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Okay, let's see if I can do this without screwing it up horribly.

Move Action: Instruct Kimber in the use of the origami sculptures in her stolen pants

Spend HP to Surge

Surge Move Action: Shapeshift into Whip-Blades form

Concentration Check: 26, pass

Standard Action: Charge attack on Granite with Strike 5, +2 attack for Charging

And that's a critical hit, 33.

I think that's going to be a DC 28 toughness save, then.

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Water!Granite

Toughness Save vs. DC 28. (1d20+12=23)

Alright, he's Dazed, so he skips his turn and can't break out from the Snare.

34 - Sage - Brusied x1, 6HP

24 - Cobalt Templar - Uninjured, 3HP

22 - Sylph - Bruised x1, Staggered, Dazed, -3 Strength

20 - Citizen - Bruised x1, 3HP

13 - Wraith - Uninjured, 2HP

11 - Papercut - Uninjured, 5HP

11 - Granite - Bruised x1, Bound/Helpless

10 - Pyre - Staggered

7 - Ghost Girl - Uninjured, 4HP

4 - Professor Fathom - Unconscious

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I'm going to say at this point Air!Pyre is gone with the proverbial wind and move onto Ghost Girl.

Ghost Girl

Standard Action: Blast Rock!Sylph. (1d20+16=28)

That's DC 23 + Autofire 5 = 28.

Rock!Sylph

Toughness Save vs. DC 28. (1d20+11=26)

34 - Sage - Brusied x1, 6HP

24 - Cobalt Templar - Uninjured, 3HP

22 - Sylph - Bruised x2, Staggered, Dazed, -3 Strength

20 - Citizen - Bruised x1, 3HP

13 - Wraith - Uninjured, 2HP

11 - Papercut - Uninjured, 5HP

11 - Granite - Bruised x1, Bound/Helpless

10 - Pyre - Staggered

7 - Ghost Girl - Uninjured, 4HP

4 - Professor Fathom - Unconscious

Sage is up!

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Standard: Punch (DC31) Rock!Sylph (1d20+10=30). Critical for +5 DC for a DC 36 Toughness Save. (Forgot Sylph was still up, pay no mind to the Granite target in the link).

Surge: Heat Beams on Sylph (or if she's down, they'll target Granite), either way, it's a DC28 Toughness save. Sage will expend an HP to counteract the fatigue from the extra effort.

Concentration (+10) check to activate Heat Beams (DC15) (1d20+10=28)

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Rock!Sylph

Toughness Save vs. DC 36. (1d20+10=26)

Since she was already staggered, that's unconscious!

Water!Granite

Toughness Save vs. DC 28. (1d20+11=18)

34 - Sage - Brusied x1, 5HP

24 - Cobalt Templar - Uninjured, 3HP

22 - Sylph - Unconscious, Bruised x2, -3 Strength

20 - Citizen - Bruised x1, 3HP

13 - Wraith - Uninjured, 2HP

11 - Papercut - Uninjured, 5HP

11 - Granite - Bruised x1, Staggered, Dazed, Bound/Helpless

10 - Pyre - Staggered, Escaped

7 - Ghost Girl - Uninjured, 4HP

4 - Professor Fathom - Unconscious

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Water!Granite

Fortitude Save vs. DC 22. (1d20+7=23) He saves.

34 - Sage - Brusied x1, 5HP

24 - Cobalt Templar - Uninjured, 3HP

22 - Sylph - Unconscious, Bruised x2, -3 Strength

20 - Citizen - Bruised x1, 3HP

13 - Wraith - Uninjured, 2HP

11 - Papercut - Uninjured, 5HP

11 - Granite - Bruised x1, Staggered, Dazed, Bound/Helpless

10 - Pyre - Staggered, Escaped

7 - Ghost Girl - Uninjured, 4HP

4 - Professor Fathom - Unconscious

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Granite looks enough the worse for wear that Koshiro's not going to hit him again unless he somehow manages to become aggressive through the staggered-dazed-helpless trifecta he's rocking. Readying a strike action to be triggered if Granite actually makes an attack.

Move action, help Kimber some more with origami magic.

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Granite is dazed, so he's not going anywhere this round, at least.

Ghost Girl

Free Action: Make paper airplane as suggested by Papercut.

Full Action: Fly out to meet Citizen in the air.

34 - Sage - Brusied x1, 5HP

24 - Cobalt Templar - Uninjured, 3HP

22 - Sylph - Unconscious, Bruised x2, -3 Strength

20 - Citizen - Bruised x1, Extra Effort, 3HP

13 - Wraith - Uninjured, 2HP

11 - Papercut - Uninjured, 5HP

11 - Granite - Bruised x1, Staggered, Bound/Helpless

10 - Pyre - Staggered, Escaped

7 - Ghost Girl - Uninjured, 4HP

4 - Professor Fathom - Unconscious

Rather than start a new round, I'm going to say we're out of rounds now, with Granite safely frozen for long enough for the authorities to arrive.

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  • 2 weeks later...

I'm assuming Wraith is doing this with help from Sage, to waive the concentration check.

Wraith stunts:

ESP 13 (mental; Feats: Rapid 9, Drawbacks: Noticeable) [21pp]

That's less than she has pp in her main psionics array, so it should work. Not something Eve breaks out with much, I think, but tracking something by mental 'scent' makes more sense to Wraith than most of these psychic shenanigans.

Math: 25-mile radius, so way over range ('cos Sage's psychic powers are potent!). An extended search over a 50-mile diameter takes 100 years (!!). Rapid 9 brings that waaaaay back down to a few seconds. Taking 20 on the search (net check: 25) takes that back up to a little over a minute.

I'm assuming for plot sakes (and for the sake of keeping the thread moving) that her check is enough to find the thing. If not, smack me upside the head and I'll revise.

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  • 4 weeks later...

Alright, Sharl knows that they're looking at Argo the Ultimate Android, purportedly Talos' greatest creation. Formed from proto-matter with a micro-singularity as a power source, he's designed to analyze and mimic any superhuman abilities and powers. He also knows that the others four are Larceny Inc, a quartet of super-powered thieves who fancy themselves modern Robin Hoods but who do a lot more 'stealing from the rich' than 'giving to the poor'. In the order they spoke up, they're Get-Away, Grab, Smash and Trap Door, the latter being their leader. They're definitely not using their normal powers, though.

Corbin knows that Argo, though designed to copy any superpower, imprinted on the Freedom League the first time he encountered them. He mimicked all of their powers, making him absurdly strong and versatile but he 'locked in' to those powers and hasn't been able to acquire any new ones. The League was able to defeat him by working as a team and using their powers more creatively than Argo could, but any time they've fought it's always been a close call. He's a deadly serious threat.

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