N/A Posted June 25, 2010 Posted June 25, 2010 Sense-Dependent is an all-or-nothing save to avoid the power, not an Area-style save for 1/2.
Ecalsneerg Posted June 25, 2010 Posted June 25, 2010 DC 21 Ref/Will (1d20+10=22, 1d20+5=7) Yay, Geckoman isn't mind controlled and crazy!
N/A Posted June 25, 2010 Posted June 25, 2010 After rolling for Initiative and for the Mind Control saves, every PC gets 1HP for the Complication of 500 mind-controlled rioters. No using this HP to re-roll the Mind Control saves. Anyone who fails their saves and falls under the Mind Control gets 1HP for the setback, if they commit to the following conditions: You do not spend a HP to re-roll the save, and you don't use Extra Effort for a new save until next round.
quotemyname Posted June 25, 2010 Author Posted June 25, 2010 PL 13 and possibly the worst saves on the board. It's BD's one failing... Oh well, I could get lucky. Here goes! Initiative; Reflex save; Will save (1d20+10=13, 1d20+6=11, 1d20+6=23) He's okay, folks!
Cyroa Posted June 25, 2010 Posted June 25, 2010 reflex (1d20+10=23) Made the reflex! Crappy init power: Go! init (1d20+2=11)
Darksider42 Posted June 25, 2010 Posted June 25, 2010 Reflex on Rifts part: 1d20+8=23 Made it! Crummy initiative though 1d20+3=8
quotemyname Posted June 25, 2010 Author Posted June 25, 2010 Never thought I would see chicken sticks in a fight, but I suppose I should roll for him all the same! Initiative; Reflex; Will (1d20+10=16, 1d20+5=22, 1d20+5=6) He makes the reflex save. I guess he managed to shove his sticks in his ears in time!
Ecalsneerg Posted June 25, 2010 Posted June 25, 2010 Geckonitiative! Trapped in a mosh pit... (1d20+10=14)
N/A Posted June 25, 2010 Posted June 25, 2010 Geckoman gets a HP for his girlfriend being mind-controlled. Initiative/Conditions Zephyr: 57, 2HP The Maestro: 19, NPC Chicken Sticks: 16, NPC, Fatigued Geckoman: 14, 4HP Breakdown: 13, 4HP Hellion: 11, 4HP Bystanders: 9, NPC, Mind Controlled Rift: 8, 4HP Spellbound: 4, NPC, Mind Controlled
quotemyname Posted June 25, 2010 Author Posted June 25, 2010 Can you note that Chicken Sticks is fatigued since he used Extra Effort during the performance?
N/A Posted June 25, 2010 Posted June 25, 2010 Can you note that Chicken Sticks is fatigued since he used Extra Effort during the performance? Totally forgot. Thanks for the reminder. Noted.
N/A Posted June 25, 2010 Posted June 25, 2010 Zephyr Time Control array begins on default power (Quickness 20 + Speed 20). [*:2igvd9dl]Free Action: Activate Invisibility array (Displacement power). [*:2igvd9dl]Move Action: Run all the way back to her dorm room at Claremont and back again (Move-By Action). [*:2igvd9dl]Free Action: Change into her costume. [*:2igvd9dl]Free Action: Reconfigure Time Control array to Rapid Attack power. [*:2igvd9dl]Hero Point: Spend 1 to gain the Improved Trip feat [*:2igvd9dl]Standard Action: Use Rapid Attack to Trip Maestro and all the Bystanders. Zephyr's Attack roll: DEF 19. That's everyone. Zephyr's Trip check (+2 STR/DEX, +4 Improved Trip): 18. Maestro's Trip check (+1 DEX): 16. He falls Prone. Bystanders Trip checks (+0 STR/DEX): Since Z's bonus is higher, they need a 19-20 to pass. 44 passed. 456 fall Prone. http://invisiblecastle.com/roller/view/2579106/ http://invisiblecastle.com/roller/view/2579110/ http://invisiblecastle.com/roller/view/2579111/ http://invisiblecastle.com/roller/view/2579112/ http://invisiblecastle.com/roller/view/2579114/ http://invisiblecastle.com/roller/view/2579115/ http://invisiblecastle.com/roller/view/2579116/ http://invisiblecastle.com/roller/view/2579117/ http://invisiblecastle.com/roller/view/2579119/ http://invisiblecastle.com/roller/view/2579120/ Since Z has Improved Trip, none of them get to Trip her back.
N/A Posted June 25, 2010 Posted June 25, 2010 The Maestro No need to issue commands to his pawns, as his commands from the previous round are still in effect. He stops maintaining Mind Control, so it reverts from Concentration (Lasting) to Instant (Lasting) in duration. All pawns will get a new save every round to break out, with a cumulative +1 bonus. [*:1qldoudg]Move Action: Stands up from Prone. [*:1qldoudg]Free Action: Reconfigures Sonic Control array to Blast 7 (+Area). [*:1qldoudg]Free Action: Uses Extra Effort to increase his Blast rank by +2, from 7 to 9. [*:1qldoudg]GM Fiat: Remove his Fatigue condition. [*:1qldoudg]Standard Action: He Blasts the stage, and everyone on it. It's a rank 9 Burst Area, so it's a sphere with a 45ft radius / 90ft diameter. That's enough to hit the stage, everyone on it, and the front of the mosh pit. Breakdown, Chicken Sticks, Geckoman, Hellion, Rift, and Zephyr all need to make a DC19 Reflex save for 1/2 damage, followed by a DC24 Toughness save (DC20 if you make the Reflex save for 1/2). After the Blast results are resolved, everyone on the stage gets a HP for the GM Fiat. Zephyr's Reflex save (DC19): Blackjack. Zephyr's Toughness save (DC20): And again. Spellbound's Reflex save (DC19): 8. Spellbound's Toughness save (DC24): 3. She's Unconscious. I'll say 20 Bystanders are also caught in the Area. Bystanders Reflex saves (DC19): 1 makes it. He gets a Toughness save. Bystander's Toughness save (DC20): 9. None of the others can make a DC24 with a +0 bonus, so they automatically fail (Minions can't make impossible saves). All 20 Bystanders caught in the Area are knocked Unconscious. All gear and fixtures on the stage are Equipment, so I'm just going to say they're all destroyed.
Ecalsneerg Posted June 25, 2010 Posted June 25, 2010 Sonic attacks? I am the Geckoman. The attacks I not dodge, I shrug off. Then I eat a bagel. (1d20+10=12, 1d20+7=26) He failed to dodge, yet feels no pain!
Darksider42 Posted June 25, 2010 Posted June 25, 2010 Reflex again! 1d20+8=19 Toughness save. 1d20+2=7 ....I demand a Re-Roll! *watches a HP fly away* 1d20+2=19 ...Better. Its just a bruise.
quotemyname Posted June 25, 2010 Author Posted June 25, 2010 Breakdown: Reflex DC 19 (1d20+6=22) Pass. Toughness DC 20 (1d20+13=20) Right on the money. Any ipod's Eddie had on him were destroyed in the blast. He's going to have to use the radio waves for this fight! Chicken Sticks Reflex DC 19 (includes -2 DEX) (1d20+4=10) Failure. Toughness DC 24 (1d20+6=24) Yet somehow he hits this one right on the money.
Cyroa Posted June 25, 2010 Posted June 25, 2010 James has evasion... reflex (1d20+10=29) Hmm? What was that? Did someone attack me?
N/A Posted June 28, 2010 Posted June 28, 2010 OK, so Chicken-Sticks whiffed. Gecks, then Breakdown, you're up!
Ecalsneerg Posted June 28, 2010 Posted June 28, 2010 GECKORANG'D! DC 19 Toughness for Maestro. (1d20+10=20) Should that fail, then... HP! Weee! (1d20+10=22)
N/A Posted June 28, 2010 Posted June 28, 2010 The 20 definitely hits, so save yer HP. Maestro's Toughness save (DC19): 30. Sorry, Gecks.
quotemyname Posted June 28, 2010 Author Posted June 28, 2010 I don't have my books on me, because I'm at work. But here's what I'm going to do. I want to have Eddie attempt to Deafen Maestro. For good. I'm thinking Transform, but I don't know how to build it properly. I would also like this power to be of the Sonic Descriptor (or some such). The purpose of this is so that I can attempt to counter anything the Maestro should do on his next turn should deafening him fail. I plan on spending a Hero Point to get a counter attempt even though I didn't prepare an action to do so, at least I think that's one of the uses, correct? Any suggestions Shaen? EDIT: I think someone suggested Dazzle 11 (Auditory; Extras: Range/Perception, No Save; PF: Incurable, ________) but that would be way over costed, and I'm not expecting to have No Save make it past you on a Canon NPC :P
N/A Posted June 28, 2010 Posted June 28, 2010 I want to have Eddie attempt to Deafen Maestro. For good. No. Absolutely not. Please consider "permanently maiming or disabling" people to be under the same umbrella as "murdering them" in regard to "Things Which Are Too Iron Age For This Game." However, if you want to deafen him temporarily, then Dazzle is definitely the way to go. I plan on spending a Hero Point to get a counter attempt even though I didn't prepare an action to do so, at least I think that's one of the uses, correct? Yes, one of the potential uses of a Hero Point is to use a power of the appropriate descriptor for an immediate countering check when you haven't readied an action to do so. EDIT: I think someone suggested Dazzle 11 (Auditory; Extras: Range/Perception, No Save; PF: Incurable, ________) but that would be way over costed, and I'm not expecting to have No Save make it past you on a Canon NPC You're right - I'm not going to consent to you or anyone else stunting a +No Save power, against a canon NPC or otherwise.
quotemyname Posted June 28, 2010 Author Posted June 28, 2010 Right-o. Thanks for the clarifications. I'll go with Dazzle 13 (Auditory; Extras: Duration/Sustained; Flaws: Action/Full Round; PF: Accurate 3, Improved Critical 2) [31pp] Attack 2 [4pp] As my Music Mastery for the turn. I will then launch my attack on Maestro. AoA 5/ PA 5; Dazzle vs Maestro; DC 28 on hit (1d20+13=24) Yea... I would really like this to hit... HP Re-roll: AoA 5/ PA 5; Dazzle vs Maestro; DC 28 on hit (1d20.minroll(11)+13=33)
N/A Posted July 1, 2010 Posted July 1, 2010 OK, with the crit, that's a DC33 Dazzle. Maestro's Reflex save: 11. Maestro's Fortitude save: 22. Maestro is Deafened. As it is a Sustained (Lasting) effect, it will require no effort on Breakdown's part to maintain, it will persist even when he switches up his VP configuration, and Maestro will gain a new save (against the original DC33) to shake it off after every interval on the Time Table, starting 1 minute (10 combat rounds) from the current Initiative count (with a +1 cumulative bonus per interval). In other words, he's not shaking it off anytime soon.
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