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Death, Crime, Rage of a Beast, Etc. [OOC]


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  • 2 weeks later...
Posted

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 HP

Cannonade: 22, Unharmed, 4 HP

Hologram: 20, Unharmed, 2 HP

Slamdance: 18, Unharmed, 0 HP

Fast Forward is up first.

Posted

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. 

Posted

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 HP

Cannonade: 22, Unharmed, 3 HP

Hologram: 20, Unharmed, 2 HP

Slamdance: 18, Unharmed, 0 HP

Hologram is up next.

Posted

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,

Posted

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 HP

Cannonade: 22, Unharmed, 3 HP

Hologram: 20, Unharmed, 2 HP

Slamdance: 18, Bruised x1, Dazed (Hologram's Action), 0 HP

For 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 HP

Cannonade: 22, Bruised x1, Dazed (Slamdance's Action), 4 HP

Hologram: 20, Unharmed, 3 HP

Slamdance: 18, Bruised x1, 0 HP

Fast Forward is up next.

Posted

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 HP

Cannonade: 22, Bruised x1, 2 HP

Hologram: 20, Unharmed, +5 Inspired, 3 HP

Slamdance: 18, Bruised x1, 0 HP

Fast Forward is up next, as he held his action.

Posted

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. 

Posted

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...

  • 1 month later...
Posted

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. 

Posted

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 HP

Cannonade: 18, Bruised x1, 3 HP

Hologram: 14, Unharmed, 4 HP

Slamdance: 10, Unharmed, Blinded, 0 HP

Cannonade takes a full-round action and spends a Hero Point to Inspire Hologram and Fast-Forward.

Fast-Forward: 28, Unharmed, +5 Inspired, 4 HP

Cannonade: 18, Bruised x1, 2 HP

Hologram: 14, Unharmed, +5 Inspired, 4 HP

Slamdance: 10, Unharmed, Blinded, 0 HP

Hologram is up next.

Posted (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 by Electra
Posted

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 HP

Cannonade: 18, Bruised x1, 2 HP

Hologram: 14, Unharmed, +5 Inspired, 3 HP

Slamdance: 10, Bruised x1, Blinded, Dazed (Hologram's Action), 0 HP

Top of the round, and Fast-Forward is up next.

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