Avenger Assembled Posted January 10, 2013 Share Posted January 10, 2013 Cobalt Templar, the Liberty League, and Eve Martel deal with some bad medicine. Link to comment
Avenger Assembled Posted January 10, 2013 Author Share Posted January 10, 2013 Trawler's tables: Gather Info: DC 10 Trawler is an undersea salvage operator specializing in certain rare and hard-to-find treasures, with no questions asked. DC 15 The current Trawler isn’t the same man as the first user of the advanced diving suit, in fact, she isn’t a man at all. DC 20 Trawler is a diver and salvage specialist named Lianna Macklin. She’s a devoted treasure-hunter and expert diver without any scruples to get in the way of her profits. DC 25 Lianna Macklin spends a great deal of her time and money in various spots in the Caribbean, where she enjoys the high life when not working. Knowledge: Art: Knowledge (art) Those with knowledge of the fine arts may learn something about Trawler’s involvement. DC 20 A number of rare sunken treasures have turned up recently for auction, coming from a treasure hunter called Trawler, who uses a highly advanced diving suit to reach them deep under the oceans. Profession (diver) Anyone with training as a diver or in some related profession (GM’s discretion) might have heard of Lianna Macklin. DC 15 Lianna Macklin is an expert diver and undersea salvage specialist who doesn’t ask questions and is more interested in the hunt than anything else. DC 20 Ms. Macklin hit it big recently; she’s using an advanced diving suit to hit sites no one else can reach, and pulling considerable finds out of the depths. Link to comment
KnightDisciple Posted January 10, 2013 Share Posted January 10, 2013 Rolling Knowledge: Business: 28. Link to comment
KnightDisciple Posted January 10, 2013 Share Posted January 10, 2013 Knowledge: Business DC 20: Grant Pharmaceuticals is a relatively new, albeit extremely successful company, run by medical and biological 'whiz kid' Jonathan Grant. The company specializes in high-level genetic research and experimentation, but also has a contract to supply several of the mandated childhood vaccines for New Jersey and New York state. There are some rumors of unethical practices at the top, and some low-level employees were jailed after a sting by Foreshadow some years ago, but nobody's ever made anything stick against the big boss. Link to comment
Gizmo Posted January 16, 2013 Share Posted January 16, 2013 Midnight: Initiative. (1d20+5=21) Link to comment
Avenger Assembled Posted January 16, 2013 Author Share Posted January 16, 2013 OK, Everyone who isn't Erin, take an HP! Wander's stats are adjusted upwards to PL 14 caps. Initiative may be a thing we do now. Link to comment
KnightDisciple Posted January 16, 2013 Share Posted January 16, 2013 So, uh, yeah. This is a thing. Initiative: 24 At least he'll maybe be able to tackle Wander and prevent a mass slaughter? :? :o Link to comment
Avenger Assembled Posted January 16, 2013 Author Share Posted January 16, 2013 Ed: As they are not normal villains, the wrathful have exactly _2_ HP they may spend. Link to comment
Electra Posted January 16, 2013 Share Posted January 16, 2013 I'm spending one of my HP now, yay! My super-low original roll just would not do. Erin goes on 26. Link to comment
Avenger Assembled Posted January 16, 2013 Author Share Posted January 16, 2013 I'm going to go ahead and roll for init this round: Edge:17 Mystery Date: 17 So! Sage: 35 Wander: 26 Cobalt Templar: 24 Cannonade: 21 Midnight: 20 Edge: 17 Mystery guest: 17 Sage is up as soon as we get initiative for Cannonade. Link to comment
trollthumper Posted January 16, 2013 Share Posted January 16, 2013 Cannonade goes on 20. Link to comment
Electra Posted January 17, 2013 Share Posted January 17, 2013 Okay, here goes Crazy Wander, doing some crazy wandering! Here's a power I haven't gotten a chance to use yet, Enhanced Speed 3, added to regular Speed 4, with Wall Walking II attached. That'll give her ten thousand feet in a move action that starts as she goes back out the window and runs down the side of the building. She will pause at the door long enough to grapple up a security officer. Attack is a 21, grapple is wow, a 45. Yeah, he's not going anywhere soon. Move-by action to continue with her move, down into the nearest subway station, cheerfully bowling over anyone who gets in her way. Link to comment
Avenger Assembled Posted January 17, 2013 Author Share Posted January 17, 2013 Welp. CT is up Link to comment
KnightDisciple Posted January 17, 2013 Share Posted January 17, 2013 This is turning into "Nightmare Scenario" for Corbin, I think. I'm going to say his Speed of Flame was already on Flight, as opposed to Space Flight. Because, you know, not in Space. Move Action: Catch up to Wander (100,000 is more than 10,000!). Acrobatics Check: 25 Standard Action: Melee Attack to Initiate Grapple: 32. Whee, Natural 20! +5 to Grapple! Grapple Check: 41 The goal here is to get the Guard safely out of Erin's arms. As in alive and with all major parts attached. Link to comment
Electra Posted January 17, 2013 Share Posted January 17, 2013 Counter-counter grapple is a 36. Wow, that was a very terrible roll. Link to comment
Avenger Assembled Posted January 17, 2013 Author Share Posted January 17, 2013 Cannonade is up Link to comment
trollthumper Posted January 17, 2013 Share Posted January 17, 2013 Cannonade is stuck playing catch-up this round, as he can't quite Fly with such precision. So instead... Move Action: Drop down to the door of the subway. Slow Fall means little to no falling damage, and a 21 Acrobatics should mean he doesn't bowl anyone over. Second Move Action: Get to the platform. Link to comment
Gizmo Posted January 18, 2013 Share Posted January 18, 2013 Midnight II Free Action: Arrange Gadgets. Communication 4 (Radio, 1 mile; Power Feat: Rapid 3) [7PP] Mind Control 12 (Extras: Action 2 [Free Action]; Flaws: Duration [instant], Limited [Computers Only], Limited [One Command: Emergency Stop]; Power Feat: Subtle) [13PP]Free Action: Stop the subway trains between stations. Free Action: Activate Master Plan: Master Plan check. (1d20+15=19) Hero Point: Reroll. With a 10+ roll that automatically gets into the 25+ range. (A mind controlled Erin is a possibility Trevor's had a lot of time to think about.) This is a +3 bonus on skill checks and attack rolls for the team. Free Action: Fill meeting room with midnight mist. Move Action: Move next to Renard Bleue. Standard Action: Auto DC 35 Demoralize vs. Wander with Skill Mastery. Also, for next round: Redbird Initiative. (1d20+3=15) Link to comment
Avenger Assembled Posted January 18, 2013 Author Share Posted January 18, 2013 Looks good, Giz! Link to comment
Electra Posted January 18, 2013 Share Posted January 18, 2013 Wander is demoralized, aaaah! Link to comment
Avenger Assembled Posted January 18, 2013 Author Share Posted January 18, 2013 Edge teleports them down to Redbird, then surges, spending an HP to cancel the fatigue, teleporting Redbird, Midnight, and Renard down to the entrance to the subway station. Then my Flying Brick flies in and makes an Intimidate check, but it doesn't matter because Wander is already demoralized! New round? Yeah. Sage is up. Link to comment
Electra Posted January 19, 2013 Share Posted January 19, 2013 Okay, Erin has lost her hostage, but not her hope! Her mission is righteous and true, after all! Move Action Part One: Race back across the platform and up the stairs, up the side wall of the station shelter, and onto the roof. Attack Action: Smash down on the roof of the shelter so hard that it collapses over the exit. Power attack v the roof (whose defense is admittedly quite low) Success, by the thinnest of margins! That'll be a DC 34 toughness save from the roof. (Edit: I made the roll without considering the effects of the Demoralize, but mathematically she would only have missed the roof on a natural one, even with the lowered attack stat.) Move Action Part the Second: Move-by action to send one soulful look at Trevor, then go haring off into the city. Link to comment
Avenger Assembled Posted January 19, 2013 Author Share Posted January 19, 2013 I'll say the roof has the same Tou as six inches of stone, which happens to be Tou 7. It takes 10 on the save for a total of 17, failing the Tou save by 17. Which means it collapses. But not on anyone! Stupid die roll in chat getting in the way of Erin's murder spree. Why is the crazy person so un-Wrathful? :evil: Link to comment
KnightDisciple Posted January 19, 2013 Share Posted January 19, 2013 Right then! As this round (at least, if not 2-3) will be spent helping evacuate civilians, I'm requesting that With Great Power... counts as being invoked, since as much as he wants to chase Erin he's going to concentrate on this first. So, if that's okay, that'll be 1 extra HP. Free Action: Notice Check on the rubble: 15. Hero Point Reroll: 24 Free Action: Knowledge: Structural (to know where to not cause things to collapse): 12 Free Action: Shift Fires of Judgement to "Giant's Strength", which makes him Big and Beefy (full stats on his sheet of course). Full Round Action: Move over to rubble and use my size and strength to clear it off. Also use Fires of Creation to make some basic supports. I believe he started the thread with 3HP, got one for CRAZY!, and I'm requesting another one from Complication. That's 5. Minus the 1 here. That's 4, or 3 if the Complication can't count. Hopefully someone will help make this a slightly safer passage by this time next round! Link to comment
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