Supercape Posted December 6, 2018 Author Posted December 6, 2018 (edited) Ok, so these idiots are PL 2, and frankly Gauss could take them down hand to hand (maybe taking a bruise or two at worst), so feel free to narrate however you want to teach them a lesson. The key is whether she openly uses her powers to do so. There will be no problems doing so, its just whether the one - armed man notices. If you want to pick up a cool scar from a lucky knife-swipe, or catch a bruise from a lucky punch, please feel free! However, any bruises or injuries you do get are moot, as this is the quick prologue and any "damage" you take will have healed by the main event. (Although of course you may want a momento scar!) Edited December 6, 2018 by Supercape
Supercape Posted December 13, 2018 Author Posted December 13, 2018 For the delay caused by changing costume (super secret ID) and not quite catching up before stuff...(a combination of GM fiat and complictaion, if you will), awarding an HP. Gauss - 4 HP - Unharmed
Azuth65 Posted December 20, 2018 Posted December 20, 2018 Going to spend an HP to give Gauss 5 ranks in Medicine as per Beginner's Luck and check on the woman on the floor. 1d20+7=12
Supercape Posted December 20, 2018 Author Posted December 20, 2018 We can scratch that HP use as it is suitably heroic - therefore, no net cost. Thats enough for DC 10 Diagnosis, and as far as you can see she has no serious injuries. A concussion maybe, and would need the normal hospital check up / head scan, but not in need of imminate medical care.
Supercape Posted December 29, 2018 Author Posted December 29, 2018 For reference, the TRIBORG has flight 5, which is faster than Gauss. At the moment, he is moving all out Rule reference (mainly for myself) All Out: Moving four times your speed is an all out pace, the equivalent of running or sprinting, 120 feet per round for a normal unencumbered human. All out movement is a full action, and you lose your dodge bonus, since you can’t easily avoid attacks. However, if you’re using a movement power (see Chapter 5) you gain a +2 bonus to Defense per rank in that power; so a hero with Flight 5 moving all out gets a +10 Defense bonus for his speed (it’s harder to hit a fast-moving target). I hate movement rules anyway by my calculations, he is travelling at 1000mph, or 10K feet. Thats 1 point of his CON allowance, which will also bring him to a turn in the monorail
Azuth65 Posted December 29, 2018 Posted December 29, 2018 As noted in Chat, going to try and slow/stop him with her magnetic control/move object fun. Opposed roll of his Flight vs her MO?
Supercape Posted December 29, 2018 Author Posted December 29, 2018 Yes please! Flight opposed roll: 1d20+5 21 However, I will also roll his concentration against DC 17 as you are disrupting his flight Concentration: 1d20+1 5 In other words, he goes tumbling. If you beat his opposed roll, you can catch him / slow him down (or whatever you wish!)
Azuth65 Posted December 29, 2018 Posted December 29, 2018 (edited) 1d20+7=26, I'm going to go with "catch" since we don't want them turning into street pizza... Edited December 29, 2018 by Azuth65
Supercape Posted December 29, 2018 Author Posted December 29, 2018 For being suitably heroic... Gauss - 5 HP - Unharmed
Supercape Posted December 29, 2018 Author Posted December 29, 2018 And for your heroic HP reward! A blast in the face! This is at long range, so with penalties: Power blast: 1d20+4 10 missing!
Azuth65 Posted December 29, 2018 Posted December 29, 2018 Can Gauss' super-senses pick up any ferrous metals inside the captive to corroborate the story?
Supercape Posted December 30, 2018 Author Posted December 30, 2018 (edited) Time for initiative please! Robots: Init: 1d20+3 19 Triborg: Initiative: 1d20+1 14 Even if you dont win initiative, feel free to respond IC, with some choice words! For reference, the two robots are indeed Foundry Robots (DC 25 Tech Knowledge to recognise them). Mark 1 type. For this thread, they are not minions. (Dont worry, you wont be going against the Foundry full force in this thread!) For stat reference: additional boot thrusters (Flight 4), but sacrificing armour (Toughness 6) STR 16 DEX 16 WIS 12 CHA 8 Notice +4 (+5) Feats: Accurate Attacck Powers: Blast 8, Immunity (Fort), Protection 6 (Impervious), Strike 5 (mighty) Supersenses 3( Darkvision, Radio) Combat: Attack +6, Defence +6, Initiative +3 Saves: Tough +6, Fort -, Reflex +3, Will - Edited December 30, 2018 by Supercape
Azuth65 Posted December 30, 2018 Posted December 30, 2018 1d20+7=22 for inititative, 1d20+2=20 for the knowledge.
Supercape Posted December 30, 2018 Author Posted December 30, 2018 Round 1 22 Gauss - 5 HP 19 Robots [2] 14 Triborg At the moment, the Robots are 100' in the air above Gauss. And Gauss is up!
Azuth65 Posted December 30, 2018 Posted December 30, 2018 1d20+7=11, yeah I have enough HP I'm going to burn one here... 1d20+7=22
Supercape Posted December 30, 2018 Author Posted December 30, 2018 Thats a comfortable hit - presuming it is indeed a blast! Post away!
Supercape Posted December 30, 2018 Author Posted December 30, 2018 The Robots armour is tough! Tough Save: 1d20+6 24 The RObots will charge down, so they are about fifty feet from Gauss and Triborg. Then, blast cannons at Triborg! Blast Triborg: 2#1d20+6 12 10 both missing. I think as you moved your array to blast, that frees up Triborg, who will zoom off, but round the corner of the Monorail! Round 2 22 Gauss - 4 HP 19 Robots [2] 14 Triborg (1000' Away around monorail curve!)
Azuth65 Posted February 5, 2019 Posted February 5, 2019 Sorry for letting this slip past me. Let's try something different... Gauss is going to stunt "Nullify: All Electronics Extras: Area" off her blast. DC 17 will saves from the 'bots to keep their blasters blasting and their thrusters from keeping them hurtling to the ground.
Supercape Posted February 5, 2019 Author Posted February 5, 2019 I presume thats built as touch range, area extra! Some Reflex Rolls for the area effect 1st Reflex Saves: 4#1d20+3 4 7 17 16 actually only needed the first two, and both fail, so they get the full effect. They have no will save so its opposed nullify vs the power in question Opposed Rolls: 2#1d20 3 9 both bad rolls, but with your +7 nullify you can switch off their flight. THis causes them to fall, and its a big fall. So big, in fact, that I am going waive the tough save and let them perish on the streets below!
Supercape Posted February 5, 2019 Author Posted February 5, 2019 Also for reference, Gauss is fatigued
Azuth65 Posted February 5, 2019 Posted February 5, 2019 I'll be burning a Hero Point on fixing that shortly
Azuth65 Posted February 5, 2019 Posted February 5, 2019 So, Hero Point to remove fatigue. Going to resume the chase, trying to slow him down/pull him back with magnetic control again.
Supercape Posted February 6, 2019 Author Posted February 6, 2019 (edited) ok so that automatically hits, as perception range. Gauss - 3 HP I think thats best handled as opposed flight vs telekenesis. Opposed Rolls: 2#1d20 13 15 which is actually a draw, but I think we should hand it to Gauss as arguably it should be his Power Rank x2. Post that IC if you will! Edited February 6, 2019 by Supercape
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