trollthumper Posted January 27, 2012 Author Posted January 27, 2012 That's cool with me, AA. Mind running down who the People's Heroes are for me? I was going to end up using some guys based on the three riders from the Baba Yaga tales, but I can work them in alongside the pre-existing Russian bunch. Guessing Comrade Bomb is one of 'em.
Avenger Assembled Posted January 31, 2012 Posted January 31, 2012 Mark spends an HP on Trevor's behalf to give him Inspiration while performing the autopsy.
Gizmo Posted January 31, 2012 Posted January 31, 2012 Okay, well, with Skill Mastery and Inspire, Trevor can hit 20 on a Medicine check without rolling. Is that going to cut it? Should he make some other rolls or take 20?
trollthumper Posted February 1, 2012 Author Posted February 1, 2012 That should cut it. The man's insides look like he died of massive radiation poisoning, all at once. It also looks like, despite all that, the cells kept moving in some slight imitation of life, like they were being powered by an outside force.
Avenger Assembled Posted February 3, 2012 Posted February 3, 2012 Mark is going to pop them (or just himself over, if others want to stay and research) to the Peoples' Heroes headquarters in Moscow, where he'll use his massive Diplomacy and Bluff, as well as his Connected feat, to get favors enough to get the team access to classified Soviet archives.
Gizmo Posted February 4, 2012 Posted February 4, 2012 Midnight will contribute his customary Intimidate check to the proceedings, just to keep the Peoples' Heroes honest. Look, it's a Cowl thing, the cloaked guy would be offended if he didn't. It's a 35 with Skill Mastery, if needed. He's also using Redbird as a translator, since she has Comprehend 4 (Read, Speak and Understand All Languages Simultaneously) [8PP]
Avenger Assembled Posted February 5, 2012 Posted February 5, 2012 Mark is dropping a nice DC 30 Diplomacy check there as the right hand.
trollthumper Posted February 27, 2012 Author Posted February 27, 2012 Time for more chaos! We will once more be using this take on AA's Red Star build for the Color Hosts, all four of them. Nightwatchman will be played by my Vampire Assassin as is, Citizen Bomb will be played by my Explosion Girl as is, and Morning Star will be played by AA's Magical Girl Superhero as is. The Color Hosts go on 14, 13, 10, and 8. Nightwatchman goes on 23. Citizen Bomb goes on 10. Morning Star goes on 11. Cannonade goes on 13.
Electra Posted February 28, 2012 Posted February 28, 2012 Ouch, IC does not feel like humoring me today. Wander goes on 11.
Gizmo Posted March 3, 2012 Posted March 3, 2012 Initiative. (1d20+5=17) It probably won't come up, but for Redbird: Initiative. (1d20+3=23)
trollthumper Posted March 3, 2012 Author Posted March 3, 2012 For the Motherland! Nightwatchman: 23, Unharmed, 0 HP Redbird: 23, Unharmed, 0 HP Edge: 19, Unharmed, 4 HP Midnight: 17, Unharmed, 4 HP Color Host 1: 14, Unharmed, 0 HP Cannonade: 13, Unharmed, 2 HP Color Host 2: 13, Unharmed, 0 HP Wander: 11, Unharmed, 2 HP Morning Star: 11, Unharmed, 0 HP Color Host 3: 10, Unharmed, 0 HP Crimson Bomb: 10, Unharmed, 0 HP Color Host 4: 8, Unharmed, 0 HP Nightwatchman is first. He draws a Cossack shaksha and runs towards Color Host 3, taking a swing. Whoops. Redbird is up next, if she wishes to go. Barring that, Edge is up next.
Avenger Assembled Posted March 5, 2012 Posted March 5, 2012 Edge Inspires his teammates as a full-round action. That's Wander, Midnight, Cannonade, Crimson Bomb, and Morning Star: sorry, Nightwatchman's just too high on the initiative!
Gizmo Posted March 6, 2012 Posted March 6, 2012 Quick question, are the heroes able to see the other Hosts, or just the one Nightwatchman took a swipe at and the one flying overhead? Also, before I forget: Edge and Gizmo, via Redbird, were able to read it
trollthumper Posted March 7, 2012 Author Posted March 7, 2012 The heroes are able to see the other Hosts, and I will go correct that now.
Gizmo Posted March 15, 2012 Posted March 15, 2012 Midnight II Move Action: Approach Colour Host, Hide in Plain Sight, Auto-DC 30 Stealth w/ Skill Mastery (35 with Inspire). Standard Action: Escrima Stick Attack, Inspire +5, Power Attack 5. (1d20+14=31) That's a DC 30 Toughness Save with Sneak Attack (DC 28 otherwise).
trollthumper Posted March 20, 2012 Author Posted March 20, 2012 Oh, yeah, there's no way the guy can beat that. He takes a Bruise. Nightwatchman: 23, Unharmed, 0 HP Redbird: 23, Unharmed, 0 HP Edge: 19, Unharmed, 4 HP Midnight: 17, Unharmed, Inspire +5, 4 HP Color Host 1: 14, Unharmed, 0 HP Cannonade: 13, Unharmed, Inspire +5, 2 HP Color Host 2: 13, Unharmed, 0 HP Wander: 11, Unharmed, Inspire +5, 2 HP Morning Star: 11, Unharmed, Inspire +5, 0 HP Color Host 3: 10, Bruised x1, 0 HP Crimson Bomb: 10, Unharmed, Inspire +5, 0 HP Color Host 4: 8, Unharmed, 0 HP Color Host 1 attempts to unleash on Nightwatchman with an Alt Save [Fort] Blast, and hits. Shame that kind of thing doesn't really work for Nightwatchman. Cannonade is up, leaping up to meet the one who's flying overhead. He attempts to connect with Color Host 2, but misses, even when factoring in Inspire. He then draws Color Host 2's attention, and it attempts to use Blast w/ Autofire on Cannonade. It hits over 12, meaning a full +5, meaning Cannonade needs to make a DC30 save. Hooray for Inspire! Nightwatchman: 23, Unharmed, 0 HP Redbird: 23, Unharmed, 0 HP Edge: 19, Unharmed, 4 HP Midnight: 17, Unharmed, Inspire +5, 4 HP Color Host 1: 14, Unharmed, 0 HP Cannonade: 13, Unharmed, Inspire +5, 2 HP Color Host 2: 13, Unharmed, 0 HP Wander: 11, Unharmed, Inspire +5, 2 HP Morning Star: 11, Unharmed, Inspire +5, 0 HP Color Host 3: 10, Bruised x1, 0 HP Crimson Bomb: 10, Unharmed, Inspire +5, 0 HP Color Host 4: 8, Unharmed, 0 HP Wander is up next.
Electra Posted March 27, 2012 Posted March 27, 2012 Wander is going to use Fast Acrobatic Bluff as her move action, directed against whichever enemy is in stick range. That's an Acrobatics check, which with Skill Mastery and Inspire comes out to a DC 32. With the hopes that this will leave him flat-footed, she will launch a full (but not All-Out) Power Attack on the Color Host. That's at -5, but at +5 for Inspire, for a result of 22.
trollthumper Posted March 27, 2012 Author Posted March 27, 2012 There's no way Color Host 4 can counter that with Will, Acrobatics, or Sense Motive, so he falls for it. And gets hit right in the face. It takes a Bruise. Morning Star takes a swing at Color Host 1 and hits. Color Host 1 makes the save, though. Color Host 3 takes a swing at Cannonade and hits. Cannonade, who's still Inspired, takes a +5 on saving throws and still takes a Bruise. Nightwatchman: 23, Unharmed, 0 HP Redbird: 23, Unharmed, 0 HP Edge: 19, Unharmed, 4 HP Midnight: 17, Unharmed, Inspire +5, 4 HP Color Host 1: 14, Unharmed, 0 HP Cannonade: 13, Bruised x1, Inspire +5, 2 HP Color Host 2: 13, Unharmed, 0 HP Wander: 11, Unharmed, Inspire +5, 2 HP Morning Star: 11, Unharmed, Inspire +5, 0 HP Color Host 3: 10, Bruised x1, 0 HP Crimson Bomb: 10, Unharmed, Inspire +5, 0 HP Color Host 4: 8, Bruised x1, 0 HP Crimson Bomb is sick of this, and drops a controlled explosion on the area. Two Color Hosts fail their Reflex saves, two make it, meaning DC20/DC25 Toughness. Color Host 1 takes a Bruise, Color Host 2 takes a Bruise, Color Hosts 3 and 4 shake it off. Nightwatchman: 23, Unharmed, 0 HP Redbird: 23, Unharmed, 0 HP Edge: 19, Unharmed, 4 HP Midnight: 17, Unharmed, Inspire +5, 4 HP Color Host 1: 14, Bruised x2, 0 HP Cannonade: 13, Bruised x1, Inspire +5, 2 HP Color Host 2: 13, Bruised x1, 0 HP Wander: 11, Unharmed, Inspire +5, 2 HP Morning Star: 11, Unharmed, Inspire +5, 0 HP Color Host 3: 10, Bruised x1, 0 HP Crimson Bomb: 10, Unharmed, Inspire +5, 0 HP Color Host 4: 8, Bruised x1, 0 HP Color Host 4 responds to what happened by going after Crimson Bomb, missing wildly in the process. We're at Round 2, and... the Color Hosts start venting indescribable contrails into the air. It doesn't affect the setting, but their power is going somewhere, dropping them all down to PL12, effectively. Nightwatchman takes swing at Color Host 1, applying the Autofire 1 setting of his Celerity Array. It hits with a +2 Damage bonus, resulting in a DC25 save. The Host makes it, though. Nightwatchman: 23, Unharmed, 0 HP Redbird: 23, Unharmed, 0 HP Edge: 19, Unharmed, 4 HP Midnight: 17, Unharmed, 4 HP Color Host 1: 14, Bruised x2, 0 HP Cannonade: 13, Bruised x1, 2 HP Color Host 2: 13, Bruised x1, 0 HP Wander: 11, Unharmed, 2 HP Morning Star: 11, Unharmed, 0 HP Color Host 3: 10, Bruised x1, 0 HP Crimson Bomb: 10, Unharmed, 0 HP Color Host 4: 8, Bruised x1, 0 HP Redbird is up next - but if she's not, then Edge is.
trollthumper Posted April 7, 2012 Author Posted April 7, 2012 Duly noted. Nightwatchman: 23, Unharmed, Inspire +5, 0 HP Redbird: 23, Unharmed, 0 HP Edge: 19, Unharmed, 4 HP Midnight: 17, Unharmed, Inspire +5, 4 HP Color Host 1: 14, Bruised x2, 0 HP Cannonade: 13, Bruised x1, Inspire +5, 2 HP Color Host 2: 13, Bruised x1, 0 HP Wander: 11, Unharmed, Inspire +5, 2 HP Morning Star: 11, Unharmed, Inspire +5, 0 HP Color Host 3: 10, Bruised x1, 0 HP Crimson Bomb: 10, Unharmed, Inspire +5, 0 HP Color Host 4: 8, Bruised x1, 0 HP Midnight is up next.
Gizmo Posted April 16, 2012 Posted April 16, 2012 Midnight II Move Action: DC 30 Startle vs. Colour Host 3 Standard Action: Escrima Stick Attack, Inspire +5, Power Attack 5. (1d20+14=30) Save deal, DC 30 Toughness Save with Sneak Attack, DC 28 otherwise.
trollthumper Posted April 19, 2012 Author Posted April 19, 2012 And Color Host 3 fails its Will save on the Startle, and gets knocked the heck out. Nightwatchman: 23, Unharmed, Inspire +5, 0 HP Redbird: 23, Unharmed, 0 HP Edge: 19, Unharmed, 4 HP Midnight: 17, Unharmed, Inspire +5, 4 HP Color Host 1: 14, Bruised x2, 0 HP Cannonade: 13, Bruised x1, Inspire +5, 2 HP Color Host 2: 13, Bruised x1, 0 HP Wander: 11, Unharmed, Inspire +5, 2 HP Morning Star: 11, Unharmed, Inspire +5, 0 HP Crimson Bomb: 10, Unharmed, Inspire +5, 0 HP Color Host 4: 8, Bruised x1, 0 HP Color Host 1 aims a Dazzle at Midnight, and hits. That's a DC22 Fortitude to resist. Cannonade, meanwhile, attempts to punch Color Host 1 in response, taking advantage of the Inspire for a -5/+5 Power Attack. That hits, necessitating a DC30 Toughness save from the Color Host. He takes another Bruised. Nightwatchman: 23, Unharmed, Inspire +5, 0 HP Redbird: 23, Unharmed, 0 HP Edge: 19, Unharmed, 4 HP Midnight: 17, Unharmed, Inspire +5, 4 HP Color Host 1: 14, Bruised x3, 0 HP Cannonade: 13, Bruised x1, Inspire +5, 2 HP Color Host 2: 13, Bruised x1, 0 HP Wander: 11, Unharmed, Inspire +5, 2 HP Morning Star: 11, Unharmed, Inspire +5, 0 HP Crimson Bomb: 10, Unharmed, Inspire +5, 0 HP Color Host 4: 8, Bruised x1, 0 HP Color Host 2 attempts to take out Crimson Bomb with a Blast w/ Autofire. He hits and gets a +4 bonus for a DC29 Toughness save. Crimson Bomb takes a Bruised. Nightwatchman: 23, Unharmed, Inspire +5, 0 HP Redbird: 23, Unharmed, 0 HP Edge: 19, Unharmed, 4 HP Midnight: 17, Unharmed, Inspire +5, 4 HP Color Host 1: 14, Bruised x3, 0 HP Cannonade: 13, Bruised x1, Inspire +5, 2 HP Color Host 2: 13, Bruised x1, 0 HP Wander: 11, Unharmed, Inspire +5, 2 HP Morning Star: 11, Unharmed, Inspire +5, 0 HP Crimson Bomb: 10, Bruised x1, Inspire +5, 0 HP Color Host 4: 8, Bruised x1, 0 HP Wander is up next.
Gizmo Posted April 19, 2012 Posted April 19, 2012 Fortitude Save vs. DC 22. (1d20+7=19) Dazzled! Luckily, he has Blind-Fight.
Electra Posted April 27, 2012 Posted April 27, 2012 Wander is going to attack Color Host 1, to teach it a lesson in why it should not shoot at her boyfriend. She'll start off with an acrobatic bluff, skill mastery 27, and then Charge at it with her bat, using a +5 Power Attack to take advantage of the Inspire. So with the Inspire, Power Attack and Charge, she has +2 to attack, -2 to defense, and +5 to damage. Dammitall, why do I keep rolling 1s? Spending an HP. That comes out a 31. So it needs to make a DC 30 toughness save.
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