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Change Is Necessary for Growth [OOC]


trollthumper

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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.

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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.

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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.

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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!

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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.

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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.

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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.

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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.

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