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Change Is Necessary for Growth [OOC]


trollthumper

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Posted

Young Freedom starts off with a conventional assignment to protect a Freedom City gathering that will soon become anything but conventional.

I'll give Young Freedom a few minutes to enjoy the Columbus Day parade before the chaos begins. Sample the cannoli!

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Posted

Chaos ensues! The Crime League strikes! Now, as the Crime League have somewhat crap stats as written, we'll be using some substitutes.

Playing the part of Medea will be AA's Druid build, sans Sidekick points. The Druid will be raised to PL11 - Attack +7 (+11 Magic/Melee), Defense +13 (+4 Flat-Footed), Toughness +9 (+3 CON, +6 Protection), Fortitude +7, Reflex +7, Will +7, and powers to meet caps.

Playing the part of Devil Ray will be AA's Fusion 2.0, with stats raised to PL11 - Attack +5 (+11 Melee), Defense +9 (+2 Flat-Footed), Toughness +13 (+5 CON, +8 Protection), Fortitude +8, Reflex +8, Will +8, and damage cap raised accordingly.

And today's special guest, Bastion, shall be played by Ecal's Powerhouse, as is at PL10.

Bastion goes on 11.

Medea goes on 6.

Devil Ray goes on 12.

Also, everyone take a Hero Point for the fact that there are lots of civilians in the midst of this.

Posted

All right, then, our order:

Citizen: 21, Unharmed, 3 HP

Sage: 20, Unharmed, 6 HP

Cobalt Templar: 16, Unharmed, 4 HP

Papercut: 13, Unharmed, 5 HP

Devil Ray: 12, Unharmed, 0 HP

Bastion: 11, Unharmed, 0 HP

Wraith: 8, Unharmed, 4 HP

Medea: 6, Unharmed, 0 HP

Ghost Girl: 6, Unharmed, 3 HP

Citizen is up first.

Posted

Hm. Medea's somewhat defense-shifted....

Right then.

Free Action: Switch Holy Fire Control to Blast power.

Move Action: Fly to a point closer to the struggle, while still maintaining some distance.

Free Action:

All-Out Attack 5: Defense is 1, Attack is 16.

Standard Action: Ranged Attack against Medea.

32 is pretty solidly a hit.

DC 26 Toughness Save!

Free Action: Extra Effort! Getting another Standard Action, for a second attack! (If the first one drops her and isn't fiated, this does not go off.)

Standard Action: Ranged Attack against Medea.

26 should hit, I believe. I think she's only got Defense 23 or 24.

DC 26 Toughness Save!

I'll reinforce this next round, but I'll be spending an HP to avoid Fatigue.

Posted

Okay, Medea's got Uncanny Dodge, so she applies full Defense - not that it matters, as both hit.

She makes her save against the first blast, but is Stunned and Staggered by the second.

Citizen: 21, Unharmed, Possessing Devil Ray's Rig, 2 HP

Sage: 20, Unharmed, 6 HP

Cobalt Templar: 16, Unharmed, 3 HP

Papercut: 13, Unharmed, 5 HP

Devil Ray: 12, Unharmed, Rig Possessed, 0 HP

Bastion: 11, Unharmed, 0 HP

Wraith: 8, Unharmed, 4 HP

Medea: 6, Unharmed, Dazed (CT's Action), Staggered, 0 HP

Ghost Girl: 6, Unharmed, 3 HP

Papercut is up next.

Posted

Okay, Koshiro is using his move action to fly up and get a look at what might be blocking the roads around the parade. Depending on what he finds there, he may use his standard action to attempt to clear one.

Posted

Medea's stunted trees are blocking the traffic, having grown out from the street. Koshiro could probably use either his Blast (to clear a part of the forest) or his Move Object (to uproot the trees). I'll say that he can start to make progress and get the floats through the clog. Now onto the NPCs. Going to by Time and Value table, Devil Ray gets his first opposed Possession check at 1 action at a +1 to the relevant save - but as that's a +9, the standing result is a DC30, and you can't crit on a saving throw, it's still pointless.

Bastion will take advantage of the opportunity to punch Devil Ray in the face. And it hits, which means Devil Ray needs to make a DC30 Toughness save. And he, like Medea, gets Dazed and Staggered.

Citizen: 21, Unharmed, Possessing Devil Ray's Rig, 2 HP

Sage: 20, Unharmed, 6 HP

Cobalt Templar: 16, Unharmed, 3 HP

Papercut: 13, Unharmed, 5 HP

Devil Ray: 12, Unharmed, Dazed (Bastion's Action), Staggered, Rig Possessed, 0 HP

Bastion: 11, Unharmed, 0 HP

Wraith: 8, Unharmed, 4 HP

Medea: 6, Unharmed, Dazed (CT's Action), Staggered, 0 HP

Ghost Girl: 6, Unharmed, 3 HP

Wraith is up next.

Posted

Alrighty.

Move Action: Shapeshift:

Leaping 2 (x5; 75ft running long jump, 37.5ft standing long jump, 18.75ft standing high jump) [2pp]

Speed 1 (10mph / 100 feet per Move Action) [1pp]

Strike 5 (Feats: Improved Critical [19-20], Mighty) [7pp]

Move Action: Boing! Going over the crowd is easier than going through it....

SURGE: Standard action: Melee Attack Roll vs. Medea (1d20 + 10=15)

Hm. That's not going to hit. Ah well. HP to waive the surge fatigue.

Wraith will be interposing for Ghost Girl, on the conditions that she's within interposing range (~100 feet) and being attacked with something (that appears to be, anyway) capable of actually hurting her.

Posted

That does indeed miss. Medea's up next, but she is still Dazed, so no action for her.

Citizen: 21, Unharmed, Possessing Devil Ray's Rig, 2 HP

Sage: 20, Unharmed, 6 HP

Cobalt Templar: 16, Unharmed, 3 HP

Papercut: 13, Unharmed, 5 HP

Devil Ray: 12, Unharmed, Dazed (Bastion's Action), Staggered, Rig Possessed, 0 HP

Bastion: 11, Unharmed, 0 HP

Wraith: 8, Unharmed, 3 HP

Medea: 6, Unharmed, Dazed (CT's Action), Staggered, 0 HP

Ghost Girl: 6, Unharmed, 3 HP

Ghost Girl is up next.

Posted

And Medea is at -6 Strength, which can't be good given how woozy she already is.

Citizen: 21, Unharmed, Possessing Devil Ray's Rig, 2 HP

Sage: 20, Unharmed, 6 HP

Cobalt Templar: 16, Unharmed, 3 HP

Papercut: 13, Unharmed, 5 HP

Devil Ray: 12, Unharmed, Dazed (Bastion's Action), Staggered, Rig Possessed, 0 HP

Bastion: 11, Unharmed, 0 HP

Wraith: 8, Unharmed, 3 HP

Medea: 6, Unharmed, Dazed (CT's Action), Staggered, -6 Strength, 0 HP

Ghost Girl: 6, Unharmed, 3 HP

We're back at the top of the round... and here's where it gets tricky. Orion's been overlooking the scene the entire time. Because I don't have the book, he'll be using AA's Ex-Supervillain build adjusted for PL11 - meaning Attack +9 (+13 Blast), Defense +15 (+5 Flat-Footed), Toughness +7, Fortitude +7, Reflex +8, Will +7 and powers to match caps. So, adjusted order:

Orion: 27, Unharmed, 0 HP

Citizen: 21, Unharmed, Possessing Devil Ray's Rig, 2 HP

Sage: 20, Unharmed, 6 HP

Cobalt Templar: 16, Unharmed, 3 HP

Papercut: 13, Unharmed, 5 HP

Devil Ray: 12, Unharmed, Dazed (Bastion's Action), Staggered, Rig Possessed, 0 HP

Bastion: 11, Unharmed, 0 HP

Wraith: 8, Unharmed, 3 HP

Medea: 6, Unharmed, Dazed (CT's Action), Staggered, -6 Strength, 0 HP

Ghost Girl: 6, Unharmed, 3 HP

Orion unloads on Bastion with a sniper rifle, represented by the Blast w/ Autofire. As the guy's currently up in an apartment and behind cover, Bastion will be caught flat-footed by the surprise attack. So Orion hits a 20 on a DC13 Defense with an Autofire 1 power, which means the Damage DC goes from DC24 to DC27, so it cracks Bastion's Impervious. He still makes his save, but his shoulder is scratched up.

DC20 Notice check from all involved to try and trace the approximate direction of the silenced sniper round. Approximate means you know roughly which building you came from, but may need movement powers or some other sense to try and isolate Orion amongst the various apartments and roofs. The following Accurate senses will net a precise location: Hearing (for placement of the silenced round), Smell (for the lingering whiff of cordite), Mental (for the general, Troi-like sense of mentality involved). A precise location means you can show up right in his face if you can cross the distance fast enough.

Citizen is up next.


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