Avenger Assembled Posted December 30, 2011 Posted December 30, 2011 Citizen currently has 24 pp in his Tronik array. He stunts Snare 12 (Flaw: Action [Full], PFs: Accurate 3, Covers Sense 2 [vision/hearing], Indirect 2) [19 pp] with the technology descriptor. (He will be animating some machinery and dropping it on the Dark Young. He will go ahead and Power Attack that, as the children say. (21:53:12) System: AvengerAssembled rolls 1d20 and gets (3)+7=10. That's a pretty terrible roll, so he'll spend an HP for a reroll. (21:57:28) AvengerAssembled: HP reroll (21:57:32) AvengerAssembled: roll 1d20+7 (21:57:37) System: AvengerAssembled rolls 1d20 and gets (20)+7=27. All right, well! That's 22+5+5=DC 32 Reflex save. Sharl will be fatigued at the start of the next turn if he does not spend another HP in the meantime.
trollthumper Posted December 31, 2011 Author Posted December 31, 2011 And with a Reflex save of +6... there is no freaking way for this thing to escape the Snare, so yes, it becomes Bound due to the fact that it was already Snared. Your choice to leave it imprisoned, or to just whale on it via coup-de-grace until it discorporates. Sage: 33, Unharmed, 8 HP Papercut: 25, Unharmed, 4 HP Dark Young: 20, Bruised x3, Bound/Helpless, -2 Strength, 0 HP Ghost Girl: 14, Unharmed, 5 HP Citizen: 9, Unharmed, 1 HP Cobalt Templar: 9, Unharmed, 2 HP Wraith: 5, Unharmed, 3 HP Cobalt Templar is up next.
Avenger Assembled Posted December 31, 2011 Posted December 31, 2011 I'd be fine with CT just taking the thing out.
KnightDisciple Posted December 31, 2011 Posted December 31, 2011 Right, so, going to attack the Dark Young. It must be Purged! To do that... Free Action: Switch Fires of Judgement to Strike. Free Action: All-out Attack for 5: Defense is 1, Attack is 16 Power Attack for 5: Attack is 11, Toughness DC is 31 Move Action:Get next to the Dark Young. Standard Action: Melee attack! (21:51:28) System: KnightDisciple rolls 1d20 and gets (15)=15. That's 26 with his Bonus. (21:46:51) trollthumper: Well, if it's Bound, it's got an effective Defense DC of 5. So, yeah, that hits. Toughness Save DC 31.
trollthumper Posted December 31, 2011 Author Posted December 31, 2011 (23:02:13) System: trollthumper rolls 1d20 and gets (4)=4. And with a +12 Toughness, that still means it's 15 below the save DC, and thus the Dark Young is conked out. The Dark Young group is out of rounds.
Fox Posted January 2, 2012 Posted January 2, 2012 Shapeshift! Leaping 1 (x2 [Running Long Jump: 30ft]) [1pp] Speed 1 (10mph / 100ft per Move Action) [1pp] Super-Movement 3 (Slithering, Wall-Crawling 2) [6pp] Super-Senses 2 (Tracking Scent [Full Speed]) [2pp] [1 + 1 + 6 + 2 = 10/10pp] Per the book the base DC is 10 for tracking by scent, and I'm assuming Wraith can take 10 (correct me if I'm wrong on either count, and I'll revise); Wraith's basically going to take off at full speed after Collins, following the path Collins took. It's the vent-monster food chain!
Gizmo Posted January 2, 2012 Posted January 2, 2012 With a single rank of Flight, Ghost can match Wraith's speed through the vent while going invisible. For ease of reference, that looks like this: Base: Concealment 8 (all visual, auditory and olfactory, Extra: Linked, Power Feats: Close Range, Selective, Drawback: Power Loss [Detect Ghosts/Undead, Necromantic Awareness]) [17PP] (invisibility) + Concealment 2 (all mental, Extra: Linked, Flaw: Displacement) [2PP] (mental echo) + Obscure 4 (radio, 50' radius, Extras: Action [Free, +2], Linked, Flaws: Partial, Range [Touch], Power Feats: Reverse Progression 1 [Area, min 25']) [3PP] (radio static) That's straight up Concealment against the normal senses (including being Insubstantial, natch) with Displacement against mental senses (mental echo) and a localized Partial Obscure against any radio senses (static), if it comes up.
Avenger Assembled Posted January 3, 2012 Posted January 3, 2012 Sharl searches the school grounds using his electronic ESP. With his Rapid, he can do it 100k times faster than normal. That's a 30 if he can take 20 on the Search. He's looking for any sign of Collins, or of any further arcane seals.
trollthumper Posted January 3, 2012 Author Posted January 3, 2012 No further signs of arcane sigils; it appears this basement was the core of the operation. I'll rule that Sharl can access the tapes as part of his ESP, though, and the last sign of Collins had her running -- well, flowing might be the more appropriate term -- naked as a jaybird towards the woods.
trollthumper Posted January 4, 2012 Author Posted January 4, 2012 Oh, and after talking it out in chat, Koshiro gets an HP because his paper was made wet when Sharl played with the milk tanks.
Gizmo Posted January 12, 2012 Posted January 12, 2012 Question: are the Dark Young Fearless? Got a notion if they're not, but it seems like they probably would be.
trollthumper Posted January 12, 2012 Author Posted January 12, 2012 The Dark Young are indeed Fearless.
Gizmo Posted January 12, 2012 Posted January 12, 2012 Alright, Kimber's had a rough day, everybody's arguing and she's going to do something drastic. Ghost Girl switches to her 'terrible beauty' AP, flies into the middle of the ritual and uses Fascinate [Diplomacy] check. (1d20+13=31) That's 35 where Attractive applies.
trollthumper Posted January 12, 2012 Author Posted January 12, 2012 All right. The security guards aren't even Minions - they're fleshy punching bags. So, they autofail. The Dark Young will be around PL10 this time, so they have the same stats as AA's Hulking Blob. And there's no way they can beat that with a +8 Will save, so they all fail. And for Collins, we'll be using AA's Shapeshifter with stats adjusted for PL13 - Attack +8 (+13 Melee), Defense +13 (+3 Flat-Footed), Toughness +13, Fortitude +9, Reflex +11, Will +9, and damage to match. She can't beat that with a Will save... but she does via Fiat, so Kimber gains a Hero Point. And now we enter Initiative. Collins goes on 19. The Dark Young go on 21, 6, and 3. Summers goes on 23.
Avenger Assembled Posted January 12, 2012 Posted January 12, 2012 18 Sharl also spends an HP to cancel his fatigue from the fight with the Dark Young.
Fox Posted January 14, 2012 Posted January 14, 2012 20 for the big blue guy. Same roll, same modifier! How 'bout 'dat. Initiative Tiebreaker Roll vs. CT (1d20=15)
KnightDisciple Posted January 14, 2012 Posted January 14, 2012 19, looks like CT's going first. EDIT: Whoops, that was D20 only. So, that's a 12. Goes to the foxy one.
trollthumper Posted January 14, 2012 Author Posted January 14, 2012 All right, here's where it stands: Sage: 34, Unharmed, 8 HP Summers: 23, Unharmed, 0 HP Dark Young 1: 21, Unharmed, 0 HP Wraith: 20, Unharmed, 3 HP Cobalt Templar: 20, Unharmed, 2 HP Collins: 19, Unharmed, 0 HP Citizen: 18, Unharmed, 0 HP Papercut: 16, Unharmed, 4 HP Ghost Girl: 14, Unharmed, 6 HP Dark Young 2: 6, Unharmed, 0 HP Dark Young 3: 3, Unharmed, 0 HP Sage is up first.
April Posted January 17, 2012 Posted January 17, 2012 Sage is going slip into Stealth (Auto DC35) and leap into the trees, moving to gain a better position.
trollthumper Posted January 17, 2012 Author Posted January 17, 2012 I'm really not sure any of the bad guys can beat that, so she succeeds. Summers ends up engaging with Dark Young 1, Power Attacking for +5 with his cane. Or not. Dark Young 1 responds by coming at Summers, but misses as Summers is Defense-shifted. Wraith is up next.
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