trollthumper Posted July 22, 2014 Posted July 22, 2014 Cannonade, Fast-Forward, and Hologram deal with an echo of Freedom's punk past as Slamdance returns from wherever the hell he's been.
trollthumper Posted July 31, 2014 Author Posted July 31, 2014 And Slamdance shows up! We'll be using my >Kinetic Duplicator at PL13 - ATT +9 (+13 Knock Back), DEF +13 (+8 Base, +5 Dodge Focus), TOU +13/+4, FORT +9, REF +11, WILL +10, and DMG +13.Slamdance goes on 18.Cannonade goes on 22.
Avenger Assembled Posted August 2, 2014 Posted August 2, 2014 http://invisiblecastle.com/roller/view/4592321/ = 47! Boom.
trollthumper Posted August 2, 2014 Author Posted August 2, 2014 All right, then. Everyone takes a Hero Point for the fact that the fight has broken out in a busy bookstore... and in the street, and there are civilians at risk. Fast-Forward gets an extra one as his "Don't You Forget About Me" Complication has been triggered.Fast Forward: 47, Unharmed, 3 HPCannonade: 22, Unharmed, 4 HPHologram: 20, Unharmed, 2 HPSlamdance: 18, Unharmed, 0 HPFast Forward is up first.
Avenger Assembled Posted August 3, 2014 Posted August 3, 2014 Fast-Forward remembers this joker from old times well enough to know not to hit him; he - He will Taunt as a Move Action (DC 20) As far as his standard action, is there any issue with him using his standard action to evacuate everyone who isn't Slamdance? He's got Affects Others on his Speed and Teleport, depending on which you think would be best.
trollthumper Posted August 3, 2014 Author Posted August 3, 2014 I'll allow that, most certainly. Slamdance, meanwhile, sees past the Taunt attempt.Cannonade, meanwhile, spends an HP to gain the benefits of Quick Change and get into his costume. Then...Move Action: Startle. 15 versus 22, so nope.Standard Action: Attempt to initiate a Grapple. First, Cannonade must make the attack roll. Which he does not.All right, then. Everyone takes a Hero Point for the fact that the fight has broken out in a busy bookstore... and in the street, and there are civilians at risk. Fast-Forward gets an extra one as his "Don't You Forget About Me" Complication has been triggered.Fast Forward: 47, Unharmed, 3 HPCannonade: 22, Unharmed, 3 HPHologram: 20, Unharmed, 2 HPSlamdance: 18, Unharmed, 0 HPHologram is up next.
Electra Posted August 8, 2014 Posted August 8, 2014 Hologram is going to do what she doesn't like to do and dip into her Entropic Array for her nifty TK Blindsight power and attempt to use it to pierce Slamdance's concealment and find the real guy. Assuming she can do that, she will then fall back on her other, much less creepy array and use her perception-range mental Damage power, which will require a Will save of DC 25. And just in case the Blindsight is not effective for whatever reason, I'll roll the miss chance: With a 14 she hits anyway,
trollthumper Posted August 11, 2014 Author Posted August 11, 2014 She is indeed able to find the "core" Slamdance; given how Slamdance's powers work, it's not so much that these guys are illusory copies, so much as all the kinetic energy present in the room seems to contrail back into him. He is Bruised and Dazed by the assault.Fast Forward: 47, Unharmed, 3 HPCannonade: 22, Unharmed, 3 HPHologram: 20, Unharmed, 2 HPSlamdance: 18, Bruised x1, Dazed (Hologram's Action), 0 HPFor Slamdance's action, he shakes off the Dazed, reflecting the fact that there are still quite a lot of him, even if they've gotten a brief headache. Everyone takes a Hero Point. His response is to switch his Knock Back Array from Reflective to Area Burst Strike. DC23 Reflex save to halve, DC28 TOU save to resist.For Cannonade, that's a big no on the Reflex save, and he's Bruised and Dazed. That Hero Point may come in handy.Fast Forward: 47, Unharmed, 4 HPCannonade: 22, Bruised x1, Dazed (Slamdance's Action), 4 HPHologram: 20, Unharmed, 3 HPSlamdance: 18, Bruised x1, 0 HPFast Forward is up next.
Avenger Assembled Posted August 11, 2014 Posted August 11, 2014 http://invisiblecastle.com/roller/view/4602690/ = 19 That's a miss on the Reflex save. http://invisiblecastle.com/roller/view/4602691/ = 21 Ugh, missed it even with the HP! All right, so he halves the damage DC, so that's a DC 22 save. http://invisiblecastle.com/roller/view/4602693/ = 22 Which he makes!
Electra Posted August 12, 2014 Posted August 12, 2014 Hologram fails the reflex save She gets a 25 on the toughness save and is bruised.
Avenger Assembled Posted August 13, 2014 Posted August 13, 2014 Fast-Forward is going to hold his action until after Cannonade goes.
trollthumper Posted August 13, 2014 Author Posted August 13, 2014 Cannonade, meanwhile, is fully aware that his main course of action is hitting things. Ergo, he will spend a Hero Point to shake off Dazed, clear a path for Fast-Forward and - as a Standard Action, one I so rarely get to do - activate Inspire.Fast Forward: 47, Unharmed, +5 Inspired, 4 HPCannonade: 22, Bruised x1, 2 HPHologram: 20, Unharmed, +5 Inspired, 3 HPSlamdance: 18, Bruised x1, 0 HPFast Forward is up next, as he held his action.
Avenger Assembled Posted August 13, 2014 Posted August 13, 2014 Fast-Forward uses his stormy light of Arcturus power, one of his few with an attack roll! He'll Power Attack for +2. http://invisiblecastle.com/roller/view/4605340/ = 19, but I'm not willing to let it go so easily! This is Round 2 and the gloves are off. http://invisiblecastle.com/roller/view/4605341/ = 33 with the HP, so that hits. That'll be a DC 33 Tou save for Slamdance.
trollthumper Posted August 13, 2014 Author Posted August 13, 2014 And here comes the pain. Slamdance is knocked out... and yet, due to the nature of his powers, is not. Hero Point to all for a clean escape.We're out of rounds.
Electra Posted August 17, 2014 Posted August 17, 2014 Hologram is going to attempt mind reading on this guy. First roll is bad, spending an HP Second roll is a 30
trollthumper Posted August 18, 2014 Author Posted August 18, 2014 And, as Slamdance gets a 22, that's a success. What Hologram gets:Tapping into Slamdance's head is like tapping into a very faint hive mind. There's no real superstructure, more of a way to send rough impulses, simple fight-or-flight instincts - and you've got a sense that most of his instincts are "fight." There's a lot of faint presences, indicating that the Slamdances all around you are subconscious. This one remembers coming to in Freedom City and seeing another Slamdance - the one he recognizes as "the big guy" - sitting before him. They talked and conferred, and he sent him and his "brothers" out here to start the riot. So, this is not the core Slamdance, sadly.However, while the immediate vicinity is filled with the faint sensation of "sedate" Slamdances, there are two brighter pulses of the distant horizon - as if these ones are still exerting conscious thought. One of them is too far afield to place quite accurately, but judging by the signal strength and the earlier recollection, you're sure he's still in Freedom city limits. And the other one is just a few blocks away...
trollthumper Posted September 18, 2014 Author Posted September 18, 2014 Second verse, same as the first.Slamdance goes on 10.Cannonade goes on 18.
Avenger Assembled Posted September 19, 2014 Posted September 19, 2014 http://invisiblecastle.com/roller/view/4648984/ = Richard rolls a 1, and so only goes...on 28! Ah, speedsters
Avenger Assembled Posted September 22, 2014 Posted September 22, 2014 All right, Fast-Forward doesn't want to blow up Pyramid Plaza if he can help it, so it's time for maaaagic! He'll use Dazzle 12 (visual) (blinding light of Asteroth; Extras: Area [General, Burst], Secondary Effect) {48/48} and tag as many of the dupes as he can.
trollthumper Posted September 25, 2014 Author Posted September 25, 2014 And that's a no on the Reflex save, and a fail on the Fortitude. Ha ha, eat our total Concealment, asshat! Oh, wait. He has Blind-Fighting. So... partial Concealment.Fast-Forward: 28, Unharmed, 4 HPCannonade: 18, Bruised x1, 3 HPHologram: 14, Unharmed, 4 HPSlamdance: 10, Unharmed, Blinded, 0 HPCannonade takes a full-round action and spends a Hero Point to Inspire Hologram and Fast-Forward.Fast-Forward: 28, Unharmed, +5 Inspired, 4 HPCannonade: 18, Bruised x1, 2 HPHologram: 14, Unharmed, +5 Inspired, 4 HPSlamdance: 10, Unharmed, Blinded, 0 HPHologram is up next.
Electra Posted September 29, 2014 Posted September 29, 2014 (edited) Roll to find the real fake Slamdance, inspired: success! Hologram is going to attempt a Mind Control on the nearest Slamdance, trying to get him to attack the other Slamdances. The roll is terrible, spending an HP Reroll gives a 24 That'll be a DC 22 will save to resist, it is a full action, but it is subtle. Edited September 29, 2014 by Electra
trollthumper Posted September 29, 2014 Author Posted September 29, 2014 Ah, the old "Stop Hitting Yourself" Special. And as he falls for it, he does start about hitting himself. As one Slamdance is hitting the other rather than, y'know, punching themselves in the face, that requires its own attack roll - and Concealment check.The attack still hits,, and it just hits, if not enough to apply Autofire. So, that's a Bruised and a Dazed on his part.Fast-Forward: 28, Unharmed, +5 Inspired, 4 HPCannonade: 18, Bruised x1, 2 HPHologram: 14, Unharmed, +5 Inspired, 3 HPSlamdance: 10, Bruised x1, Blinded, Dazed (Hologram's Action), 0 HPTop of the round, and Fast-Forward is up next.
Avenger Assembled Posted October 2, 2014 Posted October 2, 2014 Move: Fast-Forward taunts Slamdance like woah - and gets a 20 with Skill Mastery Standard: he uses his Area Snare - DC 22 Reflex save for our boy Slamdance!
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