trollthumper Posted June 1, 2014 Share Posted June 1, 2014 Temperance realizes that she can't really do stuff with healing, so she unleashes another Blast w/ Autofire on the last Golem. That's a 26, and if this one has a +8 DEF as well, then that's a DC28 TOU save. Link to comment
Supercape Posted June 1, 2014 Author Share Posted June 1, 2014 1d20+10=16 so it breaks down too, spitting out last passenger. Post away Link to comment
Ari Posted June 1, 2014 Share Posted June 1, 2014 (edited) In a shocking twist of shocking twistuls, Wave-Eye Stunts some Healing off his Conch Device(0HP), taking the strain himself to be Fatigued. He's now at -1 for Attack and Defence and sundry rolls and slowed to normal speed only. The Power Stunt adds the following Alternate power to its Red Wave Array: Healing 10(Extras: Area(Burst 50ft.), Selective, Total; Flaws: Distracting, Limited(non-fire damage), Others Only, Unreliable(5 normal uses))[10PP]. Using the Healing power on the Dying passengers to stabilize them, +10 bonus vs. a DC10 check so I believe that's an automatic success. DRAMA AVERTED, ********************-sandwichers! Edited June 2, 2014 by Arichamus Link to comment
Supercape Posted June 2, 2014 Author Share Posted June 2, 2014 I believe the King of Suits is encrusted in Barnacles! Although an Area effect seems reasonable. On the other hand, those flaws are pushing it. Stunting a power with the flaws Distraction (When I am borderline not in combat), and Limited (Not the damage I want to heal anyway) is edgy. I can let the Distraction one pass in the spirit of heroic saving, but in all honesty cant let the non-fire damage one pass (as it should be a drawback any way, and on the principle it is difficult to justify limitations and drawbacks for stunts which basically say "limited to the situation I am in anyway"). Link to comment
Ari Posted June 2, 2014 Share Posted June 2, 2014 Ah curses, I clean forgot the small matter of him NOT BEING ABLE TO MOVE. I do beg your pardon, and retract the Stunt for the time being. Link to comment
Supercape Posted June 2, 2014 Author Share Posted June 2, 2014 I think being snared would not stop a burst effect, as it's all a king of wave of healing emanated from you, so that ok. But at the end of the day it's your call, perhaps he needs some magic hand movements! Link to comment
Ari Posted June 2, 2014 Share Posted June 2, 2014 Yeah, but that's all moot when he's currently struggling against the mass of barnacles trying to smother him. Not like Namor or Tempest goes all "Ah! Now that this giant sea monster has me fast in its coils, I think I'll leisurely make up a spell that's got nothing to do with my current struggle!" So to that end, DC15 Reflex save: 13. Still Bound. Link to comment
Supercape Posted June 20, 2014 Author Share Posted June 20, 2014 Actually, its a strength roll against a snare! Or, more accurately, it has a toughness of 5, and with your strength, you automatically inflict a DC 23 Toughness ROll on it! In addition, Super Strength adds to your damage effect (for the purposes of breaking things) so its another +6 to DC, making a grand total of a Damage 14 effect. (Unfortunately, if Damage is +10 over snares toughness, you break out automatically as a standard action!) Still, a DC 29 Toughness save with +5 1d20+5=8 you smash out!!! Thats a standard action, so you still have a move action to do something (or surge) Link to comment
Thevshi Posted June 20, 2014 Share Posted June 20, 2014 Well, in reference to Blood's threat and Temp's worry about what he might do, Tsunami still has a Time Stop active in a 500' radius, only excluding crew/passengers and the heroes (and the bad guys that made their reflex saves). Anything else (ie the ship) cannot be interacted with by anyone that is free of the time stop. So, no poking holes in the ship Link to comment
Ari Posted June 21, 2014 Share Posted June 21, 2014 (edited) Garn. Sorry Supercape, for some reason it totally slipped my mind about how Snares work. Okay then. Spending a HP(0HP left) to Stunt Healing 10(Extras: Area(Burst), Total; Flaws: Distracting, Tiring, Unreliable(5 Normal uses))[10PP] off of his Conch Device's Array. Surging for a new Standard Action. Wave-Eye is Fatigued. Using it to Stabilize the Dying Passengers. DC10 roll, and with the rank being 10, that's most likely an automatic success. 4 uses left, and Wave-Eye is Exhausted. Edited June 21, 2014 by Arichamus Link to comment
Supercape Posted June 21, 2014 Author Share Posted June 21, 2014 Various mechanical discussions blah blah blah various looks at UP and stuff blah blah blah. .... Now onto the story. The passengers are healed, Wave Eye is fatigued. Post away! Link to comment
Supercape Posted July 9, 2014 Author Share Posted July 9, 2014 Sorry for delay folks! For reference, lets call the bulkhead a Toughness 15 thing, and the door to the engine room a toughness 12 thing. Link to comment
Thevshi Posted July 11, 2014 Share Posted July 11, 2014 Cape, again I would point out that the whole point of Time Stop is that things that are effected by the power cannot be harmed (ie we could not punch through floors or walls or doors, but neither could Blood or any of his crew cause any damage to the ship either). Link to comment
Supercape Posted July 11, 2014 Author Share Posted July 11, 2014 Hey, sorry Thev, I keep visualising Timestop as a paralyse effect rather than, well, timestop. It does, however, pose a problem here. If you cant smash through walls, you cant get into the engine room, the ultimate destination. Is there a need to have timestop still active? Link to comment
Thevshi Posted July 11, 2014 Share Posted July 11, 2014 Well, part of the reason for using the Time Stop was to protect the ship from damage (we cannot harm it, but nether can Blood). And, if it was already taking on water, the water around the ship and the hole(s) would be Time Stopped as well, stopping anymore flooding. Link to comment
Supercape Posted July 11, 2014 Author Share Posted July 11, 2014 This seems reasonable. As its selective, have you any objection to Temperance taking the smash and quick route? Link to comment
Thevshi Posted July 11, 2014 Share Posted July 11, 2014 That sounds fine, easiest way to keep us moving forward. Link to comment
Supercape Posted July 14, 2014 Author Share Posted July 14, 2014 Ok so we have a toughness 12 door. Easy enough to break down, but can it be broken down / torn off in one round for surprise? or do you have other plans. For the purposes of wrenching the door off its hinges you can combine strength...count to 1...2....3...and...! Let me know if you want a group shove / pull on it! Link to comment
trollthumper Posted July 19, 2014 Share Posted July 19, 2014 Sorry for delay. SC, as we're all effectively pulling a group shove, do I need to properly stunt Temperance's water cutter effect, or is it just part of the narrative? Link to comment
Supercape Posted July 19, 2014 Author Share Posted July 19, 2014 Ok, so combined strength for bustin down door: Tsunami: +2 Wave Eye: +8 +6 Super Strength Glamazon: +8 +5 Super Strength Lets say thats a total of +29 Damage for the purposes of ripping the door off. Combined, you have more than enough strength to automatically bust open / throw away the door. If anyone wants to post this, go ahead, otherwise if you want I can do another GM post for this! Also: Ari! Your signature no longer links to your PCs! Link to comment
Supercape Posted July 19, 2014 Author Share Posted July 19, 2014 Also: Noted TTs post so Im just going to go with a whopping great "Tear door down post!" if it doesnt suit any body, let me know. Not quite in combat, but we have Blood and a mountain of barnacles! Link to comment
Supercape Posted July 19, 2014 Author Share Posted July 19, 2014 Notes: We have an extreme heat environment. Which is unlikely to be pertinent, but there it is! The smoke provides partial olfactory and visual obscure for all of the engine rooms, and is thick enough for full olfactory and visual obscure by the engines themselves. The smoke is thick enough to effectively cause suffocation unless you are immune to it. So hold your breath! For reference: Glamazon - no immunities/supersenses. Tsunami - no immunities, accurate detect water mental, Temperance, no immunnities, no super senses, Wave Eye, No immunities, Tremorsense. Also: Thevshi, I am not sure if the Time stop would effect down here, but at this juncture I am inclined to GM fiat it is not, as it will essentially scupper the plot (pardon the pun). Would some handwavium Barnacle Curse counter the time stop? (your thoughts!) Link to comment
trollthumper Posted July 21, 2014 Share Posted July 21, 2014 I'd note Temperance does have Immunity to cold, high pressure environments, and suffocation. Also, her Super-Senses will Detect Spirits, but that may not come in handy here. Link to comment
Supercape Posted July 21, 2014 Author Share Posted July 21, 2014 Sorry I was listing relevant immunities (Heat,Suffocation) which nobody has. I think everyone has drowning, cold, high pressure. I think everyones suffocation immunity was to drowning, not smoke or general. ]As regarding the spirit sense. Yeah, I think that flies for Captain Blood (Ghost,spirit, etc). Probably not for the blistering barnacles. Although if you want to narrate something about a vague sense of "the spirit of the malevloent sea" or something, that would be fine. Link to comment
Ari Posted July 25, 2014 Share Posted July 25, 2014 Fortitude save to keep going: 28. Okay then. Using the Damage AP of the Red Wave Conch to try and destroy the Barnacles climbing around the engine equipment. attack roll: 25. If that hits, DC27 Toughness as before. Of course, that could easily go very, very wrong... If need be, Initiative roll: 19. Link to comment
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