Bruised, Staggered - 1000' away, in jungle freezing to death. 22 - Hronos - 1 HP - in Jungle, Palralysed (DC 20 Will) 9 - T Rex - Unharmed, 800' away from the Stopwatch. Notes: Environment is severe cold, distracting DC 10, and low gravity (-2 to attack rolls plus other effects)
Vahnyu Posted January 29, 2014 Posted January 29, 2014 Saving throw vs DC19 Paralyze 1d20+9 → [19,9] = (28) Passed with High marks! Do not forget to note that Hronos is INJURED x1!
Supercape Posted January 29, 2014 Author Posted January 29, 2014 Which means (thanks Vahn), as Hronos is dazed (which wears off), we are now... Round 9: 66 - Velocity - 2 HP - Fatigued 51 - Anomaly - Injured x3 23 - John S - Bruised, Staggered - 1000' away, in jungle freezing to death. 22 - Hronos - Injured - in Jungle 9 - T Rex - Unharmed, 800' away from the Stopwatch/Hronos. Conditions: Extreme Cold, DIstraction DC 10 (Storms), and Low Gravity (-2 to attack roll alongside other effects)
Thevshi Posted January 30, 2014 Posted January 30, 2014 Well, luckily being dazed still gives him his dodge bonus and such (and defensive roll). Anyway, for my IC post, I figured that is Velocity making a move action (well, less than her full move action really ) with either another move action or standard action to pick up Smith (by way of move-by action) and then hand him off to Robert (free? maybe?) and then moving on again.
Supercape Posted January 30, 2014 Author Posted January 30, 2014 Sure thing. And a hero point for saving Johns life all heroic like. Anomaly responding with wrapping up Hronos in another aura of damage. This time, however, it needs to make an attack roll. 1d20+20=24 is a hit, so another DC 20 Toughness roll (Defensive roll now works!) Ill post regarding that and John and Robert (who will now sort of be out of combat). Which means Hronos is up!
Vahnyu Posted February 1, 2014 Posted February 1, 2014 I'm guessing it's DC25 toughness 1d20+11 → [8,11] = (19) which I fail. This time, however, spending an HP to ensure no Daze 1d20+11 → [17,11] = (28) Not even a scratch... could have that roll a bit earlier, but oh well.
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