Ari Posted September 9, 2012 Share Posted September 9, 2012 OOC for this thread. When Wave-Eye met Gabriel. Link to comment
KnightDisciple Posted September 9, 2012 Share Posted September 9, 2012 Tagging this for later. Link to comment
Ari Posted September 11, 2012 Author Share Posted September 11, 2012 (10:22:56) Arichamus: KD, could I get an Intimidate roll? +2 circumstance bonus for the speech.(10:23:02) KnightDisciple: Well, Intimidate can be a debuff, sooooo(10:23:29) KnightDisciple: Skill Mastery, 32, Ari Let's see what he makes of that: 4+15=19. The Rig(for such he is called) is scared off. Link to comment
KnightDisciple Posted September 11, 2012 Share Posted September 11, 2012 Skill Mastery 30 on Gather Info, using Well-Informed, what would I know about Wave-Eye (since he's a pretty distinctive figure)> Link to comment
Ari Posted September 11, 2012 Author Share Posted September 11, 2012 He's some kind of aquatic super, possibly a deformed Atlantean. He uses a conch shell to manipulate and create water that he uses in battle, and has been noticed to seem like he's speaking several different languages at once. He has been spotted in the northern Atlantic several times in the past helping ships get to shore and rescuing sailors. Link to comment
KnightDisciple Posted September 21, 2012 Share Posted September 21, 2012 Uper-Diplomancer Mode, Activate! Power of: +20 Charisma Bonus! Shape of: +20 Diplomacy! Combine with Skill Mastery! Form! Diplomacy Check! 50! That's in the conversation in the office, if it's not clear. Link to comment
Ari Posted September 21, 2012 Author Share Posted September 21, 2012 That wins everything! Previously Unfriendly, now Helpful. Feel free to roll Sense Motive, Notice or whatever else you will in response to her next words. Link to comment
KnightDisciple Posted September 21, 2012 Share Posted September 21, 2012 I'll pre-roll Notice and Sense Motive, and add anything else I think might work in an Edit. Notice: 19 Sense Motive: 18 ...Well, good thing the bonus is good... Link to comment
Ari Posted September 21, 2012 Author Share Posted September 21, 2012 It seems like she's lying about the danger being over, and more than one part of her story. She doesn't appear very comfortable with the two in her office, and glances at the wall to her right frequently. Link to comment
KnightDisciple Posted September 22, 2012 Share Posted September 22, 2012 Skill Mastery 30 on Gather Info for Well-Informed to know who she's talking about, hero and villain wise. Basic info is fine. Anyways! Switching Array to: Alternate Power: Communication 6 (Auditory, 20 miles ["Anywhere In Freedom City"], Extras: Area, Linked [Comprehend, Super-Senses], Feats: Selective, Subtle) [14PP] + Comprehend 3 (Languages 3 [speak Any, All At Once, Understand All], Extras: Linked [Communication, Super-Senses]) [6PP] + Super-Senses 3 (Extended Hearing 4 [100,000ft / 20-mile Notice Increments], Extras: Linked [Communication, Comprehend], Flaws: Limited [speech], Feats: Selective) [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP] Gabe will --whisper-- to Wave-Eye (like that). No one else should be able to intercept it. He will then use Extended hearing to try to listen to the area around the office, particularly the wall she keeps glancing toward. Notice 26 for listening for Voices, if it matters with his power structure. He'll filter it down to people who aren't workers in the building. Then when he --whispers-- to Mrs. Scallop, he'll use 1 HP and Ultimate Diplomacy to get 40 on that check with her. Link to comment
Ari Posted September 22, 2012 Author Share Posted September 22, 2012 Gabriel hears three people breathing on the other side of the wall, leaning against it. The Celestial Voice her over handily. Link to comment
KnightDisciple Posted September 24, 2012 Share Posted September 24, 2012 Gabriel's going to walk right over to the wall and set off his Dazzle. It's a Burst (60ft radius), but Selective; only the 4 people on the other side of the wall will need to make saves. DC22 Reflex, then DC22 (or 16 if they save for half) Fort Save. EDIT: Oh, and Extra Effort to do it again. Hero Point will be spent to negate fatigue. Initiative: 12 Link to comment
Ari Posted September 24, 2012 Author Share Posted September 24, 2012 Alright, the three effected by FORT make their saves. : #1 23. Just makes that. DC16 FORT save: 11. Failed. #2 19. DC22 FORT save: 14, failed. #3: 18, failed. DC22 FORT save: 16. Failed. The fourth is a robot, and thus unaffected. EDIT: second Reflex and Fortitude rolls: #1 31. Success. 24. Success., #2 13. Failed. 27, Success., #3 22, success. 25, succeeded. Link to comment
KnightDisciple Posted October 20, 2012 Share Posted October 20, 2012 So, whose turn is it now? Link to comment
Ari Posted October 21, 2012 Author Share Posted October 21, 2012 ...By all the-let me just roll the OTHER Initiatives. I beg your pardon. Trasher goes on 10. Wave-Eye goes on 20. Okay, so he goes to check up on the people who got downed just now. Gabriel is up. Link to comment
KnightDisciple Posted October 22, 2012 Share Posted October 22, 2012 Right then. Move Action: Move to in front of Mrs. Scallop. Free Action: Switch to Blast Standard Action: Ranged Attack! 32, that's a critical hit! I'll take the +5 to Damage. That boosts the Toughness Save DC to at least 32; with his Autofire (rank 1), for ever 2 he's above the Robot's Defense, that's another +1, up to +5, so likely it's 33 to 37. Link to comment
Ari Posted October 23, 2012 Author Share Posted October 23, 2012 He has +13 Defense, so that makes it..a DC36 TOU save. He cannot possibly make that, let's see how well he does: 27. Amazing. Alright, failed by 9, so Dazed, Bruised and injured. The others make their Initiative rolls, and will get up next round if they make their saves: Rubber-Burner: 21. Blackout: 7. Combine: 10. Link to comment
Ari Posted October 29, 2012 Author Share Posted October 29, 2012 Going with the two heroes the next round picking up members of the Wreckers. They attempt to make their saves again. Rubber Burner: 10, nope., Blackout: 32, succeeds., Combine: 19, succeeds. Combine and Blackout wake up, we're still in rounds so they fire away. Combine attacks Wave-Eye with his metal fist. He's being carried(not grappled) so it can't miss. DC25 TOU save: 22, a Bruise. Blackout shoots a lighting bolt at Gabriel: 21, miss. Round 3. Tiebreaker for Combine and Trasher: Trasher goes before Combine. Rubber Burner: Unharmed, Dazzled-GM Wave-Eye: Bruise(x1), 1HP Gabriel: Unharmed, 4HP Trasher: Bruise(x1), Injured(x1)-GM Combine: Unharmed-GM Blackout: Unharmed=GM Burner tries again: 16. Nope. Wave-Eye drops the two he's carrying and punches Combine back: 11. Miss. Gabriel is up. Link to comment
KnightDisciple Posted October 29, 2012 Share Posted October 29, 2012 I'll post OOC now, but IC seems a bit behind....Anyways. Gabriel will take aim at Blackout. Ranged Attack roll: 30 probably hits. Remember, that blast has Autofire, so it's a minimum Toughness Save DC of 27, with +1 for ever 2 that he exceeds their defense, up to +5 (for DC 32). Link to comment
Ari Posted October 30, 2012 Author Share Posted October 30, 2012 The IC thread is behind because...it's hiding, for the opportune moment. >.> Yeah that hits by 8. So it's a DC31 Toughness save for Blackout. Can't make that! Let's see how well he does: 24! Failed by 7, so Dazed and Bruised. Trasher will get up and punch at Wave-Eye: 19. Hits, DC26 Toughness save: 24, Bruised again. Combine hurls himself at Gabriel: 29. Hits. DC25 Toughness save for him. Link to comment
KnightDisciple Posted October 30, 2012 Share Posted October 30, 2012 Toughness Save: 20. ....Nope. Hero Point Reroll 29. That's better. Link to comment
Ari Posted November 3, 2012 Author Share Posted November 3, 2012 Round 4: Rubber Burner: Unharmed, Dazzled-GM Wave-Eye: Bruise(x1), 1HP Gabriel: Unharmed, 3HP Trasher: Bruise(x1), Injured(x1)-GM Combine: Unharmed-GM Blackout: Bruise(x1), Dazed-GM Rubber Burner makes another try for getting rid of his Dazzle: 27. Succeeded, he'll come into play next round, if there is one. Wave-Eye uses the Conch's Damage to blast Combine: 24, that hits. DC27 Toughness save for him: 24. A Bruise. Gabriel is up. Link to comment
KnightDisciple Posted November 3, 2012 Share Posted November 3, 2012 I'll blast Blackout again (Defense 22, if my math is right). Standard Action: 29. Only 1 less than last time, but with Autofire that means it's effectively a DC 30 Toughness Save. Hm. Move Action: Make sure the civvie is kept behind him. Extra Effort for another attack. Tick off 1 Hero Point. Blasting Blackout again, unless he biffed that previous save so badly he's out of commission. If that's the case, I'll blast Rubber Burner. Standard Action: Ranged Attack: 31. So a DC 31 Toughness Save (if it's against Blackou'ts Defense 22). Base is 27, plus 4 from Autofire, if that exceeds by 8 or 9. Link to comment
KnightDisciple Posted November 3, 2012 Share Posted November 3, 2012 IC will go up from me once the thread seems to have caught up... Link to comment
Ari Posted November 4, 2012 Author Share Posted November 4, 2012 Quite right. It's +12. FIrst Toughness save, DC30: 25. Another Bruise, and Dazed again. Second Toughness save, DC31: 19. Failed by 12, so Staggered. Link to comment
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