Avenger Assembled Posted December 3, 2011 Share Posted December 3, 2011 Fleur, Weaver, Rene, and our mystery guest! Link to comment
Airon Posted December 3, 2011 Share Posted December 3, 2011 Villain Ice is better than Vanilla Ice in a not-so-optimistic Arcane Lore check, I'll take 10, for a total of 15 Link to comment
Avenger Assembled Posted December 4, 2011 Author Share Posted December 4, 2011 Weaver is familiar with the sort of magical creatures that can control ice and cold like this. This doesn't seem to be their work, though: this is too quiet, too unshowy for an ice demon or mountain spirit. This is cold, professional, scientific: on closer inspection, the bubble around the block is a perfect hemisphere. He can see outside the ice-bubble from his apartment; it's a DC 15 Notice check to see and recognize Fleur and Rene out his apartment window. Fleur, on closer inspection, you can teleport through the dome, it doesn't seem to go deep enough to cut whatever media she uses. It's Gather Info or History to recognize Madame Zero, and easy rolls at that. She was quite famous back in the day. Link to comment
Supercape Posted December 4, 2011 Share Posted December 4, 2011 Rene's History skill... 1d20+5=13 Better be easy! Ill put it down to his "Hazy Memory" complication if he fails! Link to comment
Avenger Assembled Posted December 4, 2011 Author Share Posted December 4, 2011 DC 10: Madame Zero is bad news. She's been around since the 1960s. She's a killer, though she's served her time for those particular crimes, and has been on the lam for a year since escaping during the Grue invasion. Link to comment
Airon Posted December 4, 2011 Share Posted December 4, 2011 I'll take 10 on Gather Info, for a total of 20, to recognize Madame Zero. Notice check to see Fleur and Rene 1d20+13 → [6,13] = (19) If he needs to Gather info or to roll Knowledge to recognize his fellow heroes, I'll keep on taking 10 (so 20 on gather info, 15 on Arcane Lore) Link to comment
Avenger Assembled Posted December 5, 2011 Author Share Posted December 5, 2011 That's enough for Weaver to see and recognize Fleur and Rene out through the dome; they are established heroes, the sort of people he may want to signal to get help given the powerful supervillain in the dome. Madame Zero is within range of an attack from Fleur de Joie (since she has Indirect and her attack isn't impeded by physical barriers), but that's only going to slow her down, not stop her: MZ is very powerful and has a lot of both genius and scientific gadgets available. Fleur and Rene are going to have to get inside the dome if they want to handle her. Link to comment
Airon Posted December 5, 2011 Share Posted December 5, 2011 I don't know if it's necessary, but here's a Stealth check 1d20+13 → [8,13] = (21) meh I hope that a very large Perception Move Object power with the Precise feat is enough to do what I described. Then, if I can already do so without rolling Initiative, Obscure (it's Selective) on the bad guys. Link to comment
Avenger Assembled Posted December 9, 2011 Author Share Posted December 9, 2011 Gimmie some initiative, folks. Link to comment
Airon Posted December 9, 2011 Share Posted December 9, 2011 Weaver's initiative 1d20+3 → [1,3] = (4) oh yeah baby Link to comment
Avenger Assembled Posted December 10, 2011 Author Share Posted December 10, 2011 Fleur: 20 Madame Zero: 12 Rene: 9 Weaver: 4 Thugs: 3 Fleur is up. Fleur and Weaver, take an extra HP because a kid is involved. Link to comment
Electra Posted December 11, 2011 Share Posted December 11, 2011 Fleur will attempt to snare the villainess with her planty snaringness! Her snare hits with a 24. That's a DC 28 save against being entangled, bound, (re)blinded and deafened. Link to comment
Avenger Assembled Posted December 11, 2011 Author Share Posted December 11, 2011 She can't pass that, but I'll roll to see how badly she's caught. 20 Not a bad roll given her very low Reflex save, but it's still enough to catch her. Madame Zero is bound and helpless. Link to comment
Supercape Posted December 11, 2011 Share Posted December 11, 2011 I'll wait for MZ to act (if she can) before posting? Link to comment
Avenger Assembled Posted December 13, 2011 Author Share Posted December 13, 2011 I think the most reasonable way to do this is have Madame Zero drop a block of ice on herself. She's got the Toughness to take it (and is bloody-minded enough to do it) and it doesn't require an attack roll. The snare is at rank 18 and her Create Object is 14. So the snare is damaged, but very much intact. Madame Zero's own save...well, I'm not really prepared to have THAT happen, so take an HP, Fleur, and we'll say she bruises herself in her effort to get out. Rene is up. Link to comment
Supercape Posted December 14, 2011 Share Posted December 14, 2011 Full Action: Stun Power, no shifting, descriptor will be "Heat wave"! 1d20+10=28 I imagine that hits. So thats a DC 22 Fort Save. Link to comment
Avenger Assembled Posted December 15, 2011 Author Share Posted December 15, 2011 Madame Zero has Ultimate Save: Fortitude...and no Luck to power it, because she's an NPC. Kensoooon! So I guess this is Fiat anyway: she gets a 28 via GM Fiat and shrugs it off. Have an HP, Rene! Weaver is up. Link to comment
Airon Posted December 16, 2011 Share Posted December 16, 2011 -Move action to direct Arug (with Weaver on top of him, of course) between Madame and the building of interest; he ends the movement hovering about 15 feet above the entrance, close to the the building. -Standard action to Demoralize madame zero using taunt. bluff check 1d20+13 → [15,13] = (28) Link to comment
Avenger Assembled Posted December 19, 2011 Author Share Posted December 19, 2011 Under the circumstances, I'll say that demoralizing her succeeds automatically. (She's in pretty bad shape right now, after all!; plus with +10 Will she couldn't beat that anyway. The thugs are up. I'll say one is feeling lucky and takes the shot: a miss! Fleur is up. Link to comment
Electra Posted December 24, 2011 Share Posted December 24, 2011 Sorry about the delay, Christmas is sucking my brains out my ears! Fleur is going to take advantage of Madame Zero's predicament to shove her into her dimensional pocket. With the villain bound, blind, and demoralized, there's not much she can do to stop it, so poof! Link to comment
Avenger Assembled Posted December 27, 2011 Author Share Posted December 27, 2011 That'll do it, and I'll put us out of combat now. Link to comment
Avenger Assembled Posted January 17, 2012 Author Share Posted January 17, 2012 I need Notice checks, everybody. Link to comment
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