Jump to content

Leaves in the Wind [OOC]


trollthumper

Recommended Posts

  • Replies 74
  • Created
  • Last Reply

Top Posters In This Topic

Posted

That'll be DC31. He takes another Bruise.

Green God: 25, Bruised x3, Dazed (Comrade Frost's Action), 0 HP

Fleur de Joie: 17, Unharmed, 5 HP

Tiamat: 15, Unharmed, 0 HP

Willow: 14, Unharmed, 1 HP

Comrade Frost: 13, Unharmed, 1 HP

Gaian Knight: 3, Unharmed, 3 HP

Green God is up next. He shakes off his Dazed, so everyone takes an HP. The Green God switches his Array to Damage 13 (Extras: Targeted Area Blast, Selective Attack) and lets loose a mighty burst. Base Attack is 29, DC28 TOU for everyone who gets hit.

Green God: 25, Bruised x3, 0 HP

Fleur de Joie: 17, Unharmed, 6 HP

Tiamat: 15, Unharmed, 0 HP

Willow: 14, Unharmed, 2 HP

Comrade Frost: 13, Unharmed, 2 HP

Gaian Knight: 3, Unharmed, 4 HP

Fleur is up next.

Posted

Fleur gets hit, but makes the toughness save. 

 

Spending an HP to tune up her array a bit, stunting this slight adaptation to her disintegrate and using it against the Green God: 

 

Damage 13 (Extras: Linked +0, [Drain], Range 2 [Perception], Flaw: Limited 2 [plants]) {13/13} + Drain Wisdom 13 (Extras: Affects Objects +1 Linked +0, [Damage], Range 2 [Perception], Flaw: Limited 2 [plants]) {26/26} (PFs: Incurable, Precise, Reversible, Split Attack, Subtle) {13+26+5=44/48}

Posted

The Green God takes another Bruise, but makes the save against the Drain. And for future attempts on Drain Wisdom, there's no need for the Affects Objects Extra, as a simple Alternate Save [Will] will do.

Green God: 25, Bruised x3, 0 HP

Fleur de Joie: 17, Unharmed, 5 HP

Tiamat: 15, Bruised x1, 0 HP

Willow: 14, Bruised x1, 2 HP

Comrade Frost: 13, Injured x1, 2 HP

Gaian Knight: 3, Bruised x1, 3 HP

Tiamat is up next.

Posted

So, the blow misses.

 

Green God: 25, Bruised x3, 0 HP
Fleur de Joie: 17, Unharmed, 5 HP
Tiamat: 15, Bruised x1, 0 HP
Willow: 14, Unharmed, 2 HP
Comrade Frost: 13, Injured x1, 2 HP
Gaian Knight: 3, Bruised x1, 3 HP

 

Comrade Frost is up next.

Posted

And the Green God is Dazed and Staggered.

 

Green God: 25, Bruised x4, Dazed (Gaian Knight's Action), Staggered, 0 HP

Fleur de Joie: 17, Unharmed, 5 HP
Tiamat: 15, Bruised x1, 0 HP
Willow: 14, Unharmed, 2 HP
Comrade Frost: 13, Unharmed, 1 HP
Gaian Knight: 3, Bruised x1, 3 HP

 

Not gonna let him shake this one off. Fleur is up next. 

  • 2 weeks later...
Posted

Okay, sorry this took forever, life just needs to be less insane for awhile. Fleur will attempt to use her snare to grab hold of the Green God and wrap him up real good. She gets a 23. If she succeeds, she will use the full snare to blind and deafen. 

Posted

As the Green God has no REF save, he is instantly Bound, Blind, and Deafened. 

 

Green God: 25, Bruised x4, Dazed (Gaian Knight's Action), Staggered, Bound, Blind, Deafened, 0 HP

Fleur de Joie: 17, Unharmed, 5 HP
Tiamat: 15, Bruised x1, 0 HP
Willow: 14, Unharmed, 2 HP
Comrade Frost: 13, Unharmed, 1 HP
Gaian Knight: 3, Bruised x1, 3 HP

 

Tiamat is up next. 

Posted

Excellent!

Tiamat's already in melee range, so she's going to go ahead and try to coup de grace him.

Auto-hit, so none of that nasty roll business. With her mace, that's a DC30 Toughness save (DC25 + auto-crit); assuming he's still up after that, it's a DC25 Fort save vs. KO.

Posted

This is not a scene that requires rolls. This is more a chance for the heroes to show how awesome they are as they save San Francisco from the Green God's spiteful suicide gesture. 

 

Also, everyone gets a Hero Point because the Green God just decided to say "F*** everything." And Fleur gets another one, as he threw off her binding to do it. 

  • 2 weeks later...
Posted

For the sake of Math, and as an interesting experiment on whether or not it's even possible, GK stunts something like the following:

Snare 12 (Extras: Area (Burst), Selective, Flaws: Action 1 [Full], Distracting, Range [Touch], Feats: Progression 9 [Area, 5000'/rank radius], Reversible) [22pp] +

Super-Senses (Extended X on Tremmorsense)

I haven't bothered to calculate the required Extended rank on Tremmorsense, because he has some 18pp to play with and that's some serious overkill.

He is, essentially, snaring the city. Thematically he's limited to things on the ground, and using tremmorsense to distinguish between plants and people. He is basically blind for the duration, and using his power on this scale is very, very bad for him. I suspect something like the Traditional Psychic Nosebleed will be in order. Huzzah!

IC pending GM approval, natch. It's a big, silly-big power.


×
×
  • Create New...