April Posted May 31, 2012 Posted May 31, 2012 Move Action: Sage is going to do her ultra-Pro ninja acrobat jumping thing. Standard Action: And then Hammer Dropping (Really A Vicious Swording, but Seriously, Don't Threaten Kimber or You Get Stabbed) (1d20+16=34), which crits. Using Psionic Blade [Will], so DC30 Will Save!
Gizmo Posted May 31, 2012 Author Posted May 31, 2012 Pyre Will Save vs. DC 30. (1d20+5=12) I'm going to toss Eve an HP to reduce that to staggered and dazed; Sorus, get an IC post up for me, then let me tag with a GM post before Corbin goes, KD. Pyre does have a Damage Aura, so I need a DC 23 Toughness Save from Eve. 34 - Sage - Uninjured, 6HP 24 - Cobalt Templar - Uninjured, 3HP 22 - Sylph - Uninjured 20 - Citizen - Uninjured, 3HP 13 - Wraith - Uninjured, 3HP 11 - Papercut - Uninjured, 4HP 11 - Granite - Uninjured 10 - Pyre - Staggered, Dazed 7 - Ghost Girl - Uninjured, 3HP 4 - Professor Fathom - Uninjured
KnightDisciple Posted June 1, 2012 Posted June 1, 2012 Right then. Free Action: Shift to GIANT FORM! Free Action: All-Out Attack 5: Defense is 2, Attack is 12 Move Action: Get to Melee Range with Pyre. Standard Action: Time for Fire Hugs of Justice. Attempting to initiate a Grapple Melee Attack: 24. Per Gizmo, that hits. Grapple Check: 38. And he has a Damage Aura, Toughness Save DC 23, so 31 on that. So, he's probably Grappled. And since Corbin's a Size Category larger, that'll be in 1 hand. :P
April Posted June 1, 2012 Posted June 1, 2012 Toughness Save vs. DC23 (Pyre Flame Aura) (1d20+8=22) So a bruise.
Gizmo Posted June 1, 2012 Author Posted June 1, 2012 Pyre Opposed Grapple vs. 38. (1d20+7=26) For clarification's sake, Pyre is immune to Fire Damage, which includes Cobalt Templar's descriptors, but not Strength or Fire Effects. As such, he can still be grappled by Corbin's blue fire construct, just not burned by it. 34 - Sage - Brusied x1, 6HP 24 - Cobalt Templar - Uninjured, 3HP 22 - Sylph - Uninjured 20 - Citizen - Uninjured, 3HP 13 - Wraith - Uninjured, 3HP 11 - Papercut - Uninjured, 4HP 11 - Granite - Uninjured 10 - Pyre - Staggered, Dazed, Bound [Helpless] 7 - Ghost Girl - Uninjured, 3HP 4 - Professor Fathom - Uninjured
Gizmo Posted June 1, 2012 Author Posted June 1, 2012 Sylph Move Action: Feint Citizen. (1d20+14=15) Standard Action: Suffocate Citizen. (1d20+9=11) Of course, that neither hits nor effects Citizen anyway, but she wouldn't know that! 34 - Sage - Brusied x1, 6HP 24 - Cobalt Templar - Uninjured, 3HP 22 - Sylph - Uninjured 20 - Citizen - Uninjured, 3HP 13 - Wraith - Uninjured, 3HP 11 - Papercut - Uninjured, 4HP 11 - Granite - Uninjured 10 - Pyre - Staggered, Dazed, Bound [Helpless] 7 - Ghost Girl - Uninjured, 3HP 4 - Professor Fathom - Uninjured
Avenger Assembled Posted June 1, 2012 Posted June 1, 2012 Move Action: Taunt Professor Fathom, vs. DC 20 given the Move Action penalty Standard Action: +3 Power Attack vs. Professor Fathom 19 As annoying as missing by 1 is, I think I'll need that HP later in the story (plus I just spent one), so...
Gizmo Posted June 1, 2012 Author Posted June 1, 2012 Fair enough, AA! Wraith is up. 34 - Sage - Brusied x1, 6HP 24 - Cobalt Templar - Uninjured, 3HP 22 - Sylph - Uninjured 20 - Citizen - Uninjured, 3HP 13 - Wraith - Uninjured, 3HP 11 - Papercut - Uninjured, 4HP 11 - Granite - Uninjured 10 - Pyre - Staggered, Dazed, Bound [Helpless] 7 - Ghost Girl - Uninjured, 3HP 4 - Professor Fathom - Uninjured
Fox Posted June 1, 2012 Posted June 1, 2012 I think this is the first or second thread where Wraith had the good sense to actually shapeshift BEFORE combat started. How 'bout that. Wraith's loadout, for the record: Super-Movement 1 (Wall-Crawling) [2pp] Speed 1 (10mph / 100 feet per Move Action) [1pp] Strike 5 (Feats: Improved Critical [19-20], Mighty) [7pp] [2 + 1 + 7 = 10/10pp] Move action: Wraith moves around the corner to get line of sight. Standard action: Charge Granite! Melee Attack Roll vs. Granite (Power Attack -2/+2, Charge +2) (1d20 + 10 - 2 + 2=12) Grr. Even (I assume) tou-shifted and flat-footed, I sort of doubt that hits. Wraith is at -2 defense until her next turn. She'll be interposing for Papercut, when able, for now. (She'd interpose for Kimber against that fire, but that villain seems well in hand!)
Electra Posted June 2, 2012 Posted June 2, 2012 Koshiro gets an HP for being menaced by the deadly dihydrogen monoxide! Free Action: Force Field Standard Action: Thousand Crane Attack versus the glass Move Action: Retrieve Bauble Spend that HP for a surge! Move Action: Flight 3, 500ft further into the museum, away from the Four
Gizmo Posted June 2, 2012 Author Posted June 2, 2012 Granite Move Action: Demoralize Wraith. (1d20+3=14) Standard Action: Attack Wraith. (1d20+7=20) That should hit. That's a DC 28 Toughness Save for Wraith.
Fox Posted June 2, 2012 Posted June 2, 2012 Will Check vs. Demoralize (1d20 + 7=13) Really, Indira? I'll let that go, though; she has better things to spend HP on! Things like that toughness save. Wraith's going to straight-up no-sell it - Ultimate Toughness for an auto-30 save, even with the Shaken penalty. Wraith loses 1 hero point, and is shaken for one round.
Gizmo Posted June 2, 2012 Author Posted June 2, 2012 Pyre's turn passes from the daze, so! Ghost Girl Move Action: Fly closer to Sylph. Standard Action: Ice Breath. As an aside, Sylph has both Insubstantial 2 (Immunity to Physical Damage) and Partial Immunity to Energy Damage. I'm treating 'cold' as energy, mostly because heat usually is as well, but since this is an area effect and Snare rather than Damage, it should effect her normally regardless. Sylph Reflex Save vs. DC 22. (1d20+5=9) Reflex Save vs. DC 22. (1d20+5=19) Entangled!
Gizmo Posted June 2, 2012 Author Posted June 2, 2012 Professor Fathom Papercut gets his HP back, because I'm bumping Fathom's Elongation by 2 ranks Extra Effort style, up to Elongation 10. That lets him stretch 500' as a move action, which not incidentally is the same distance Flight 3 gets you in a move action. Move Action: Elongate 500'. Standard Action: Initiate Grapple. (1d20+10=27) Grapple Check. (1d20+19=23) Let me get an opposed Grapple Check from Papercut before anything else. 34 - Sage - Brusied x1, 6HP 24 - Cobalt Templar - Uninjured, 3HP 22 - Sylph - Uninjured, Entangled 20 - Citizen - Uninjured, 3HP 13 - Wraith - Uninjured, Shaken, 2HP 11 - Papercut - Uninjured, 5HP 11 - Granite - Uninjured 10 - Pyre - Staggered, Dazed [sage's turn], Bound [Helpless] 7 - Ghost Girl - Uninjured, 3HP 4 - Professor Fathom - Uninjured
Electra Posted June 2, 2012 Posted June 2, 2012 Just to check, is the elongation attack the sort of thing that Wraith would be able to use her declared Interpose on, should she so desire?
Gizmo Posted June 2, 2012 Author Posted June 2, 2012 That... is a very good question. Off-hand, I'd probably say no, since the actual attack if happening well away from Wraith, but I can see the argument. Allow me to confer and get back to you on that! Put up a Grapple check regardless, and if we don't need it, we don't need it.
Electra Posted June 2, 2012 Posted June 2, 2012 My thought was that even if the attack takes place far away, it's basically a ranged touch that starts at the bad guy and could be interrupted. But I'll go with whatever the plot needs. Grapple check is 14, he's well and truly got without an interpose.
Gizmo Posted June 2, 2012 Author Posted June 2, 2012 Okay, so having consulted, I'd normally allow the Interpose on the grounds that Elongation is akin to a ranged attack, but since I want to actually get on to the main part of the thread, I'm going to toss Wraith an HP as well so that Koshiro is caught. If it's any consolation, you'll probably be happier to have those HP later.
Gizmo Posted June 2, 2012 Author Posted June 2, 2012 Okay! From this point on, we'll be using those power-swapped sheets I posted earlier. We're temporarily out of rounds as well, so feel free to post reactions. Generally speaking, everyone is now wearing a version of the costume normally worn by whoever's powers they've gotten in the swap. Like so! Citizen might have a maroon trenchcoat made of fire rather than a cape, for example, but he's more or less in Cobalt Templar's usual kit. Feel free to describe it was you will or ask if you need clarification! Now! Everyone's getting another HP for this, and they're going to need it. To represent being unfamiliar with their new powers, any use of an activated power will require a DC 15 Concentration check to pull off. Passive powers function normally and they can use Extra Effort to forgo the Concentration check if they like. Any character can also spend a move action on their turn to 'coach' whomever is using their powers, negating the Concentration check on said character's next attempt, assuming they do as instructed.
Gizmo Posted June 2, 2012 Author Posted June 2, 2012 Just for my own reference: 34 - Sage - Brusied x1, 7HP 24 - Cobalt Templar - Uninjured, 4HP 22 - Sylph - Uninjured, Entangled 20 - Citizen - Uninjured, 4HP 13 - Wraith - Uninjured, Shaken, 4HP 11 - Papercut - Uninjured, 6HP 11 - Granite - Uninjured 10 - Pyre - Staggered, Dazed [sage's turn], Bound [Helpless] 7 - Ghost Girl - Uninjured, 4HP 4 - Professor Fathom - Uninjured
Gizmo Posted June 4, 2012 Author Posted June 4, 2012 The Factor Four are all moving all-out, legging it (metaphorically, in some cases) for the exit. For simplicity's sake, we're back in the same rounds to see if the team can stop any of them before they escape with the Bauble. 34 - Sage - Brusied x1, 7HP 24 - Cobalt Templar - Uninjured, 4HP 22 - Sylph - Uninjured 20 - Citizen - Uninjured, 4HP 13 - Wraith - Uninjured, Shaken, 4HP 11 - Papercut - Uninjured, 6HP 11 - Granite - Uninjured 10 - Pyre - Staggered 7 - Ghost Girl - Uninjured, 4HP 4 - Professor Fathom - Uninjured
April Posted June 5, 2012 Posted June 5, 2012 Concentration check DC15 to activate Heat Vision (1d20+10=19) Woo. Zotting Professor Fathom. DC28 Toughness.
Gizmo Posted June 5, 2012 Author Posted June 5, 2012 Well, that's Perception range so it does hit! But it's heat vision and Professor Fathom currently has Pyre's powers... including Immunity to fire damage. I'm gonna have to rule that doesn't even phase him. Still, a nice moment for someone still getting used to their new powers and their opponent's new powers, too! Go ahead and post IC.
KnightDisciple Posted June 7, 2012 Posted June 7, 2012 Right, interesting times! Move Action: Charge Rock!Slyph. +2 Attack, -2 Defense. Standard Action: Well, I want to use the Drain Strength, so... Concentration Check DC 15: 5. Ugh. Extra Effort to forgo the check (HP will be used to avoid Fatigue). Melee Attack for Drain Strength: 26. If it hits, DC 22 Fortitude Save.
Gizmo Posted June 7, 2012 Author Posted June 7, 2012 Rock!Sylph Fortitude Save vs. DC 22. (1d20+10=19) -3 Strength She's still more than strong enough to punch through the museum wall, however, and will do so on her turn, continuing to flee. Go ahead and post IC, KD. I'll get a GM post up for Slyph, then it's Citizen's turn. 34 - Sage - Brusied x1, 7HP 24 - Cobalt Templar - Uninjured, -2 Defense, 3HP 22 - Sylph - Uninjured, -3 Strength 20 - Citizen - Uninjured, 4HP 13 - Wraith - Uninjured, Shaken, 4HP 11 - Papercut - Uninjured, 6HP 11 - Granite - Uninjured 10 - Pyre - Staggered 7 - Ghost Girl - Uninjured, 4HP 4 - Professor Fathom - Uninjured
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