trollthumper Posted December 3, 2011 Posted December 3, 2011 Nick, Fleur, and Supercape end up at FCU dealing with their various businesses as a mysterious, nauseating language starts sweeping through the city's back alleys and hidden corners.
trollthumper Posted December 9, 2011 Author Posted December 9, 2011 All right, finally found something to represent our monster -- AA's Fear Controller. In our case, the guy is PL14, which means Attack +10 (+14 Fear Array), Defense +14 (+6 Flat-Footed), Toughness +14, Fort/Ref/Will +11, and damage caps adjusted to max. Monster goes on 20. Nick goes on 11.
Electra Posted December 9, 2011 Posted December 9, 2011 Fleur goes on 19. Guess the monster gets the first shot, eep!
trollthumper Posted December 10, 2011 Author Posted December 10, 2011 All right. Here's where things stand: Monster: 20, Unharmed, 0 HP Fleur de Joie: 19, Unharmed, 4 HP Nick Cimitiere: 11, Unharmed, 3 HP Supercape: 10, Unharmed, 2 HP The Monster goes first, and unleashes a wave of fear in all directions. As it's Targeted Area, it needs to make an attack roll first. A 32 likely works. So, that's a DC24 Will save for everyone in the area. Nick gets Shaken. Monster: 20, Unharmed, 0 HP Fleur de Joie: 19, Unharmed, 4 HP Nick Cimitiere: 11, Unharmed, Shaken, 3 HP Supercape: 10, Unharmed, 2 HP Fleur is up next.
Supercape Posted December 10, 2011 Posted December 10, 2011 1d20+15=17 oh lordy, I will burn an HP so I'm not out of the fight before it begins. 1d20+15=23 with reroll, thats actually 33, more than enough.
Electra Posted December 10, 2011 Posted December 10, 2011 With a surprisingly good roll, Fleur remains stalwart in the face of transcendent WTF. She is going to hold her action for the moment, in the hopes that someone drops the baddie's defense to let her get a better shot in.
trollthumper Posted December 10, 2011 Author Posted December 10, 2011 All right, then. Nick will attempt to use Poltergeist's Rage on the monster. It's a DC17 Reflex to halve the effective TK rating, which it makes. That means Nick will effectively be applying a +17 Grapple instead of a +20 one. He rolls 27 - well, 25 when you apply the Shaken, like I forgot to do on the roll - and it rolls 15. The monster is now Bound. Monster: 20, Unharmed, Bound, 0 HP Fleur de Joie: 19, Unharmed, 4 HP Nick Cimitiere: 11, Unharmed, Shaken, 3 HP Supercape: 10, Unharmed, 2 HP Supercape is up next, if Fleur continues to hold her action.
Supercape Posted December 10, 2011 Posted December 10, 2011 I'll drain toughness. Automatic Hit, DC 24 Fort Save. Move Action: None, well, probably just a little swooping for dramatic effect! As long as I stay out of melee!
trollthumper Posted December 10, 2011 Author Posted December 10, 2011 And it makes a 20, meaning -4 to Toughness. Monster: 20, Unharmed, -4 Toughness, Bound, 0 HP Fleur de Joie: 19, Unharmed, 4 HP Nick Cimitiere: 11, Unharmed, Shaken, 3 HP Supercape: 10, Unharmed, 1 HP So we're on round two, and it's the monster's turn. It may be Bound, but that doesn't mean it can't use an attack that doesn't rely on moving a body part. So it unleashes a Targeted Area Damage, and misses damn near everyone. Fleur is up next.
Supercape Posted December 10, 2011 Posted December 10, 2011 Let me know if Supercapes Senses pick up anything from the Creature (Analytical, Accurate, Acute - Radio and Detect EM spectrum)
Electra Posted December 11, 2011 Posted December 11, 2011 Fleur uses her Stun attack to try and subdue the bound monster. This is a full round action, but since I got skipped over last round, can I say that I spent that action finding convenient cover to shoot from behind? 1d20+7=26 With Improved Crit 2, that makes it a critical hit, so it's a DC 33 Fort Save, assuming it hits.
trollthumper Posted December 12, 2011 Author Posted December 12, 2011 That's a 31, meaning the monster falls unconscious. Combat is over.
trollthumper Posted December 13, 2011 Author Posted December 13, 2011 Supercape, I'd like a Knowledge (physical sciences) roll.
Supercape Posted December 13, 2011 Posted December 13, 2011 Ill take 10 for a 30, if taking 10 not possible 1d20+20=31 virtually the same result
trollthumper Posted December 13, 2011 Author Posted December 13, 2011 All right, here's what he gets: Quentin doesn't recognize precisely what the symbol means, but he's seen similar versions throughout his time studying physics and dealing with radiation. They look like warning signs - though not in any language we'd recognize. If anything, they look a bit like the nuclear semiotics scientists were trying to pioneer as a way to tell future generations 10,000 years down the line that Yucca Mountain was still dangerous - at least, until Yucca Mountain got shut down.
Supercape Posted December 19, 2011 Posted December 19, 2011 Just an inquiry, could Supercape use tracking superpower here?
trollthumper Posted January 8, 2012 Author Posted January 8, 2012 SC, give me a Knowledge (physical sciences) check.
Supercape Posted January 8, 2012 Posted January 8, 2012 If I can take 10, I will, for a result of 30. If not: 1d20+20=25
trollthumper Posted January 9, 2012 Author Posted January 9, 2012 All right. As the powers and communication of the now-unconscious maintenance worker had a heavy EM-spectrum quality, it may be that the artifact at the center has some sort of subliminal effect that works over the same spectrum. It might be possible for Cape to use his powers to detect the frequency (without directly tuning to it) and tune out the qualities that would allow it to take over Nick, Fleur, and himself.
Supercape Posted January 9, 2012 Posted January 9, 2012 TT: Could I use a PP to stunt of his radiation Array? Something like Obscure 12 (Radio. Extras: Perception, Selective, Duration, Feats: Precise) PP 61? Or would some Nullify stunt cover it?
trollthumper Posted January 9, 2012 Author Posted January 9, 2012 Either that or Nullify Radio would work.
Supercape Posted January 9, 2012 Posted January 9, 2012 I'll go for the obscure stunt, it seems to make more sense. Using extra effort to become fatigued.
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