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Old 03-15-2018, 04:57 PM   #1
Phantasm
 
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Join Date: Jun 2006
Location: On the road again...
Default [Supers] How to: Flying Brick Dive-Bomb?

Here's the scenario:
Flying Brick (built on a not-DCU-Amazon-really! package) has ST 32/250, DX 16; DR 150, Air Move 16/192 w/ Instant Acceleration and Complete Maneuverability; Speed 8.00 w/ ETS, Trained By a Master, Flight 16, Judo 18, and Karate 18. Going up against a ground-based target w/ no ETS.

Round 1: Brick grabs Target, Target fails to Dodge. Target struggles to break free but can't.
Round 2: Brick Judo Throws Target face-first into the dirt. Target fails HT roll and is Stunned.
Round 3: Brick launches self as high into the air as possible. Target shakes off Stun and begins a Change Posture to stand up from being prone, shifting to crawling in the process.
Round 4: Brick slams down on Target full force. Ouch.

By my calculations, Brick is doing 26d+51 cr with a Super ST punch before the dive bomb is taken into account. How much extra damage would she do with a dive bomb of close to two football fields distance in one second?


On a slightly related note, since the character in question is going all '90s, how would putting inch-long spikes on the knuckles alter the damage? +1 for a fist load only, +1/die, or a change to cut or imp?
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Last edited by Phantasm; 03-15-2018 at 05:08 PM.
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collision, collision damage, culture20, evileeyore, super st, supers


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