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Divine Theft (OOC)


Ari

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Posted

That does indeed miss. Acrobatics roll: 32. She is confused as anything. Flat-Footed.

Dazed, so no actions for Rapidsfire.

Warp is up!

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Posted

Oh gee, how much do I want to Power Attack this . . . Let's go completely reckless. +/-5, with a martial arts strike!

Attack: 1d20+8=13

. . . That won't hit. So instead she's going to return the favor for Glow, and try to set it up so Rapids is flat-footed against her. Skill mastery with bluff makes the feint roll 26 automatically.

Posted

DC25 Sense-Motive roll: 14! She is fooled.

Now, this has gone on for a while, so Scuffles if you want you can just narrate knocking Rapids out, though if you'd prefer to beat her by rolls go right ahead. Both of you are going to be getting HPs soon, so don't be shy about re-rolling.

Posted

Rolling dice is fun!

Standard action: Power attack (+2) on the attack roll: 12. Rolling dice is not fun!

Rerolling dice is fun: 11 + 10 = 21. Which pretty much has to hit the flat-footed Rapids. For DC26 toughness saves!

Posted

FRGARGH.

Sorry for the delay. DC26 save, which with a bonus of +4 she can't make, but let us see how Rapids does: 6.

She's down! Now then, for Nephilim to make his debut. Using the same sheet as I PM'd to you two, but for book-keeping purposes and ease of reference I'll stick it here.

Zeke's sheet:

Abilities: 12 + 8 + 6 + 6 + 8 + 0 = 40PP

Strength: 36/22 (+13/+6)

Dexterity: 18 (+4)

Constitution: 16 (+3)

Intelligence: 16 (+3)

Wisdom: 18 (+4)

Charisma: 10 (+0)

Combat: 16 + 18 = 34PP

Initiative: +12

Attack: +13 Melee, +8 Ranged

Grapple: +0

Defense: +13 (+9 Base, +4 Dodge Focus), +4 Flat-Footed

Knockback: -3/-13

Saving Throws: 11 + 6 + 12 = 29PP

Toughness: +13 (+3 Con, +10 Protection, +13/+0 Impervious)

Fortitude: +14 (+3 Con, +11)

Reflex: +10 (+4 Dex, +6)

Will: +16 (+4 Wis, +12)

Skills: 108R = 27PP

Acrobatics 16 (+20)

Bluff 10 (+10)

Diplomacy 10 (+10)

Intimidate +16 (+16)

Knowledge(Theology & Philosophy) 12 (+15)

Knowledge(Life Sciences) 18 (+21)

Sense Motive 16 (+20)

Notice 10 (+13)

Feats: 37PP

Accurate Attack

Acrobatic Bluff

All-Out Attack

Ambidexterity

Attack Focus(Melee) 5

Attractive 3

Blind-Fight

Defensive Attack

Distract(Intimidate)

Dodge Focus 4

Elusive Target

Environment Adaption(underwater)

Evasion 2

Improved Grab

Improved Grapple

Improved Initiative 2

Improved Pin

Improved Throw

Improved Trip

Instant Up

Move-by-Action

Power Attack

Second Chance (mind control)

Sneak Attack

Startle

Uncanny Dodge (mental)

Powers: 0 + 0 + 0 = 0PP

Additional Limbs 4(10 exra limbs, tentacles)[4 PP]

Enhanced Strength 14[14 PP]

Elongation 5(100 ft. per Move Action; Feats: Indirect 3)[8 PP]

Flight 5(250MPH, 2,500-ft. per Move)[10 PP]

Immunity 9(life support)[9 PP]

Impervious Toughness 13[13 PP]

Protection 10(Power Feats: Subtle, Innate)[12 PP]

Super-Movement 1(Earth-Prime to Everworld)[2 PP]

Super-Senses 11(Accurate Acute Radius Ranged [10 ft.] Mental Sense, Detect Pseudonatural Extended 2 [100 ft.] Acute Analytical) [11 PP]

Super-Strength 10(Effective STR Maximium: 86; Feats: Groundstrike, Shockwave, Thunderclap)[23 PP]

Unknowable Mysteries 20(40PP Array; Power Feats: Alternate power 6)[46 PP]

Base Power: Damage 13(Extras: General Area Burst, Alternate Save(Will); Feats:

Reversible)[40 PP]

AP: Confuse 13(Extras: Linked(Nullify)[13 PP] + Nullify Mutant Powers 13(All at

once; Extras: Linked(Confuse))[26 PP] [13+26=39 PP]

AP: Corrosion 13(Extras: Area Burst; Flaws: Tiring; Feats Incurable)[40 PP]

AP: Dazzle 13(Mental Senses, Tactile Senses; Extras: Linked(Obscure); Feats: Subtle)[27 PP] + Obscure 5(Visual Senses; Extras: Independent; Feats: Progression 3(250 square ft. radius))[13 PP] 27+13= 40 PP

AP: Drain Will Save 10(Extras: Linked(Snare))[10PP] + Snare 10(Extras: Area

Burst, Linked(Drain))[30 PP] 10+30= 40 PP

AP: Emotion Control 13(Extras: Area Burst; Feats: Mind Blank)[40 PP]

AP: Healing 19(Extras: Resurrection; Flaws: Others Only; Feats: Persistent, Regrowth)[40 PP]

His initiative roll: 16. +1 Hero Point to both Warp and Glow.

So round 6 is

Glow: Bruise(x1), 2HP

Nephilim: Unharmed-GM

Warp: Unharmed, 1HP

EDIT: For when combat resumes. At present, it seems that you're out of rounds. Feel free to post a bit of casual conversation!

Posted

So I was thinking we could drag Marduk and Rapids outside ready to deliver them to the police and have Nephilim rock up out there? That way we can have fun being thrown at buildings and stuff. And Glow can throw cars at him. And there would be police and civilians in the area to possibly make life more difficult. 

 

Up to you of course Ari!  :v:

Posted

Scuffles said that Warp can go before Glow for the sake of making terrible mistakes!

Free: Switch to dimensional pocket.

Move Action: Stuff Nephi's inept fluckies into her dimensional pocket.

Free: Jeer.

Posted

Scuffles makes a good point. One extra Hero Point for Warp and Glow.

 

So on Round 6:

 

Glow: Bruise(x1), 3HP
Nephilim: Unharmed-GM
Warp: Unharmed, 2HP

Posted

Hokay then! I had a feeling Warp might do that.. Let's see..

 

Move action: Acrobatic feint bluff thingy: 24. Which he'll probably beat, but if he doesn't, Set-up for Warp's next attack.

Standard action: Telekinetic punch: 18 Which I assume misses unless he's flat footed or something.

 

You know what's going to suck about this fight? Likely we're going to have a hard time even hitting him to find out we can't hurt him!

Posted (edited)

DC24 Sense Motive roll: 30. That fails, but as he's already Flat-Footed so that hits! It does nothing, naturally.

 

Nephilim takes a Full Action to Startle Glow. Intimidate: 19. Well then! DC19 Will or Intimidate save. EDIT AFTER BELOW: Sense Motive as well, apparently,  Apologies.

 

You're up Freely!

Edited by Arichamus
Posted (edited)

Warp is going to try to hit him with a +5/-5 again. 12. Oh Lordy.

Edit: I'll take that advice then. Let's see what happens.

28

. . . That's a crit.

That makes the fortitude roll to reduce his toughness 27. It makes the toughness check 32.

Edited by Freely Seek
Posted (edited)

Like I said, feel free to reroll.

 

EDIT: DC27 Fortitude save: 30 so no Toughness lost. Fiating he makes the TOU save automatically. (+1 HP for Warp)

 

Round 7

 

Glow: Bruise(x1), 3HP
Nephilim: Unharmed-GM
Warp: Unharmed, 2HP

 

Glow is up.

Edited by Arichamus
Posted

So Glow's seen enough to work out that this guy is made out of something pretty tough. Which means that it's stunting time!

 

While Glow's built to be a PL9 at the moment she's also allowed to be PL10 so I assume I'm allowed to stunt something PL10-like?

 

If so:

 

Snare 11, feats: accurate 2 (24pp) fits in her array with 6pp to spare and she'd be rolling at +9  (5 normal attack + 4 from the accurate ranks).

 

Attack roll: 20 which I believe misses guys with crazy def.

Attack reroll: 13 which becomes 23 on a reroll and should just hit (and I think is a DC21 reflex save?)

 

Now.. descriptors would depend a little on the surroundings. Glow's going to be taking something and wrapping it around Nephi with her telekinesis.. first thought was a lightpost or two (I assume Freedom city makes those out of steel?), second thought was a police car being TK'd into pieces and wrapped around him on the fly.. I'm open to other suggestions.. perhaps all of the window frames from the building that we were just in torn out of their settings? Glass everywhere is probably the least of our concerns!

Posted

Also, Ari I think it's a little harsh for Nephi to take what's literally the best shot Warp can put out and imply that it's "measly power"... I mean, I'm fine with you fiating that he makes the save and all, he's supposed to be too tough for us, but that's a DC32 toughness save which an unshifted PL15 has to power attack to get without a crit. If he thinks that's pathetically weak then you have to call the whole Freedom league to chase him off. Warp being able to put out that kind of power should at least get a little respect out of him I reckon.

Posted (edited)

....Why would I notice something blatantly obvious any idiot could see? That is anathema to my very being Scuffles.

And he failed by 6, so Bound.

Edited by Arichamus
Posted

Ari I think that snare rules are a little different to that. The book says:

 

Targets can break out of a Snare using Strength or an effect that doesn't require freedom of movement (this may restrict the use of some powers and devices, for example). The Snare makes Toughness saves like an inanimate object with Toughness equal to it's rank.

 

So if I'm reading that right then Nephi would be able to force the snare to make a DC28 toughness save like an inanimate object and it would save at +11?

Posted (edited)

Edited.

 

So DC28 TOU save for the Snare: 22. failed by 6 so Injured, but not destroyed.

 

Post away.

Edited by Arichamus

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