Jump to content

The Pinball Wizard Strikes! OOC


RocketLord

Recommended Posts

  • Replies 70
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

Posted (edited)

Octoman will use Extra Effort for a new AP on his main array, to get his Additional Limbs, Elongation, and Insubstantial going all at once, sacrificing a few ranks of Super-Strength to make room for the Insubstantial.

 

Quote

Alternate Power: [32PP]

 

Additional Limbs 4 (+10 Limbs, Extras: Duration [Sustained], Feats: Ambidexterity) [5PP] (Descriptors: Mutation, Retractable Tentacles)

 

Elongation 6 (250ft Max Elongation, Elongate 300ft per Move Action, Free action to retract, 60ft Range Increments for elongated melee attacks, Flaws: Limited [Additional Limbs]) [3PP] (Descriptors: Mutation, Stretchy Tentacles)

 

Enhanced Strength 16 [16PP] (Descriptors: Mutation, Super-Strength)

 

Insubstantial 1 (Feats: Subtle) [6PP] (Descriptors: Mutation, Shapeshifting)

 

Super-Strength 1 (Lifting Strength: 35, Heavy Load: 1.5 tons) [2PP] (Descriptors: Mutation)

 

Then he'll put himself in the path of the ball, reach out with Elongated tentacles to anchor himself to as many different fixed points as possible (if the terrain allows for it, he'll wrap the tentacles around something, but otherwise he'll just use Wall-Crawling to stick to whatever surfaces he can find), and try to stop the ball as if he were using his fluid body to catch a falling object.

 

Quote

Ultimate Power, page 60:

A fluid character may attempt to catch a falling person or object, cushioning the fall with the character’s flexible form. This requires a move action, and reduces the falling damage by the cushioning character’s Toughness bonus (representing flexibility in this case). Both characters suffer any remaining damage.

 

Assuming he can use this mechanic, his effective Toughness is either +10 or +8, depending on whether or not you think his +2 Toughness from Defensive Roll should count.

 

If he can't use this mechanic, then he's basically just Interposing and tanking the damage from the ball.

 

Edited by Grumblefloof
Posted (edited)

Assuming I understand the rule right, otherwise feel free to correct me:

 

It's creative and makes sense, so I'll allow the use of the flud characer mechanic, but since you're basically anchoring yourself in place, I don't think the Defense Roll feat should apply in this case.

 

Its a DC27 TOU damage effect, so you'll need to make a DC19 TOU save, where the Defensive Roll should apply.

 

IC coming after we see if you make the save.

Edited by RocketLord
Posted

@Darksider42 If those bars are really iron or steel, than they're Toughness 8-10. Inanimate objects generally automatically take 10 on Toughness saves, so they'll get 18-20 against that DC24, only taking an Injury for the first several hits. The specific example the book gives for a Disabled result against something like a wall is making a hole big enough for a person to walk through. So doing it like that will probably take Spectre almost a full minute. You might want to stunt a Corrosion effect to bust through it instantly, or an Affects Others Insubstantial effect to pull the guy out.

 

Posted

Corrosion 10 would definitely do the trick, though we'd need to flaw it to fit under the 20PP budget.

 

Inanimate object at touch-range, so no need for an attack roll that I'm aware of, so we don't have to worry about the attack bonus, and we're capped at PL10.

 

Alternate Power: [15PP]

Drain Toughness 10 (Extras: Affects Objects, Linked [Damage]; Flaws: Action [Full]) [10PP]

Damage 10 (Extras: Linked [Drain]; Flaws: Action [Full]) [5PP]

 

Drain 10 drops steel bars down to Toughness 0, so they get 10 on the DC25 Toughness save and fail by 15, and they're not just Disabled, they're Destroyed entirely.

 

At minimum, it took Octoman a move action to get into position and another move action to Elongate his tentacles, plus whatever time it took tanking the ball, so it would probably take Spectre the same amount of time (a move action to get into position and a full action to use the power stunt), about a round and a half, or roughly 9 seconds.

 

Posted

OK, there ya go.

 

Once Archer has the ball anchored in place, Octoman will go ahead and swap his Octopus Power array back to its default slot and let the power stunt go away, and for now he'll suck up the Fatigued condition.

 

Posted

The ball is starting to wriggle loose, but there's more traps there!

 

Everyone close to the cage, that will be Octoman and Spectre, DC20 Reflex Save to avoid the spikes shooting up from the ground. Spectre has a -2 penalty from having fallen.

 

TOU save vs. a DC20 from the Snare to see if the ball breaks free: 26

 

Still anchored.

 

If you can beat a Notice DC20 Check, read the spoiler:

The cage seems like its starting to move down, about to be pulled into the ground. There's no spikes inside it.


×
×
  • Create New...