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Zerg Rush (OOC)


Sandman XI

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Just got home from work. Will post here in a little bit for Momentum.

Pre-Emptive Initiative = 19

EDIT: Excuse my belated post. Breakdown for round-action (if we're now considered "in-combat") will be at the bottom, but I've got a question: what's the current date in Dinosaur-filled Riverside-ville? >.>

Round Breakdown:

Full-Round Action: Refocus to bump up to Initiative 28, so that next round (again, assuming we're counting "rounds" at this point), Momentum'll be able to power stunt Quickness 20 and change into his Costume and enter the fray next round.

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Ok, my turn?: So:

Standard action: attack with Graviton Eruption. That's a targeted area shapeable blast, DC 27 if it hits, but I'm pretty sure that's a complete whiff, so:

Free action: Burn hero point for a reroll: attack reroll Ok, so that's a 10 to my roll,(if I got the rules correct), meaning a total of 19. Oh, and I'm pretty sure I have enough progression on the area to hit every dino, but if not, pick the largest cluster

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Round Breakdown:

Move Action: Move 30' to find a bush or large tree or something to hide behind.

Free Action: Using Extra Effort to Power Stunt "Quickness 20 (Limited: Physical Tasks Only [-1])" off of Momentum's Speed, so that he can change costumes as a Free Action. Also giving up that second Hero Point of Momentum's to counter-act Fatigue for the next round preemptively.

Move Action: Using Momentum's Speed 10 (10,000 MPH/100,000’/Round) to re-enter within line of sight and sixty feet from the herd of Jurassic entities.

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tough save: http://invisiblecastle.com/roller/view/2707050/ (accidentally mislabed, but math is correct) hrm, that should be a bruise at the most

Evasion 2: Half effect on failed reflex:

Reflex: http://invisiblecastle.com/roller/view/2707052/

Fort: http://invisiblecastle.com/roller/view/2707077/

So, I'm half-whatever on whatever that was. Dyne's now officially pissed.

Power-Attacking GE for full 5: http://invisiblecastle.com/roller/view/2707081/

Edit: informed that even targeted area attacks can't crit, so i'll save the hero point

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Initiative = 17

Round Breakdown:

Move Action: Bluff to Trick "Black" into making an obviously bad choice, wholly switching all of her attention to Momentum. He doesn't take the -5 penalty to Bluff to perform Trick as a Move Action due to his feat, "Challenge (Fast Bluff Trick)."

Bluff = 11/16

Hero Point: Re-Rolling Bluff Check.

Bluff = 21

Standard Action: Total Defense; Bumps Momentum's Defense to 19 (10 + 5 Defense + 4 Total Defense)

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