alderwitch Posted September 5, 2009 Posted September 5, 2009 Intro thread for Zoe. Currently involving, Wander, Edge, Psyche, Phalanx
alderwitch Posted September 5, 2009 Author Posted September 5, 2009 And, Psyche with a mighty 9 So, our line up is: Wander: 24 Edge: 14 Phalanx: 14 (Delayed down from 16) Mystic Force: 10 Psyche: 9 Tech Kid: 8 First round, surprise goes to Wander and she and Mystic Force are currently the only ones involved. Ya'll can arrive at the top of next round.
Electra Posted September 5, 2009 Posted September 5, 2009 Erin is catching up with her move action, and going for an all-out no damage grapple attack, attempting to pin his arms behind him with her hands. Attack roll is 31. Grapple check is 46.
angrydurf Posted September 5, 2009 Posted September 5, 2009 MIke delays till Edges action and paces him on the way to the street.
Avenger Assembled Posted September 5, 2009 Posted September 5, 2009 Inspire, giving +5 next round on most everything to all my allies who can hear me. Who should be all of them, so far.
N/A Posted September 6, 2009 Posted September 6, 2009 Zephyr's Time Control array is currently set on Quickness+Speed, giving her a total rank of 12 in each. Her Invisibility array is set to Move-Only Concealment. Initiative: 35. Take 10 with Acrobatics & Skill Mastery (25 hits DC20) to stand up from prone as a Free Action (normally a Move). Quickness to take 20 on a Notice check of her surroundings (+5 hits DC25) as a Free Action (normally 1 minute / 10 rounds, now 0.006 seconds). Quickness to change clothes as a Free Action (normally 1 minute / 10 rounds, now 0.006 seconds). Free Action to switch Time Control array to Flurry. Full Action to Charge (Move + Attack, w/+2 Attack + -2 Defense) Tech-Kid. Zephyr has total visual concealment for the round, and Tech-Kid is in a grapple, so he should be flat-footed against her attacks. Take 10 with Acrobatics & Skill Mastery (25 hits DC25) and tumble over/under anyone standing in her path. Attack Roll: 17. 19 total (Charge). Since it's an Autofire 3 attack, assuming she hits, every point by which she cleared his Defense gives her +1 to her base damage (+4/DC19). The Autofire bonus can push her damage up to a maximum of +8/DC23. Nonlethal. If Tech-Kid's Defense is somehow greater than 19, let me know and I'll burn my lone Hero Point for a re-roll. if she doesn't move again next round, she'll become visible again. As it is, all anyone can see is Tech-Kid (hopefully) reacting as though he just got punched 10,000 times. Psyche can definitely "see" her with her Accurate Mental sense. Anyone with an Acute Ranged sense (Normal Hearing for most of you) can hear her, but not target her. So everyone probably saw her blink into existence at the bottom of the steps, then disappear, then heard something beat feet like a drum machine up the steps. Assuming any of her foes can pick the right 5ft square to target with an attack this round, their attack suffers a 50% miss chance. However, Zephyr's Defense is only +8/DC18 this round (Charge).
alderwitch Posted September 6, 2009 Author Posted September 6, 2009 Tech Kids Toughness save: 6 vs the DC 23 save. (His flatfooted defense was a +5) He's out like a light :)
alderwitch Posted September 6, 2009 Author Posted September 6, 2009 Phalanx and Psyche each gain an HP for their complication. They are stunned.
angrydurf Posted September 6, 2009 Posted September 6, 2009 Since I'm just stunned for the round I went ahead and posted so no one would be waiting on me :D
Avenger Assembled Posted September 6, 2009 Posted September 6, 2009 fished her Next-Gen uniform out Treason! :shock: :o
Electra Posted September 6, 2009 Posted September 6, 2009 Erin is going to attempt to stun poor ol' hapless grappled Joey, spending an HP to power-stunt Stunning Attack. She's making a full power attack and will be using the inspiration bonus from Edge to bolster it as well, if that applies to damage. I don't think I need an attack roll since she won't be trying to maintain the grapple, right? The damage DC is 25 or 30, depending on whether the inspire bonus adds on. And Edge would like to add that if Joey passes the save, he would like to make that not happen.
alderwitch Posted September 6, 2009 Author Posted September 6, 2009 As I will give you the inspire and there's no way he can make a DC 30
Avenger Assembled Posted September 6, 2009 Posted September 6, 2009 Edge fatigues himself to power-stunt Nullify 11 (all Concealment effects) (Extras: Burst Area, Duration [sustained]) (Flaws: Full-Round Action) He spends an HP on the Nullify power check for a total of 22. Spends HP as necessary to make Zoe's Reflex save and Concealment check come in underneath that. The descriptor for this particular Nullify is "Luckily for the assembled heroes, Zoe forgot to keep making herself invisible!"
N/A Posted September 7, 2009 Posted September 7, 2009 Edge fatigues himself to power-stunt Nullify 11 (all Concealment effects) (Extras: Burst Area, Duration [sustained]) (Flaws: Full-Round Action) He spends an HP on the Nullify power check for a total of 22. Spends HP as necessary to make Zoe's Reflex save and Concealment check come in underneath that. The descriptor for this particular Nullify is "Luckily for the assembled heroes, Zoe forgot to keep making herself invisible!" You're a rat bastard. She was gonna reveal herself next round anyway. Opposed Power Check / Will Save (same bonus): 12. Not even close.
N/A Posted September 7, 2009 Posted September 7, 2009 Didn't take any actions, just posted the IC effects of Edge's rat-bastard Nullify.
N/A Posted September 7, 2009 Posted September 7, 2009 Erin is going to attempt to stun poor ol' hapless grappled Joey, spending an HP to power-stunt Stunning Attack. She's making a full power attack and will be using the inspiration bonus from Edge to bolster it as well, if that applies to damage. I don't think I need an attack roll since she won't be trying to maintain the grapple, right? The damage DC is 25 or 30, depending on whether the inspire bonus adds on. And Edge would like to add that if Joey passes the save, he would like to make that not happen. First, terminology. When you use Extra Effort to gain a temporary feat on a power (like the Alternate Power feat), it's called a "Power Stunt." When you spend a Hero Point to temporarily gain a normal Feat, that's a "Heroic Feat." Second, this would work one of two ways: First, you could try to maintain the grapple, and if you won, you'd choose "Damage" as your result, and then apply the Stunning Attack. The opposed grapple check would substitute in the place of an attack roll. If you're not doing it within a grapple, then you need an attack roll, just like any other attack. Grapples don't just end because one party wants them to. You keep making opposed grapple checks every round until either someone escapes or someone KOs. You can choose "Escape" as the result if you win the opposed grapple check. If one party is already just trying to escape the grapple, and the other one wants to let him go, I think the GM can handwave an end to the grapple without requiring any actions on the GM's part.
N/A Posted September 7, 2009 Posted September 7, 2009 Also, Inspire doesn't add to our damage bonuses. But since you have Power Attack, you could just shift the attack bonus to your damage.
N/A Posted September 7, 2009 Posted September 7, 2009 The implication is that Zöe thinks of Champions the same way a real-life person would think of T.G.I.Friday's.
N/A Posted September 9, 2009 Posted September 9, 2009 Bluff Check: 15. Zöe's story is mostly true... Will Save (Opposing Mind Reading): 18. Call it a hunch...
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