Electra Posted June 14, 2012 Posted June 14, 2012 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.
Gizmo Posted June 14, 2012 Author Posted June 14, 2012 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
Gizmo Posted June 14, 2012 Author Posted June 14, 2012 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!
April Posted June 16, 2012 Posted June 16, 2012 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)
Gizmo Posted June 16, 2012 Author Posted June 16, 2012 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
KnightDisciple Posted June 17, 2012 Posted June 17, 2012 Right, seems like this is mostly over... Free Action: Concentration Check to switch to Drain Strength. 13. And it's DC 15. Free Action: Hero Point to just activate it. Move Action: Get next to Granite. Standard Action: Melee Attack. 14, but that hits. So, DC 22 Fortitude Save.
Gizmo Posted June 17, 2012 Author Posted June 17, 2012 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
Avenger Assembled Posted June 18, 2012 Posted June 18, 2012 Flight: 14 Growth: 10 I'll choose to extra-effort the Flight, and shrink down to normal size. Citizen flies down and grabs the falling Fathom, then heads back with him towards the museum at top speed.
Gizmo Posted June 21, 2012 Author Posted June 21, 2012 Hey, having a brain at all is weird, right? Papercut is up.
Electra Posted June 22, 2012 Posted June 22, 2012 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.
Gizmo Posted June 23, 2012 Author Posted June 23, 2012 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.
Avenger Assembled Posted June 23, 2012 Posted June 23, 2012 Out of action, I'm just going to say Citizen's fire aura is up until Corbin talks with him.
KnightDisciple Posted June 29, 2012 Posted June 29, 2012 For what it's worth, we can assume a move action here to tell him how to turn that off.
Fox Posted July 11, 2012 Posted July 11, 2012 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.
Gizmo Posted July 13, 2012 Author Posted July 13, 2012 That'll do it, for sure! Do you want the info here in the OOC or worked into a GM post in the IC thread?
Fox Posted July 13, 2012 Posted July 13, 2012 GM post is probably fine. More PP for you, and Wraith's largely passive here, guiding the others to the MacGuffin. It's easier to just roll that into your/their post(s).
Gizmo Posted August 6, 2012 Author Posted August 6, 2012 We'll have one more round of diner posts unless something suitably dramatic comes up in conversation, then onto more action with Cobalt Templar and Citizen!
Gizmo Posted August 14, 2012 Author Posted August 14, 2012 What fresh madness is this?! KD, AA, hit me with some initiative rolls! The others, assuming you clue them in, will have to get to the fight before they can help.
Avenger Assembled Posted August 15, 2012 Posted August 15, 2012 (17:06:12) AvengerAssembled: Initiative (17:06:14) System: AvengerAssembled rolls 1d20 and gets (17)+7=24. Citizen goes on 24.
Gizmo Posted August 17, 2012 Author Posted August 17, 2012 Actually, hit me up with any Knowledge Checks you think are relevant before we get to brawling, to see what those two know about Argo and Larceny Inc.
Avenger Assembled Posted August 17, 2012 Posted August 17, 2012 Citizen can't use his Online Research, so no automatic 25! Instead: Pop Culture: Nat 20, nice! 24 Technology: 14
KnightDisciple Posted August 17, 2012 Posted August 17, 2012 Actually, hit me up with any Knowledge Checks you think are relevant before we get to brawling, to see what those two know about Argo and Larceny Inc. History is always relevant, so... 25 Know: History.
Gizmo Posted August 17, 2012 Author Posted August 17, 2012 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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