Gizmo Posted June 28, 2010 Author Posted June 28, 2010 Figured we might as well get right down to it! Everybody in the training room has had their powers disabled (Mona's still eight feet tall, since that's innate). Lynn, Eli and Mona each get a hero point since the 'Nullify' is just a plot fiat. Feel free to post with reactions while we're waiting for everyone's initiative rolls. Initiative. (1d20+9=20)
Geez3r Posted June 28, 2010 Posted June 28, 2010 Let the bloodshed begin. Depowered Initiative (1d20+2=9)
Dr Archeville Posted June 28, 2010 Posted June 28, 2010 How are Doc's devices able to nullify Jack & Grim's magical powers, when he doesn't believe in magic and he can't make things that affect magic? Simple: he called in Ace Danger, Phantom, and/or Quark to help set up something . ;)
Geez3r Posted June 28, 2010 Posted June 28, 2010 In chat we were wondering how it would nullify Grim's clothes or Grim herself. Handwave it is.
Gizmo Posted June 28, 2010 Author Posted June 28, 2010 The cells in the Underground have power dampers anyway, if memory serves, so it's not totally absurd.
Dr Archeville Posted June 28, 2010 Posted June 28, 2010 In chat we were wondering how it would nullify Grim's clothes or Grim herself. Handwave it is. The Nullifiers come with a CCA*-approved Decency Filter. * Clothier's Code Association
Heritage Posted June 29, 2010 Posted June 29, 2010 Unless I'm much mistaken, Grim's Initiative is unaffected. Initiative: 1d20+12=13 But IC has other plans! :twisted:
Dariusprime Posted June 29, 2010 Posted June 29, 2010 Doh! Initiative (1d20+1=14) Mechanically, Fulcrum's Str/Con can't be nulled, but since its fiat anyway, I'll use the 18/14 from Growth to be fair. Reasonable? Oh and please don't nullify Grim. Thank you. ;)
Geez3r Posted June 29, 2010 Posted June 29, 2010 A complied list to save Giz a headache. 20 - Jack of All Blades - Unharmed - HP x5 14 - Fulcrum - Unharmed - HP x2 13 - Grimlakin - Unharmed - HP x4 9 - Dynamo - Unharmed - HP x4 Mechanically, Fulcrum's Str/Con can't be nulled, but since its fiat anyway, I'll use the 18/14 from Growth to be fair. Reasonable? Oh and please don't nullify Grim. Thank you. Up to Giz, it's kind of his deal. The 18/14 thing works so long as Fulcrum sans powers would otherwise be completely unremarkable physically (Dexterity notwithstanding).
Dariusprime Posted June 30, 2010 Posted June 30, 2010 Taking that into account, she'd still be a pretty big and athletic woman. What level of stats would be acceptable? 20/20 given her size? I just want to make sure my abilities are fair since Grim and Dynamo are at a disadvantage.
Gizmo Posted June 30, 2010 Author Posted June 30, 2010 A complied list to save Giz a headache. 20 - Jack of All Blades - Unharmed - HP x5 14 - Fulcrum - Unharmed - HP x2 13 - Grimlakin - Unharmed - HP x4 9 - Dynamo - Unharmed - HP x4 Thanks, Geez! Honestly, I'll leave that to you, Darius. I've got no problem with Fulcrum keeping all of her innate abilities, Strength and Constitution included. If you think lowering those scores better serves the story, that's fine too. Just in case it wasn't clear, Jack intends for all three of them to attack him together. He did say they'd be improving their teamwork skills, too! As such, he's going to be actively blocking this round, using Defensive Attack. That means he's got 33 Defense, and rolls against any attack that gets through with +13 before the cumulative –2 penalty. Fulcrum is up!
Geez3r Posted June 30, 2010 Posted June 30, 2010 You can't use Defensive Attack unless you actually attack. You can use Total Defense however. And I'm not sure what you mean with this bit: "rolls against any attack that gets through with +13 before the cumulative –2 penalty."
Gizmo Posted June 30, 2010 Author Posted June 30, 2010 I just meant that Blocking is basically an opposed Attack roll, but you take a cumulative –2 penalty for every attack after the first that you try to Block. I figured you could apply the =5 from Defensive Attack to that. Actually, since he's unarmed, +13 wouldn't be right regardless; I forgot he wasn't using his sword-dependent stats. I'm probably just misunderstanding how Block works anyway. Let's just call it Total Defense, putting him at 32 Defense total for the round. Easier that way anyway.
Geez3r Posted June 30, 2010 Posted June 30, 2010 Nope, nevermind, I'm reading impaired. Didn't say the Block description. That's totally kosher.
Dariusprime Posted July 1, 2010 Posted July 1, 2010 Alright, Giz. If no one objects, I'll keep the Strength and Constitution at those levels. That I actually made near the top of the initiative order shocks me. It's so...unnatural. Especially considering certain other characters' modifiers. In any case, Fulcrum is going to do what she does best, but hopefully put her devious plan into action. Hopefully they'll get the drift to aid another, set him up or otherwise aid her. Accurate Attack +5, Charge vs JoAB Def 32 (1d20+15=30) Close! Defense 16.
Heritage Posted July 3, 2010 Posted July 3, 2010 Grim is gonna try to do an Acrobatic Bluff and give the benefit to Dynamo; I'm not sure how to describe that in-character, but I shall try! She got Skill Mastery for Acrobatics, so that's a 33 for the Feint.
Geez3r Posted July 3, 2010 Posted July 3, 2010 Dynamo will do a charge against JoAB. Charging Attack roll vs JoAB (1d20+8=15) Charging Attack roll vs JoAB, HP reroll (1d20+8=14) +10 = 24 Forgot to mention, DC 15 on a hit.
Gizmo Posted July 3, 2010 Author Posted July 3, 2010 Acrobatics Check vs DC 33. (1d20+15=32) So close! Block vs. DC 24 (1d20+7=14) ...less close. Toughness Save vs. DC 15. (1d20+1=15) Ha! Erik's gonna give Eli a little tap: Unarmed Power Attack 5. (1d20+7=27) That's DC 15 + 2 + 5 + 5 = 27. Yeah. Wow. He'll use his move action to Feint Lynn at an auto 33 Bluff, then surge to attack her, too: Unarmed Power Attack 5. (1d20+7=27) ...I kid you not. Those are two separate rolls. DC 27 for her, too.
Geez3r Posted July 3, 2010 Posted July 3, 2010 OK. Dynamo Toughness save vs JoAB Crit DC 27 (1d20+2=12) Fail by 15 exactly. For story purposes, I'm keeping it.
Heritage Posted July 3, 2010 Posted July 3, 2010 Grim's Bluff check: 1d20+18=30 Toughness save: 1d20+5=17
Geez3r Posted July 4, 2010 Posted July 4, 2010 Overdrive - If Dynamo is hit by an effect with the electrical descriptor and fails the associated save, he enters the Overdrive state for a number of rounds equal to the Rank of the effect. In this state, his Speed and Quickness effects gain the Permanent and Full Power traits, basically this means he has to take at least a move action every round and move his full speed. In this state, Eli cannot use interaction skills on anyone, nor can they use them on him; Eli's effectively deaf and mute for the duration. This also makes any benefits from the Master Plan, Inspire, Team work, Set up and Leadership feats unusable during the time period. It's a healing effect, which is Fortitude (harmless) for a save. But at the same time, Dynamo's powers are nullified at the moment. What does do? We're safely in "Screw The Rules, I Have Plot" territory by the way.
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