Dr Archeville Posted April 9, 2009 Share Posted April 9, 2009 w00t Free Action to switch from Cloaked FF to Regular FF, and be all menacing (though not actually attempting an Intimidate check). Link to comment
N/A Posted April 10, 2009 Author Share Posted April 10, 2009 Round 3, Concluded #6 fires his Blast at Archeville, and hits. The Blast has a damage bonus of +9. De-cloaked, Archeville has more Impervious Toughness than that. So the beam bounces off harmlessly. Link to comment
N/A Posted April 10, 2009 Author Share Posted April 10, 2009 Round 4 Power Corps #8 (20) (Unconscious) Power Corps #2 (19) (Bruised x2, Staggered, Stunned) The Scarab (18) (Bruised) Doctor Archeville (18) Power Corps #4 (15) (Unconscious) Power Corps #6 (15) #8 has another 10 rounds before he gets a Recovery check to wake up. #2 uses GM Fiat to overcome her Stunned condition. Doctor Archeville gets a Hero Point. #2 can only take a Standard or a Move Action. She turns around and takes a swing at Archeville. She'll Power Attack for -3/+3. She only gets a 10, missing by a substantial margin. The Scarab Delays her action until after Archeville. Your move, Doc. Link to comment
Dr Archeville Posted April 10, 2009 Share Posted April 10, 2009 2 HPs now. Standard Action to reconfigure E.S. Datalink 1 (10 feet), Enhanced Skill 4 (+4 to Disable Device; brings skill total to +20), Machine Control (as Move Object 2 [str 10]; Extras: General 10-ft. Burst Area, Range/Perception, Selective Attack; Flaws: Distracting, Limited to Machines, Tiring [on Device]; PF: Precise) Extra Effort to surge to gain another Standard action (so can take one full action). Full Round action -- and last HP -- to Disable Technology/Battlesuit on #2 and #6, as described/mentioned earlier in thread. Perception-range Machine Control = no attack roll needed; Skill Mastery = can Take 10 = result is 30. Their suits are disabled. DC 25 Craft check & 4 hours work to get them back working again. Tiring on Gadget = it loses 2pp of effectiveness, so it can only do 3pp worth of stuff, until repaired (Craft check, DC 10 + 1 hour... or, if Mental Quickness applies, 6 rounds). Link to comment
N/A Posted April 10, 2009 Author Share Posted April 10, 2009 The Power Corps armor is now disabled. The Heroes win! Link to comment
Dr Archeville Posted April 10, 2009 Share Posted April 10, 2009 I think I surged every single round. And the whole time, Doc had his brain tied behind his back! I started with his Enhanced Mind set to "Enhanced Charisma," and never switched out to Enhanced Int. So he may not have been as smart as usual, but he looked awesome doing this! Link to comment
N/A Posted April 15, 2009 Author Share Posted April 15, 2009 I think I surged every single round. And the whole time, Doc had his brain tied behind his back! I started with his Enhanced Mind set to "Enhanced Charisma," and never switched out to Enhanced Int. So he may not have been as smart as usual, but he looked awesome doing this! Funny you should mention that, but that's about to come in handy... Link to comment
N/A Posted April 15, 2009 Author Share Posted April 15, 2009 GM Fiat to let The Scarab stunt an area-effect Mental Transform to remove the memory of her from everyone in the restaurant except Archeville. Then she activates Concealment and flies away. That way, the timeline remains consistent, with Save The Citizen(s) being her first "public appearance." If you want to interact with the police on-camera, feel free. Otherwise, we can just pick this up in an epilogue later that day, when The Scarab and Archeville meet up in The Lair proper. Link to comment
Dr Archeville Posted May 9, 2009 Share Posted May 9, 2009 Looks like a good place to end this. Link to comment
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