Poncho Posted December 6 Posted December 6 A thread for AA's Angelic! Robot Violence was requested. Let me know if anything doesn't work in the intro and we'll get this started and hope it works out.
Avenger Assembled Posted December 7 Posted December 7 Let me know what - if any - rolls are appropriate at this juncture. Angelic will hold off on using Inventor until she's actually present at the scene (which will give her time to do more investigation).
Poncho Posted December 8 Author Posted December 8 let's start with a Gather Information roll to get what information you can on them. If there's another skill you want to roll or something specific you want to try, let me know and we'll see what that can uncover. For the Invention, you can give me your design idea here and we'll make sure it's all set up so you can do roll(s?) afterwards.
Avenger Assembled Posted December 8 Posted December 8 She's going to use Online Research so she can use her Computers skill to swap in for Gather Info. Given enough time to research (especially w/her Mental Quickness) that'll be either 20 or 30 to represent taking 10 or 20. She's going to try and construct a Teleport Trace that will let her find where they went - there are actually rules for that specifically in Ultimate Power, IIRC.
Poncho Posted December 10 Author Posted December 10 There is a Teleport Trace Supersense, but it appears to be based around being a Super sense for a teleporter specifically to pick up, since it 'requires' the ability to teleport as far as the individual who made it was. It also degrades fast; a DC 10 Notice check that increases in difficulty by 10 for each minute that passes, which it says 'you can't take 10 or 20' on. But I think it would work fine as a baseline here; we'd just need to finagle with extras and drawbacks to figure out the PP cost. My thoughts are as follows, essentially there's two ways to do it; The easier mechanics but harder to make device one is to build a device that has Teleport and Trace Teleport together. I'd then say it's power feats to reduce the penalty on the Notice roll down to a managable level. Succeeding on this would let you teleport directly to where they are. The easier to make device that might have more difficult mechanics is 1PP for Teleport Trace. Then it would need Extended Range to track the teleport, since it can't 'piggyback' off your investment in Teleport. This also wouldn't teleport you to wherever they are, so you'd need to travel there afterwards. Are these observations roughly correct to you? And if so, which would you prefer. I'll handle your gather information rolls as well; MEDUSA as a name doesn't mean anything, they just chose it since the leader is Gorgon. They're one of a group of a dozen or so metahumans who all became active at once, believed to be an attempt to make a metahuman terror cell, however they rebelled and escaped and went to ground. They mostly all went their seperate ways afterwards, as their clashing personalities were unable to work together despite that being the intent. Gorgon was designed to be the leader, fast and strong with a powerful personality, but she's also got a massive superiority complex and haughty nature. Charybdis the teleporter, is one of a set of twins alongside Scylla. Charybdis is very effective as a teleporter, but is utterly against violence and is panicky and prone to fleeing at the first sight of trouble. She follows Gorgon because the two are a couple, not because she's as violent as the others. Typhon is the male, and while Gorgon can reign in her violent impulses, he is violent for violence's sake. His power involves summoning an energy shell around his body that he can manipulate into a variety of powerful weapons and armor. He's derisively referred to as Gorgon's attack dog, because his plans begin and end at the edge of whatever energy shell he's summoned to kill someone, but he doesn't care so long as he gets to fight.
Avenger Assembled Posted December 10 Posted December 10 She will use the Teleport Trace that requires actually building a Teleport to go with it - that way she can get in a little over her head! She'll get as many details as she can about the exact biological nature of their powers, studying what she can at the scene as much as possible, taking 20 on any Notice, Investigate, and Knowledge checks she needs to.
Poncho Posted December 11 Author Posted December 11 great! I'll do those in the IC post while we do this. So I'd say the basic effect is Teleport 9 (Flaw: Long Range only -1), plus Supersenses 1 (Teleport Trace) so that's 10PP there on the invention. At rank 9, Angelic can teleport anywhere on Earth, and obviously MEDUSA hasn't left earth. For each additional Feat, you can reduce the difficulty of the Notice Check by applying the equivalent of 'Slow Fade' onto the effect. More is better, but I'll leave it up to you how many you want to take, that way you're sort of in your own hands on how much you want to gamble on it. The Default DC is 10 + the PP spent on the invention as I understand it, as the baseline.
Avenger Assembled Posted December 11 Posted December 11 Let's put 10 ranks of "Slow Fade" on it, raising the DC to 20. https://orokos.com/roll/1028261 28 She'll take 10 or 20 on any other checks needed to get it built.
Poncho Posted December 12 Author Posted December 12 seems like a success to me! so either you can make a post putting it together and using it, or if you need me to do something, let me know.
Poncho Posted December 15 Author Posted December 15 let's get some Notice and a Stealth check for Angelic!
Avenger Assembled Posted December 15 Posted December 15 A 19 on Notice https://orokos.com/roll/1028546 https://orokos.com/roll/1028547 And a nat-20! on Stealth, which she has no points in
Avenger Assembled Posted Sunday at 09:50 PM Posted Sunday at 09:50 PM AP: Transform 10 (machine mastery; Extras: Affects Objects, Duration [Continuous; undone through application of the same power, reprogramming, and/or re-entering the data]; Flaws: Action [Full], Distracting, Limited [Objects Only], Range [Touch], PFs: Extended Reach 1, Improved Crit 2, Innate]) {24/24} to reflect door chicanery.
Avenger Assembled Posted Wednesday at 12:29 AM Posted Wednesday at 12:29 AM https://orokos.com/roll/1028778 = 1!
Avenger Assembled Posted Wednesday at 11:39 PM Posted Wednesday at 11:39 PM She will take 20 with her Mental Quickness so as to hit 25
Poncho Posted Thursday at 12:49 AM Author Posted Thursday at 12:49 AM That's good enough! Typhon does not try to crush her skull in a surprise round! Stealth Results 1d20+10: 25 [1d20=15] Time for Initiative! Initiative Results 1d20+6: 8 [1d20=2]
Avenger Assembled Posted Thursday at 12:50 AM Posted Thursday at 12:50 AM https://orokos.com/roll/1028855 8 ...and their modifier is the same! Hm.
Poncho Posted Thursday at 12:58 AM Author Posted Thursday at 12:58 AM it was decided that Angelic will take a HP to go second, giving her two points. He's attacking! Attack Roll Results 1d20+10: 19 [1d20=9] That might be a hit, and if it is it's a DC 29 Toughness on Angelic! Typhon- Angelic- 2HP
Avenger Assembled Posted Thursday at 01:01 AM Posted Thursday at 01:01 AM Tou vs 29: https://orokos.com/roll/1028857 21, so that's an injured and dazed. I think that inflicts knockback too (I have a hard time imagining Typhon not doing that!), though it's been a while!
Avenger Assembled Posted yesterday at 01:41 AM Posted yesterday at 01:41 AM https://orokos.com/roll/1028947 23! Okay, that probably hits for DC 25 Damage. Her Paragon array is at Flight 1, Super-Strength 4.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now