Supercape Posted July 29, 2011 Author Share Posted July 29, 2011 He is on the ropes. Cheshire Cat is up next. Fort save for environment first (DC 11) to avoid geting sickened, then go for it! You do have the minor problem of how to transport a 20,000lbs Supervillain out of a Nuclear Reactor of course, once you punch him out and before he regains consciousness... I won't torture you with it, but think of something amusing or clever! Link to comment
Taar Posted August 5, 2011 Share Posted August 5, 2011 Fort Save vs DC 11 (1d20+8=17) Resists the radiation... Attack AOA 5 (1d20+14=16) But misses by 2. Shucks! Defense shifted down to +5 Link to comment
Supercape Posted August 5, 2011 Author Share Posted August 5, 2011 Unbelievable then, he still stands, with 5 - count em - FIVE bruises, and staggered. And he actually gets to act! Well, smashy on the Cheshire then, the one that always pounds him! SHifting +2 Attack, -2 DC 1d20+9=23 I think that hits, DC 30 Toughness save for the Cheshire. Also, as he touched, her, the normal DC 12 Fort save from his radioactive aura (drains 2 CON) (technically that is first as it might potentially lower your toughness save). Link to comment
Taar Posted August 5, 2011 Share Posted August 5, 2011 HM still needs to roll against Cheshire's 50% miss chance from her Mirror Image. Link to comment
Supercape Posted August 5, 2011 Author Share Posted August 5, 2011 Ah yes, thanks for the reminder. Using COre rules of "Higher = miss" p 161, I went lazy and rolled 1d2.. 1d2=1 He got lucky this time... Link to comment
Taar Posted August 5, 2011 Share Posted August 5, 2011 He got lucky this time... So he did! Fortitude DC 12 (1d20+8=16) Resists the drain Toughness DC 30 (1d20+10=29) Failed by 1, so that's a Bruise for Cheshire But he was not lucky enough! Link to comment
Supercape Posted August 5, 2011 Author Share Posted August 5, 2011 Right, I can't believe he is still standing, but there we go! Next round, its DC 12 Fort saves from the Radiation! 18 Wisp Unharmed 1 HP, Fatigued from Extra Effort 17 Revenant Unharmed 1 HP 6 Cheshinre Unharmed 1 HP - Bruised 2 Heavy Metal Bruised x 5, Staggered And Wisp is up! Link to comment
Azuth65 Posted August 5, 2011 Share Posted August 5, 2011 Unless I'm misreading the book, using EE for an alternate powers only causes fatigue on the one round after activating it. Continuing to use the Drain/strike 1d20+9=28. And now, the last HP on a Heroic Feat for a one-round use of Improved Critical on that. DC 26 drain toughness then DC 29 toughness save. Fort saves... 1d20+8=15, 1d20+8=13 and she's fine. Hopefully Heavy Metal isn't. Link to comment
Supercape Posted August 5, 2011 Author Share Posted August 5, 2011 Well I may be wrong too! From p120 Fatigue from Extra Effort At the beginning of the round immediately after extra effort, the hero becomes fatigued (see Fatigue, page 167). A fatigued hero becomes exhausted and an exhausted hero becomes unconscious the round after using extra effort. If you spend a hero point at the start of the round following extra effort to shake off the fatigue, the hero suffers no adverse effects. As far as I understand, extra effort always causes fatigue. It only goes if you shove a Hero Point to eliminate it. The fatigue kicks in the round after you use extra effort. But the thing about fatigue is it really lasts. As far as I can see that's why things like the fatigue power are nasty - the penalties it imposes are nothing compared to equivilant powers like stun / nauseate / paralyse. But fatigue lasts an hour before you can shake it off, rather than rounds. As far as how long a power stunt lasts: The temporary power feat lasts for the duration of the encounter or until you choose to stop maintaining it, whichever comes first. This includes turning off the power or switching to a different Alternate Power For instant powers, like attacks, if you stunt it, you lose it... Now, I may have got this wrong of course, so please feel free to check with Ref, or if anyone wishes to correct me please do so, as I may have been ballsing this up. I am pretty certain that fatigue from extra effort, irrespective of what you use it on, lasts. How long stunts lasts I think I have right... Apologies if I have got this wrong. Me make mistaky some times! Link to comment
Azuth65 Posted August 5, 2011 Share Posted August 5, 2011 1) Hero points can cancel fatigue (page 121) 2) I could be mistaken but given how EE's being used in Mangled Metal, I was under the impression as long as she didn't switch to a different alternate power or back to the base, it was still available for the encounter. Link to comment
Supercape Posted August 5, 2011 Author Share Posted August 5, 2011 Right, going with no HP needed for that fatigue. Although this is technically metagaming, lets ignore that HP for gaining improved crit, as Heavy Metal is immune to critical hits... Fort Save 1d20+10=18 makes the fort save... 1d20+11=26 and his toughness! Unbelievably, he still stands. Revenant is up! Link to comment
Tiffany Korta Posted August 6, 2011 Share Posted August 6, 2011 Should I be hurt that he doesn't want to hit me? Right another unarmed strike (1d20+10=18) If that's a hit then another DC 25 save. Link to comment
Supercape Posted August 6, 2011 Author Share Posted August 6, 2011 6th Bruise, and Stunned... 1d20+11=17... Thats the first time I have seen someone go down to six bruises... Cheshire, can you finish him... [Mortal Kombat Voice] Link to comment
Taar Posted August 8, 2011 Share Posted August 8, 2011 Attack Roll AOA 5 (1d20+14=16) Oh Invisible Castle... Spending a HP to reroll: Attack Reroll AOA 5 (1d20+14=32) And that's a hit Toughness DC 26 + 3 Autofire for DC 29 Fortitude Saves against Radiation and Drain (1d20+8=18, 1d20+8=9) Saved against the environmental, but Cheshire takes some Con drain. Link to comment
Supercape Posted August 8, 2011 Author Share Posted August 8, 2011 7th Bruise, and Stun... And back to Wisp! 1d20+10=21 Link to comment
Azuth65 Posted August 12, 2011 Share Posted August 12, 2011 7th Bruise, and Stun... And back to Wisp! 1d20+10=21 Free action: Power attack -5 atk/+5 DCs Attack: Fail, burn the HP I didn't spend on Imp Crit last round Attack take 2: 1d20+4=17 One more try, DC 26 vs Drain, DC 29 toughness Fort save 11d20+8=25 Fort save 2 What a waste of a 20... Link to comment
Supercape Posted August 12, 2011 Author Share Posted August 12, 2011 1d20+10=24 For Fort. Finally! Drained 2 Toughness Ok,so he is now at a whopping -9 Penalty to Toughness... 1d20+7=14, just enough to fail by 15, which means Knockout!.... Postaway! Link to comment
Supercape Posted August 12, 2011 Author Share Posted August 12, 2011 I will leave this up to you guys, but you may want to consider how to actually move a 25,000lbs lump of uranium out of a Nuclear Reactor core before he wakes up... ...if you just want to fluff it, then that's fine! Link to comment
Azuth65 Posted August 12, 2011 Share Posted August 12, 2011 I vote fluff! That or Wisp could call up Cape, see how much cargo he can carry on his teleports... Link to comment
Supercape Posted August 12, 2011 Author Share Posted August 12, 2011 Cape only has a piddling 1000lbs! But if you guys wish, Supercape could be called to shut down the reactor, and turn Heavy Metal back to Liebniz. But I dont want to hijack what is basically your guys thread. Any fluff will do. Link to comment
Tiffany Korta Posted August 13, 2011 Share Posted August 13, 2011 Right I assumed PLOT! related scenery . I'm pretty sure that real reactors have these, if not I'll edit my post or they can just say no. Link to comment
Supercape Posted August 13, 2011 Author Share Posted August 13, 2011 From my vast and detailed knowledge of the interior of high security nuclear reactors I can confirm Tiffany is correct! [i.e. it sounds cool] Link to comment
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