trollthumper Posted March 24, 2011 Posted March 24, 2011 Cannonade, Warlock, Push and Silhouette deal with White Knight's fanboys... at first. Then it gets weird...
trollthumper Posted March 24, 2011 Author Posted March 24, 2011 All right, that'll be a DC21 Will save for all those observing. Warlock, meanwhile, can definitely feel that something went off, and it's covering a rather large area. I'll be holding off on Cannonade's Will save until everyone else has made their rolls, just so I can consider a possibility.
Quinn Posted March 24, 2011 Posted March 24, 2011 Ok, time for Push's collective rolls: Recurring Nightmares check (1d20=12) Failure, Push is Fatigued. DC 21 Will save (1d20+8=13) Failure again, InvisibleCastle clearly does not like me. Hero Point reroll (1d20+8=15) +10 is 25, success. Welp, that's me done. Let's hope everyone else rolls bettah. ;)
Aoiroo Posted March 24, 2011 Posted March 24, 2011 12, fail will roll, I think I'll let Sil fail the exotic roll for once.
Lone Star Posted March 27, 2011 Posted March 27, 2011 1d20+9=23 Warlock fortunately makes the save. He also spends an HP to gain Create Object as an AP.
trollthumper Posted March 28, 2011 Author Posted March 28, 2011 And Cannonade... fails his Will save, just barely. I could spend a Hero Point to reroll, but... let's have some fun. Perhaps we should enter Initiative now... Cannonade goes on a 23. The Crusaders go on a 21.
Aoiroo Posted March 28, 2011 Posted March 28, 2011 11 for Silhouette,, so Cannonade and Silhouette gone wild, this is gonna be interesting.
Quinn Posted March 29, 2011 Posted March 29, 2011 Push's initiative roll (1d20+8=23) Push can go after Cannonade, is cool. :D
trollthumper Posted March 29, 2011 Author Posted March 29, 2011 All right, then. Here goes: Cannonade: 23, Unharmed, Compelled, 2 HP Push: 23, Unharmed, 2 HP Rioters (35, Minions): 21, Unharmed, 0 HP Silhouette: 11, Unharmed, Compelled, 2 HP Warlock: 5, Unharmed, 3 HP Cannonade decides to leap the barrier, uses a Free Action to switch from Leaping to Super-Strength, and unleashes Super-Breath on the Crusaders, taking care to avoid the counter-protesters (mainly through direction). Maybe one of them makes the Reflex save to halve it, which means 6 of them are still up on their feet. Which makes them convenient targets. Push is up next.
Quinn Posted March 30, 2011 Posted March 30, 2011 Time for Push to do what he does best. Big Huge Explosions! Ehhh....not really. Power Stunt time! Stunting from his Kinetic Battery Array, Push locks down the entire crowd in a bubble of kinetic stasis (though with the sheer level of energy he's taking in, there is unfortunately some backlash/overload...) AP: Paralyze 11 (Mass Kinetic Energy Drain; Power Feats: Selective; Extras: Area [General, 55-ft Burst.], Alternate Save [Fortitude], Ranged [Ranged]; Flaws: Action [Full], Side Effect (Damage 13)) That's a DC 26 Fortitude save to avoid Paralysis. Note, however, he's not Paralyzing Warlock or Cannonade (the bubble hasn't linked to them). He can't see Silhouette, so she's caught in the bubble, unfortunately. This...could get interesting. For the side effect damage, that's a basic DC 28 Toughness Save. Rollin'! DC 28 Toughness Save (1d20+12=28) ...Well, so much for the dramatic neural shock treatment. >.>
Aoiroo Posted March 30, 2011 Posted March 30, 2011 Reflex Save 27, lessen fortitude, so fortitude roll 17, so Sil can move I guess.
trollthumper Posted March 30, 2011 Author Posted March 30, 2011 Well, 6 make the Reflex save to halve it... but of those that did, not one of them made the modified DC21 save. Meaning all but 3 people are Paralyzed, and those 3 are still Slowed. Cannonade: 23, Unharmed, Compelled, 2 HP Push: 23, Unharmed, 1 HP Rioters (32, Minions): 21, Paralyzed, 0 HP Rioters: 21, Slowed, 0 HP Silhouette: 11, Unharmed, Compelled, 2 HP Warlock: 5, Unharmed, 3 HP And Slowed, they will merely move towards the barricade, brandishing their fists/clubs at one another. Silhouette is up next.
Aoiroo Posted March 30, 2011 Posted March 30, 2011 Sil takes everyone being slower as an opportunity to slice through the minions. Taking 10 to cut them down with takedown attack, DC 24 as per usual, so, how many do you think will stand up to the onslaught.
trollthumper Posted March 30, 2011 Author Posted March 30, 2011 Given their Toughness saves, and the fact that they're Minions... none of them. Guessing you're focused on the Crusader side of the divide, so that takes care of pretty much everyone on that side. Cannonade: 23, Unharmed, Compelled, 2 HP Push: 23, Unharmed, 1 HP Rioters (19, Minions): 21, Paralyzed, 0 HP Rioters (1): 21, Slowed, 0 HP Silhouette: 11, Unharmed, Compelled, 2 HP Warlock: 5, Unharmed, 3 HP Warlock is up next.
Aoiroo Posted March 30, 2011 Posted March 30, 2011 21, Gather Information check on Sil's Well Informed on Push.
Quinn Posted March 30, 2011 Posted March 30, 2011 O_o Not sure why she'd be having that info suddenly appear in her head after spotting him, but... DC 10 – There are rumors of a vigilante using the name Push throughout the northern United States. DC 15 – He has a reputation in some cities as a hero, others as a wanted man. DC 20 – The name was given because the vigilante seems to use some kind of kinetic or force powers.
Aoiroo Posted March 30, 2011 Posted March 30, 2011 That's what the Well Informed feat does, it means if you see someone with a reputation, you can roll to see what you character already knows about them.
Lone Star Posted March 30, 2011 Posted March 30, 2011 Sleep! Warlock uses his Sleeping Powder, which is DC 19 Will for any of the Crusaders he hits. It's a 90 foot Cone.
trollthumper Posted March 31, 2011 Author Posted March 31, 2011 As was noted and discussed with LS -- and corrected by Quinn, who pointed out just how much space the Paralyze effect covers -- pretty much everyone is down right now save the heroes. So we're back to the top of the round. Cannonade: 23, Unharmed, Compelled, 2 HP Push: 23, Unharmed, 1 HP Silhouette: 11, Unharmed, Compelled, 2 HP Warlock: 5, Unharmed, 3 HP Cannonade is still very angry. Trollthumper, however, does not want him to kill anyone. Which is why I'm going to try to Extra Effort out of the effect at the last second. Bah. Not what I thought. All right, then. Hero Point! Phew. No one's dying today. At least, on my end. Cannonade: 23, Unharmed, 1 HP Push: 23, Unharmed, 1 HP Rioters (19, Minions): 21, Paralyzed, 0 HP Rioters (1): 21, Slowed, 0 HP Silhouette: 11, Unharmed, Compelled, 2 HP Warlock: 5, Unharmed, 3 HP Push is up next.
Quinn Posted March 31, 2011 Posted March 31, 2011 The fighting's pretty much over, and Push is still feeling the effects of that last stunt (theatrically, damnit!), so he'll pass.
Aoiroo Posted March 31, 2011 Posted March 31, 2011 Claiming the same thing as Cannonade, if only because since her targets are down, and even with the agressive push she's way more concerned about locating the person they stabbed, 13, Hero point, 27, critical than. Anyway, I know police are on standby, are there any ambulences there TT?
trollthumper Posted March 31, 2011 Author Posted March 31, 2011 Not there, but you can hear sirens in the distance. And it's Warlock's turn next.
Aoiroo Posted April 4, 2011 Posted April 4, 2011 Right, so no superhearing, but her masks radio sense(not percise but good enough to catch bits and pieces) might give Sil a good grip on the different situations caused by this. Otherwise, would you like any checks on this sort of thing, Gather Info I can probably swing so she can try and figure out who is needed where or where the most violent crimes or the source might be located.
trollthumper Posted April 6, 2011 Author Posted April 6, 2011 The violence seems rather spread throughout South Freedom, and seems to be leaking out into the rest of the city.
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