trollthumper Posted July 28, 2012 Share Posted July 28, 2012 Temperance and Citizen deal with the all-devouring maw of modern media. Link to comment
trollthumper Posted August 2, 2012 Author Share Posted August 2, 2012 Knowledge (pop culture) roll for Citizen. Link to comment
Avenger Assembled Posted August 3, 2012 Share Posted August 3, 2012 Any chance I can use Online Research + Well-Informed, TT? If so, that's a skill-mastered 25. If not, 23! So not bad either way. Link to comment
trollthumper Posted August 3, 2012 Author Share Posted August 3, 2012 All right. Citizen knows from his Online Research - the club is wired for WiFi, funny that - that the woman taking the turntables is Gloria Greenwich. A renowned "socialite" (read: rich person with status), Gloria jumped beyond the lower circles of New York nightlife by making... something that Miss A would probably not want Citizen seeing. This particular tape drew attention to her and her family, which led to the "Greenwich Rules" show on E. Gloria's been trying to find some way to parlay the fame from the show into other venues, and is trying her hand at DJing. Link to comment
Avenger Assembled Posted August 8, 2012 Share Posted August 8, 2012 Lemme know what you need me to roll, TT! Link to comment
trollthumper Posted August 8, 2012 Author Share Posted August 8, 2012 I'd say it's a Notice check to scan the cameras. Link to comment
Avenger Assembled Posted August 8, 2012 Share Posted August 8, 2012 20 with Skill Mastery enough? Link to comment
trollthumper Posted August 9, 2012 Author Share Posted August 9, 2012 I'd say that'll be enough. I'll post the results ICly. Link to comment
trollthumper Posted August 9, 2012 Author Share Posted August 9, 2012 And we're in Initiative! The part of the Fame Monster will be played by my Shock Jock at PL11 - that means ATT +7 (+11 Electrical Storm), DEF +11 (+3 Flat-Footed), Toughness +11/+2, FORT +7, REF +9, WILL +8. Fame Monster goes on 21. Temperance goes on 22. Gloria, as a PL0 Bystander, goes on 18. Link to comment
Avenger Assembled Posted August 9, 2012 Share Posted August 9, 2012 16 Citizen must be hesitating to break into the ladies room. :oops: Link to comment
trollthumper Posted August 11, 2012 Author Share Posted August 11, 2012 All right, here's where it stands: Temperance: 22, Unharmed, 2 HP Fame Monster: 21, Unharmed, 0 HP Gloria: 18, Unharmed, 0 HP Citizen: 16, Unharmed, 4 HP Temperance tries to catch the Fame Monster in a Snare as an opening gambit. It's a very fruitful opening gambit, requiring a DC23 Reflex save from the spirit. And it's Bound. Huh. Temperance: 22, Unharmed, 2 HP Fame Monster: 21, Unharmed, Bound, 0 HP Gloria: 18, Unharmed, 0 HP Citizen: 16, Unharmed, 4 HP The Fame Monster first throws up its Force Field, then attempts to Stun Temperance. The bolt misses, however, but likely takes out a sink or two. Gloria, meanwhile, takes a full Move Action to get the hell out of there and onto the dance floor. Citizen is up next. Link to comment
Avenger Assembled Posted August 11, 2012 Share Posted August 11, 2012 What we need more of is SCIENCE Move Action: Sharl teleports into the room. Standard Action: Sharl spends an HP to double his dodge bonus and uses the Total Defense maneuever, raising his to-hit to 34. He will interpose for either Temperance or Gloria. Link to comment
trollthumper Posted August 12, 2012 Author Share Posted August 12, 2012 That will work. Temperance: 22, Unharmed, 2 HP Fame Monster: 21, Unharmed, Bound, 0 HP Gloria: 18, Unharmed, 0 HP Citizen: 16, Unharmed, 4 HP Temperance attempts to use her Blast against the Fame Monster. That hits, as she's Bound and has a Defense of 5, and gets a +2 from Autofire. So DC25 Toughness for her. She makes it. The Fame Monster then looks at Gloria's phone, and uses her Teleport + Damage to get the hell out of here. First, let's see if she's able to concentrate enough to get out of there. She does not, but the Damage still goes off, requiring a DC19 Reflex and DC24 staged Toughness save from Temperance and Citizen. As the Snare is right the hell there and has no Reflex save, it just gets Toughness. The Snare is damaged, but still intact. Temperance, meanwhile, makes her Reflex save to halve it down to DC19, then shakes it off. Temperance: 22, Unharmed, 2 HP Fame Monster: 21, Unharmed, Bound (Snare - Injured x1), 0 HP Gloria: 18, Unharmed, 0 HP Citizen: 16, Unharmed, 4 HP Gloria keeps running across the dance floor, and it's Citizen's turn. Link to comment
Avenger Assembled Posted August 13, 2012 Share Posted August 13, 2012 Ooh, energy-based Reflex saves are one of Citizen's more serious banes. Reflex vs 19: 7 Ouch. I will HP that. 21 OK, so that's just a DC 20 Tou save. DC 20 Tou save: 24 Nice! Okay, hm. I'm rapidly losing HP here, so I'll just have Citizen attack her unarmed. Does 26 hit with the Snare cover? (I missed whether or not that was an issue) If so, that's a DC 28 Tou save. Link to comment
trollthumper Posted August 14, 2012 Author Share Posted August 14, 2012 As it didn't count for the first one, I'll say the Snare does not provide cover. So, it will hit. And the Fame Monster takes a Bruise. Temperance: 22, Unharmed, 2 HP Fame Monster: 21, Bruised x1, Bound (Snare - Injured x1), 0 HP Gloria: 18, Unharmed, 0 HP Citizen: 16, Unharmed, 2 HP Temperance is up next, and she tries another Blast. It still hits, given the Snare, and tops out at +4 Autofire. The Fame Monster is Bruised and Dazed - but shakes off the Daze in a burst of Fiat, granting both heroes a HP. Temperance: 22, Unharmed, 3 HP Fame Monster: 21, Bruised x2, Bound (Snare - Injured x1), 0 HP Gloria: 18, Unharmed, 0 HP Citizen: 16, Unharmed, 3 HP The Fame Monster again attempts to teleport out and shatter her snare in the process. She doesn't make the Concentration check - but in another act of Fiat, she does so, though she takes the Snare with her. Temperance and Citizen must make a DC19 Reflex save and DC24 Toughness save as the Fame Monster takes the dance floor, where Gloria is still trying to flee. Temperance: 22, Unharmed, 4 HP Fame Monster: 21, Bruised x2, Bound (Snare - Injured x1), 0 HP Gloria: 18, Unharmed, 0 HP Citizen: 16, Unharmed, 4 HP Temperance makes the Reflex save to halve, but is Bruised and Dazed. Hero Point to reroll! With the +10, that beats it. Temperance: 22, Unharmed, 3 HP Fame Monster: 21, Bruised x2, Bound (Snare - Injured x1), 0 HP Gloria: 18, Unharmed, 0 HP Citizen: 16, Unharmed, 4 HP Citizen is up next. Link to comment
Avenger Assembled Posted August 16, 2012 Share Posted August 16, 2012 Reflex vs 19: 10 Tou vs 24: 23 Injured! OK, the joke is wearing thin for Citizen. He'll fly out to the dance floor, right through the walls, as a move action. He'll then stunt the following power off his Tronik Array: Damage 8 (Extras: Autofire, Secondary Effect) [24 pp] This will represent causing a major electrical disruption in the body of the bad monster. 19 OK, that's a DC 23 Tou save + whatever Autofire bonus he gets, this round and next round. Let me know if she makes the initial save, as Sharl is willing to hit her again. Link to comment
Avenger Assembled Posted August 24, 2012 Share Posted August 24, 2012 I'll post as soon as there's an OOC resolution here. Link to comment
trollthumper Posted August 24, 2012 Author Share Posted August 24, 2012 She's still Bound, so that's gonna be the full +4. And she goes offline. We're out of rounds. I'll get an IC post up as soon as I can. Link to comment
Avenger Assembled Posted September 1, 2012 Share Posted September 1, 2012 25 Computers with Skill Mastery Link to comment
trollthumper Posted September 3, 2012 Author Share Posted September 3, 2012 All right. Citizen manages to track the path of the spirit back to a private server somewhere in Riverside. Judging by the coordinates, it seems to be an abandoned theater. Link to comment
trollthumper Posted September 21, 2012 Author Share Posted September 21, 2012 And another fight ensues! The Marchesa will once more be represented by my Shock Jock, this time at PL12 - ATT +8 (+12 Electrical Storm), DEF +12 (+4 Flat-Footed), TOU +12, FORT +8, REF +10, WILL +9, and damage to match. The Gremlins will be represented by AA's Empty Battlesuit build at PL6 - ATT +2 (+6 Blast/Unarmed), DEF +6 (+1 Flat-Footed), TOU +6, FORT --, REF +1, WILL +3, and damage to match. The Marchesa goes on 25. The Gremlins go on 20, 12, and 9. Temperance goes on 14. Link to comment
Avenger Assembled Posted September 22, 2012 Share Posted September 22, 2012 Citizen goes on 15 Link to comment
trollthumper Posted September 22, 2012 Author Share Posted September 22, 2012 And here's our roster: Marchesa: 25, Unharmed, 0 HP Gremlin 1: 20, Unharmed, 0 HP Citizen: 15, Injured x1, 4 HP Temperance: 14, Unharmed, 1 HP Gremlin 2: 12, Unharmed, 0 HP Gremlin 3: 9, Unharmed, 0 HP The Marchesa opens by unleashing a Blast Area Shapeable on Citizen. DC22 Reflex to halve, DC27 Toughness to save - unless Sharl is Insubstantial, that is. Gremlin 1, meanwhile, takes a swipe at Temperance. And misses. Citizen is up next. Link to comment
Avenger Assembled Posted September 23, 2012 Share Posted September 23, 2012 Reflex vs. 22: 21 Booooo. Tou vs 27: 30 Yay! Well, Citizen can't go Insubstantial inside the computer. He's Flying Brick Sharl at this point, using the stats from low down on his sheet. Citizen goes ahead and tries to Bluff her as a move action. I'll spend an HP to acquire the Challenge feat to do it without the penalty. That's DC 25 with Skill Mastery. He'll follow that up with an attempt to punch her. 11 Of course! Another HP...26 DC 29 Tou save. Link to comment
trollthumper Posted September 23, 2012 Author Share Posted September 23, 2012 And she is Dazed and Staggered. Marchesa: 25, Unharmed, Dazed (Citizen's Action), Staggered, 0 HP Gremlin 1: 20, Unharmed, 0 HP Citizen: 15, Injured x1, 2 HP Temperance: 14, Unharmed, 1 HP Gremlin 2: 12, Unharmed, 0 HP Gremlin 3: 9, Unharmed, 0 HP Temperance, meanwhile, unleashes her Blast on Gremlin 2. She hits 26 on a DC16 Defense, so that's a DC27 TOU save. It takes a Bruise. The Gremlin, meanwhile, Blasts her, and hits, necessitating a DC21 TOU save. Bruised and Dazed. Hero Point! That's a 22, so better. Marchesa: 25, Unharmed, Dazed (Citizen's Action), Staggered, 0 HP Gremlin 1: 20, Unharmed, 0 HP Citizen: 15, Injured x1, 2 HP Temperance: 14, Unharmed, 0 HP Gremlin 2: 12, Injured x1, 0 HP Gremlin 3: 9, Unharmed, 0 HP Gremlin 3, meanwhile, takes a swipe. And misses. Top of the round! Marchesa's still Dazed, and Gremlin 1 takes a swing at Temperance. He hits, necessitating a DC21 Toughness save. She takes a Bruise. Marchesa: 25, Unharmed, Dazed (Citizen's Action), Staggered, 0 HP Gremlin 1: 20, Unharmed, 0 HP Citizen: 15, Injured x1, 2 HP Temperance: 14, Bruised x1, 0 HP Gremlin 2: 12, Injured x1, 0 HP Gremlin 3: 9, Unharmed, 0 HP Citizen is up next. Link to comment
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