Thevshi Posted December 6, 2023 Author Posted December 6, 2023 That will miss Sylph. Granite will take a swing a Gamma Buzz, missing wildly with a 10. @Huckleberry Rot is up!
Huckleberry Posted December 6, 2023 Posted December 6, 2023 So, given that we have the luxury of having one more combatant than our opponents, Consuelo will want to focus on protecting civilians. What I'd like to try to have her do is to ready her disintegration power to be used to try to stop anything dangerous from leaving the immediate vicinity of the combat - be it supervillain, superpower, or collateral effect of superpower. Is that possible?
Thevshi Posted December 6, 2023 Author Posted December 6, 2023 Absolutely, would be holding her action and countering as appropriate
Huckleberry Posted December 6, 2023 Posted December 6, 2023 (edited) Just checking - that preparedness would last until Rot's next turn, I'm hoping? Because with only one enemy acting after her in the initiative order, it would be kind of pointless to hold an action like that if it only effectively applied against that one last enemy. (Might as well just do something to specifically disable that enemy, in that case. . . .) Asking because I read that Delaying and action just lasts until the end of the current round, but that Readying an action lasts until your next turn. Was a little concerned that maybe this was being ruled as a Delay, which might not be that effective of a use of an action. . . . Edited December 6, 2023 by Huckleberry clarify
Thevshi Posted December 6, 2023 Author Posted December 6, 2023 Professor Fathom will try to blast Gamma Buzz as well (as he is the one closest), and misses with a 17! The blast was level, so is heading towards civilians, @Huckleberry Give me a Power check for Rot's counter (d20 + the rank of your power).
Huckleberry Posted December 6, 2023 Posted December 6, 2023 I put in the roll description that I would spend a hero point of the result was less than 20. First roll result was 13. Spending the power point from Consuelo freaking out on Parker, second roll is a 5, modified to a 15 by the hero point +7 = 22.
Thevshi Posted December 6, 2023 Author Posted December 6, 2023 Well, you already used your HP, but you can always take extra effort and pick up a level of exhaustion, but, I will give you a HP for this action to protect the non-combatants (even if they are not real), so you have a HP if you want remove the fatigue condition. Fathom also rolls a 22 on his power check, but the tie here goes to Rot!
Huckleberry Posted December 6, 2023 Posted December 6, 2023 I thought you gave me a hero point for invoking Consuelo's complication a few posts ago
Huckleberry Posted December 6, 2023 Posted December 6, 2023 Yeah, here it is. I think you just forgot to write it down?
Thevshi Posted December 6, 2023 Author Posted December 6, 2023 Yes, thank you for reminding me. You still have another then!
Huckleberry Posted December 6, 2023 Posted December 6, 2023 Sweet. Given her current intentions, if something else got released from the area that threatened civilians, Consuelo would use that HP to try for an instant counter.
Thevshi Posted December 6, 2023 Author Posted December 6, 2023 Round Two 27 Timeout (Uninjured, 1 HP) 23 Pyre (uninjured) 22 Gamma Buzz (uninjured, 2 HP) 20 Sylph (uninjured) 20 Torpedo Lass 2 (Uninjured, 2 HP) 11 Spaceman (Uninjured, 1 HP) 10 Granite (sickened (-2 atk) 8 Rot (Uninjured, 1 HP) 4 Professor Fathom (uninjured) Okay, Timeout is going to try the same trick again, only this time he will use the default Accurate Attack to take -2 dam for +2 atk, getting a 19, which is improvement (barely), but only hits Granite and Sylph (and dosen't effect Sylph). Granite gets a 22 on his Fort save, so shakes it off again.
Thevshi Posted December 6, 2023 Author Posted December 6, 2023 Sylph is going to move away from Spaceman, and try to use her partial concealment and Stealth to hide, getting a 21 on her stealth check. I need to pay closer attention to my own initiative list, lol. Pyre is going to shot a flame blast over at TL2. And, he also misses with a 14 @Supercape Gamma Buzz is up!
Supercape Posted December 7, 2023 Posted December 7, 2023 (edited) AP: Damage 8 (Extras: Area [Cone], Alternate Save [Fortitude], Feats: Reduced Area 6 [20-80' Cone], Incurable, Insidious) [32/32 PP] "Nuclear Breath" Jumping to get the angle, then letting that cone loose - as per chat, hitting Fathom and Granite. The breath is obvious (Green glow) but insidious means they wont know they have been damaged! Thats radiation for you! Well, if they fail their Fort (DC 18) Saves that is. Edited December 7, 2023 by Supercape
Thevshi Posted December 7, 2023 Author Posted December 7, 2023 Well, they also get a DC 18 Reflex save to halve the effect (and it is 15+rank fort save as this is a damage effect, so DC 23 if they fail the Reflex check). Fathom makes his Reflex save, so DC 19 Fort Save: 19, he just makes it. Granite also manages to make is Reflex save, and gets a 26 on his Fort Save. So, now: Sylph is going to move away from Spaceman, and try to use her partial concealment and Stealth to hide, getting a 21 on her stealth check. @The Sailor Torpedo Lass is up!
The Sailor Posted December 7, 2023 Posted December 7, 2023 Keeping moving to at least make myself harder to hit, doing a long jump down the walkway I'm on while firing off a phosphorescent sphere at Pyre. which probably misses on a 19, but at least it was a good try.
Thevshi Posted December 7, 2023 Author Posted December 7, 2023 Yes, sadly will just miss. @RocketLord Spaceman is up!
Huckleberry Posted December 7, 2023 Posted December 7, 2023 @Thevshi is rolling to notice Sylph's stealth movement a reaction, or does that take a free action, move action, or standard action to try? Thanks for the free M&M rules lessons, btw. . . .
Thevshi Posted December 7, 2023 Author Posted December 7, 2023 Yes, it would be a reaction to possibly keep her in sight as she moves and tries to hide. If that fails, you can always use a move action on your turn to try to search for her and spot her. To keep things going, I did not ask everyone to make a roll, letting people do so as their turn comes up and they wanted to focus on her.
RocketLord Posted December 7, 2023 Posted December 7, 2023 Notice: 19, guess Parker isn't keeping his eyes on Sylph, but I do have my Spatial Awareness Super-Sense: Spatial Awareness [Sense Type: Mental, Extras: Accurate, Acute, Radius, Ranged] Would Parker be able to sense Sylph with that @Thevshi? I also have homing on my stunted Move Object, so rolling for that to hit again: 20 That's a DC23 TOU save if it hits and establishing a Grapple with 34 (if it hits, of course) I'll wait with my actual actions for the turn to see about whether I can find Sylph with super-senses and if that hits. --- Keeping my stunted power in here so I remember it... Move Object 8 (Extras: Damaging; Flaws: Action [Full Action], Distracting; Feats: Affects Insubstantial 2, Homing, Indirect 3, Subtle 2) {32/32} (Descriptors: 4th Dimensional Shadow, Spatial Manipulation, Dimensional Breach, Gravity)
RocketLord Posted December 7, 2023 Posted December 7, 2023 Since we discussed that Parker's sense might have issues with the concealment, Move action to Search: 7, nope! Using my standard action as a second move action to search again: 13 Not much better, oh well! No hit and the homing fizzles out then.
Thevshi Posted December 7, 2023 Author Posted December 7, 2023 Granite will once gain try to hit Gamma Buzz, this time hitting with a 24! (almost a critical hit!) @Supercape A DC 28 toughness save for Gamma.
Supercape Posted December 7, 2023 Posted December 7, 2023 Ouch! 22 which, I think, is dazed and bruised
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