Taar Posted July 20, 2011 Posted July 20, 2011 I assume Wisp can carry Revenant with her since Lucy's under the 250 lb. cargo limit. If for some reason no, Cheshire can carry Lucy in her Dimensional Pocket.
Supercape Posted July 20, 2011 Author Posted July 20, 2011 No problem, providing thats ok with Revenant.
Supercape Posted July 20, 2011 Author Posted July 20, 2011 Ok, just posting here for thoughts, Some action is likely to take place in the reactor, lots of heavy radiation - i.e. HM's. The core rules on radiation environment are a little fudgy to my mind, so I am opening this up for your thoughts as I dont want to be unreasonable about this: Revenenat is of course immune to it all! Mechanically I would suggest it is: 1. Nauseate effect limited to sicken. 2. Drain CON (little nervous about this). 3. At your option (and very likely for a HP) some mutation (espcially if you are a mutant) temporarily altering your powers etc: in typical comic book style. HP reward of course if its more hindering than advantageous. I am initially thinking its a DC10 Fort save, +1 DC for every round you spend exposed to the hard radiation (until its treated or a suitable period of time elapsed recovering). Normal situational bonuses apply (like turnaround teleports in and out of the exposed zone, using those medical / physical sciences / life sciences skills, etc...) Thoughts please? I wanted to thrown in a slightly difficult environment a) for story and to balance out the odds of HM fighting 3 PL 10s. Option 1 with the ascending fort save seems to thrown in the right balance but as the rules are a bit "open" on what radiation does and I dont want to screw around, I just thought I would garner your opinions - I am winging this a bit.
Tiffany Korta Posted July 20, 2011 Posted July 20, 2011 Well as we're in a hurry, Revenant doesn't know what a Hazmat suit is (or that she doesn't it) and more importantly has never been teleported before , I'm happy to be teleported in.
Azuth65 Posted July 20, 2011 Posted July 20, 2011 I vote for the first one myself Cape. Also, I have some edits going up soon (won't change Wisp's power level/caps but it will open up some new fight options for her), though I'll continue to use the sheet as is until we're done here. [edit] Also, her fort save for dropping in to the reactor with Rev, 1d20+8=17. [/edit]
Tiffany Korta Posted July 20, 2011 Posted July 20, 2011 Another bluff, I'd like to draw him out to me. Bluff Roll : (1d20+12=25), I've included the +4 for attractive this time. Here'shoping he take sthe bait.
Supercape Posted July 21, 2011 Author Posted July 21, 2011 OK before we get into bluffs, lets gather ourselves for round 2! I am presuming everyone is now in reactor core, and exposed to radiation. Initiative rolls please! 1d20-1=2 Another fantastic roll from Heavy Metal! On your initiative, make your Fort saves (obviously not Revenant! ). Ill count the roll you made already for Wisp Azuth. DC for this round is 10. Failure means Sickened from Rad poisoning. Of course, you guys are free to grab Haz Mat Suits, etc. There are indeed some around, but it will take a full round to get into one (or a move action to teleport into one!). The lead lined Hazmat suits give full immunity to the radiation (including Heavy Metals aura) but are pretty bulky and slow - Ill give a -2 penalty to attack, defence and reflex and notice due to their weight, restricted field of vision, etc. You may well feel thats not worth it. Im doing an IC post for what Heavy Metal is up to, as story etc, not part of combat.
Tiffany Korta Posted July 21, 2011 Posted July 21, 2011 Iniative : (1d20+2=17) hooray, much better :D
Taar Posted July 23, 2011 Posted July 23, 2011 Initiative (1d20+5=6) Cheshire goes on a 6... Fortitude vs Radiation DC 10 (1d20+8=25) ...while laughing at the puny radiation!
Supercape Posted July 24, 2011 Author Posted July 24, 2011 Ok 18 Wisp Unharmed 2 HP 17 Reveant Unharmed 1 HP 6 Cheshinre Unharmed 2 HP 2 Heavy Metal 1 Bruised Wisp is up!
Azuth65 Posted July 26, 2011 Posted July 26, 2011 Wisp's going to close to melee, and slap him. With a teleport based stunt. Drain Toughness ( Extra: Effects Objects) 11 LINKED Strike (Power Feat: Mighty) 2 [24PP] (Teleport scramble) 1d20+9=19 So glad he's in solid form... And now, to save vs his drain. 1d20+8=15
Supercape Posted July 26, 2011 Author Posted July 26, 2011 I presume that is some kind of "teleport the atoms off him" corrosion stunt? [im cool with the stunt, I just like to know the fluff and justification, mainly for narrative purposes, but also to stop the "stunt anything of anything" brigade!] Anyway 1d20+10=24 the lucky swine! (I presume thats versus DC 21) Toughness? I imagine thats versus DC 24, and he has one bruise already. 1d20+15=28 Son of a gun! Incidentally, are you using extra effort or HP for that stunt?
Azuth65 Posted July 26, 2011 Posted July 26, 2011 More or less. Extra effort, though there will be HP expenditure on the fatigue coming her way. Also..., it is so unfair he keeps saving against my attacks .
Supercape Posted July 26, 2011 Author Posted July 26, 2011 Yah, the dice have been unkind! Next up, Revenant! who is automatically immune to all radiation!
Tiffany Korta Posted July 26, 2011 Posted July 26, 2011 I'm a simple kind of girl, I'm just gonna hit 'im. Strike (unarmed) (1d20+10=30) That a straight Toughness 25.
Supercape Posted July 26, 2011 Author Posted July 26, 2011 And simple works! 1d20+15=18 Stunned and bruised Cheshire up next!
Taar Posted July 27, 2011 Posted July 27, 2011 Strike w/ All-out Attack 5, Power Attack 5: Strike attack roll (1d20+9=12) Uuf. Spending a HP to reroll - Strike reroll (1d20+9=24) Much better! Toughness DC 26+5 PA+3 Autofire= DC 34 Fortitude Save vs Radiation Aura DC 12 (1d20+8=27) Success! Cheshire's Defense lowered to +5
Supercape Posted July 27, 2011 Author Posted July 27, 2011 1d20+14=21 A weak show from Heavy Metal! Stunned (not that it matters as Stunned already), Staggered, 3 Bruise! Next Round, Wisp is up! Radiation From the Reactor Kicking in again, DC 11 Fort saves on the beginning of your turn to avoid being Sickened and all the penalties that brings! As normal, Revenant Immune! 18 Wisp Unharmed 2 HP, Fatigued from Extra Effort 17 Reveant Unharmed 1 HP 6 Cheshinre Unharmed 1 HP 2 Heavy Metal 3 Bruised, Staggered, Stunned (Until Init 6)
Supercape Posted July 27, 2011 Author Posted July 27, 2011 NOTE: Of course for fluff purposes the radiation is pretty nasty. Whilst revenant is immune, if you did stay in their for protracted periods of time, yes it would probably kill you. Also, feel free to have an unpleasant decontamination procedure afterwards, and a day of vomiting! :o
Azuth65 Posted July 28, 2011 Posted July 28, 2011 Blowing an HP to ditch the fatigue, going to try the drain+punch again. 1d20+9=27 Another DC 21 Fort + DC 24 Toughness from the metal man please. As for saves, Both fort saves for the round pass, 19 and 20 total
Supercape Posted July 28, 2011 Author Posted July 28, 2011 So you are stunintg again? using extra effort or last HP? INvisible Castle down for me at the moment, will roll once it is up!
Supercape Posted July 28, 2011 Author Posted July 28, 2011 INvisible castle up! 1d20+10=30 Fort save :cry: 1d20+13=21 Well you finally get to touch him! He now has his fourth bruise! Revenant is up next, and as normal immune to radiation. PS: If you have any interest, Heavy Metal now has a wiki page. Feel free to link to him, or edit adding your inevitable(?) bashing of him after thread closure!
Tiffany Korta Posted July 28, 2011 Posted July 28, 2011 KISS, KISS, KISS Unarmed Strike : (1d20+10=23) Another toughness save DC 25
Supercape Posted July 28, 2011 Author Posted July 28, 2011 1d20+12=22 And his fifth bruise. Before going any further, will let Azuth post IC for wisps attack.
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