April Posted April 12, 2012 Posted April 12, 2012 When: 14 April 2012Where: Martel Estate (Windrush), North Bay, Freedom CityWho: Both YF 1.5 and YF 2.0 have been floated invites, so who attends is up tothe players of the cross team PCs. Etain was, of course, invited.
Avenger Assembled Posted May 1, 2012 Posted May 1, 2012 Bam! Everyone there gets an HP because of Mark. BAM! Everyone from YF 1.5 gets an HP because of the Terminus. Enjoy!
Avenger Assembled Posted May 3, 2012 Posted May 3, 2012 Aoiroo: Thanks to her magical super-senses, Etain detects something, maybe a group of somethings, hovering around the heads of the three Wyldriders (and not around Max) It's not a kind of magic, she's immediately familiar with (which is odd, given how very very good she is at magical blood-hounding) but it seems to be having some kind of effect on their minds. It looks a little like this.
Aoiroo Posted May 4, 2012 Posted May 4, 2012 Also, taking ten on Notice, that's 25, and rolling arcane lore on parasprite thing, 30.
Aoiroo Posted May 22, 2012 Posted May 22, 2012 Right, force field, well, can I stunt a nullify for the force field that would make a hole for one round, but still keep them regularly concealed (basically making them bypass the force field by making them so concealed it doesn't realize it needs to block them out?) Pay an HP for the alternate power it'd look like this. Alternate Power: Concealment 10 (All Senses, Extras: Area [Cylinder], Affects Others, Linked, Flaws: Phantasm, Feats: Close Range, Progression [save DC] 2 [DC22], Progression 3 [50 Foot Radius], Selective) + Nullify 9 (Forcefields Extras: Area [Cylinder], Flaws: Touch Range, Feats: Subtle) [46PP]
Avenger Assembled Posted May 23, 2012 Posted May 23, 2012 You don't have to roll, Roo; the minute Changeling uses her powers against the force field, it shuts down. Her Notice and Arcane Lore are high enough for this to make her suspicious; this was less like bringing down someone's spell and more like they flipped the switch off at her approach.
Aoiroo Posted May 25, 2012 Posted May 25, 2012 AA, if the sprites are magical creatures, can Custos destroy them (and not hurt the mind controlled) to lift the mind control with his spirit roar since it can only hurt magical creatures?
Aoiroo Posted May 26, 2012 Posted May 26, 2012 23 roll for spirit roar. They'd probably be flat-footed since they don't see him coming. It's DC 25 toughness for any magical creatures he hits.
April Posted May 31, 2012 Author Posted May 31, 2012 Sage Extra Effort: Add AP to Psionics 11: Nullify Mind Control 11 (Range 110 ft., DC21, Extras: Area [burst, General, 55 ft. Radius]) [22PP] Then going to drop that in the middle of the Overriders and hope for the best. (I almost regret this build of Sage over the old one and the lack of beefier array to stunt off of.)
Avenger Assembled Posted May 31, 2012 Posted May 31, 2012 Give me an opposed power check for that, would you, Sorus? 23 Your target is 23.
Avenger Assembled Posted May 31, 2012 Posted May 31, 2012 Great! Go ahead and post IC, Sorus; they won't wake up but they will start to get better.
Gizmo Posted May 31, 2012 Posted May 31, 2012 Midnight - Initiative. (1d20+5=19) Redbird - Initiative. (1d20+3=8)
Avenger Assembled Posted June 1, 2012 Posted June 1, 2012 Once everyone's initiative is in, I'll post the various surprise rounds.
Fox Posted June 3, 2012 Posted June 3, 2012 Ack, sorry - hadn't realized there was an initiative call. I really need to start bookmarking OOC threads I haven't posted in yet. Initiative Roll (1d20 + 7=11)
Avenger Assembled Posted June 4, 2012 Posted June 4, 2012 Edge spends an HP and seizes initiative; he'll go first in the regular round. But first! Surprise round time. I'm just going to go ahead and fiat that everyone is taken by surprise this round; everyone take an HP for your trouble! That'll give our ladies a chance to go. People with Uncanny Dodge are not, however, flat-footed! All the original members of YF get an HP here for the Terminus. Initiative for Madrigal and her Hounds: Discordia: 17 Hellstorm: 15 Nightmare Doom: 14 Omnibeast: 11 Razorwhip: 11 Madrigal: 10 Blood Diamond: 9 They're a veteran team; they wait to go until their leader has inspired them. (So Madrigal moves up to the top, and they all take 10 beneath her as their new place in the initiative order, yowsa.) Madrigal: Full Action: Inspire +3 (everyone take an HP for this) She then surges and shoots the Night Cycle. Normally deempowering equipment isn't worth an HP, but since Redbird's powers are sunk in there, I'll go ahead and call this a Fiat: Have an HP, Giz. (total of +2) Discordia: Move Action: Acrobatic Bluff Edge (I'll replace her Luck feat with Skill Mastery and Fast Bluff) Mark can't beat a 20 with a 3 She'll blast him with her proton stream A flat-footed Mark's Defense is 16, and his Tou is +5. Hmm. 13 Well, that's lucky! Too lucky. I'll fiat and have that hit Mark spends an HP on Ultimate Toughness vs DC 30. He's bruised and dazed, but surprisingly OK. There is also a snare in the mix. Mark is, for the moment, bound and helpless Hellstorm: +5 All-Out Attack's Sage with her Flying Fists 33 That hits by quite a bit. DC 27 Tou save (with Autofire) Move Action: Flies 5000 ft in the air Nightmare Doom: With Mark bound and helpless, Nightmare Doom turns her attention to Midnight with her Move Object. Grapple 34 Omnibeast: Standard: uses her gaze of Despair on Wander DC 20 Will save vs. Despair What does Despair do? The subject is shaken, suffering a –2 on attack rolls, saving throws, and checks. Failure by 10 or more means the target is overcome with hopelessness, helpless and unable to take any actions. Razorwhip: Standard: punches Wander I had to fiat this thanks to a bad roll, so take another HP, Wander. 27 Almost a crit! But not quite: that's a DC 30 Tou save for Wander, to be made after the Despair save. Razorwhip and Omnibeast both move into melee range with Wander using their Move Action. Blood Diamond: uses her opalescence attack vs. Cobalt Templar That's a DC 20 Reflex save vs. being blinded this round (as per Dazzle rules) and a DC 20 Will save vs. falling in love with Blood Diamond. Lot of fiating here, but it is supposed to be a dangerous situation! Go ahead and make your rolls first; Wraith, Custos, and Changeling have no attacks directed against them this round. Next round, we'll all be acting normally. That's +3 HP for Midnight, +3 for Wander (given her reduced power level complication, which is about to be broadcast to the whole freaking Terminus), +2 for Cobalt Templar, and +2 for Sage.
April Posted June 4, 2012 Author Posted June 4, 2012 Reaction to being attacked by Hellstorm: HP to Double Dodge Bonus. Sage's Defense becomes 33 for this round. Hellstorm still hits but the Autofire doesn't kick in, so DC23 Tou Save. Toughness Save vs DC23 (Hellstorm's Flying Fists) (1d20+8=26) HP Track: 5 Base + 1 Terminus + 1 Fiat - 1 Double Dodge = 6
Gizmo Posted June 4, 2012 Posted June 4, 2012 Midnight II Opposed Grapple vs. 34. (1d20+19=25) Well! Hugs indeed. Opposed Grapple vs. 34, HP reroll. (1d20+19=36) Luck 4 + Surprise Round + Terminus + Inspire + Redbird Shot - Reroll = 7HP
Electra Posted June 4, 2012 Posted June 4, 2012 Wander fails the will save! Spending an HP! She still fails the will save! She is despairing, but not immobilized yet. Now for the toughness save, at -2. And it's a nat 20, for a result of 28. She takes a bruise and feels sooooo sad.
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