trollthumper Posted May 1, 2016 Posted May 1, 2016 Cannonade, Ace Danger, Argonaut, Adept, and Titan are tasked with stopping a hardline weather controller from drowning DC under a hard rain.
angrydurf Posted May 1, 2016 Posted May 1, 2016 So not sure what good it'll do but it's worth the minute particularly if he can do it on the way to tornado alley. Use contacts to make a gather information to find the criminal in question or a lead to her whereabouts. That'll take a minute and he'll hit a DC 30 with skill mastery
trollthumper Posted May 1, 2016 Author Posted May 1, 2016 All right. Ace is able to easily get through his network of contacts that Levant was seen checking into a hotel in Petworth last night. However, she hasn't been seen leaving the hotel... and, after the contact slipped a $50 to the front desk, it was confirmed that housekeeping has just gotten done with her room and she isn't in there. So, either she's hiding somewhere else in the hotel (good luck - it's one of those small places kept low by the city's anti-skyscraper provisions), or she found a way to get in and out of it without being seen.
Blarghy Posted May 2, 2016 Posted May 2, 2016 Now that the OOC thread is up, I suppose I should check for Adept's Nightmare drawback. Fortitude: 1d20+7 27 So not Fatigued. Nice as that is, I really would've rather saved that natural 20 for a more important roll.
trollthumper Posted May 13, 2016 Author Posted May 13, 2016 And now... we split the party. Decide whether your PC's talents are suited towards damage control or apprehending the target, and go off. If you are on K Street and stemming the storm, then we'll need Initiative. What we have here are not necessarily NPCs so much as they are powers in and of themselves. Giving them the stats of air elementals kinda implies sapience or responsiveness that they don't have, and they are more things to be defeatedly creatively. So... we shall make them powers. Powers with Initiative rolls, but still. They are effectively Minions, in that an Opposed Powers check will knock them right the hell out - but it needs to be an appropriate opposition. The Tornadoes go on 24, 11, 11, and 7. Cannonade goes on 8.
trollthumper Posted May 25, 2016 Author Posted May 25, 2016 All right, as I have not heard back from Avorez for some time, I will assume Titan went with Cannonade. When Avorez comes back, he can decide where Titan goes. So, while he helps evacuate people, Cannonade is getting hurled about by tornadoes, which are essentially wandering piles of Move Object 10 (Extras: Area Burst, Damaging). As Cannonade has Impervious Toughness 11, that's really not going to do a lot... but he is going to get hurled into more than a few buildings. He doesn't have Immovable, after all. Cannonade then decides to unleash his Super-Breath as part of an Opposed Powers check. 14 on the Tornado versus a nat 20 from Cannonade. So one of them is just gone.
Blarghy Posted May 26, 2016 Posted May 26, 2016 Rollin' rollin' rollin'... Search: 1d20+10 16 Investigate: 1d20+10 18 Mediocre! Also, are all the characters in contact somehow? Ace said something to that effect while tinkering with his wrist communicator, I believe. If we are, then Adept will immediately report to the rest of the team that Levant may have red hair now.
angrydurf Posted May 26, 2016 Posted May 26, 2016 Set Interesting time pool to a hard to lose device 2 (10PP available, PFs: Subtle) [9PP] containing following super senses 7 (visual, counters obscure: all[5], counters concealment[2], Analytical vision[2], Extended 1 (100')[1] ) [10PP]
trollthumper Posted June 8, 2016 Author Posted June 8, 2016 All right, sorry for the delay. Was waiting on HGM's IC response. Blarghy, Adept finds something under Levant's bed. I'll let you know what it is. Cannonade, meanwhile, keeps getting bounced about by tornadoes. He uses Super-Breath again, getting a rolling a 30 versus the Tornado's 16. So, two down, two to go.
trollthumper Posted June 29, 2016 Author Posted June 29, 2016 All right, after thinking it over, everyone who heard Adept talk about the numbers of the flight chart can make a Knowledge (physical sciences) or Knowledge (technology) roll.
angrydurf Posted June 29, 2016 Posted June 29, 2016 Burn an HP for Beginners Luck on Physical Sciences (or tech roll ends up the same?) for a +9 total 1d20+9=21
Blarghy Posted June 30, 2016 Posted June 30, 2016 Knowledge (Technology): 1d20+5 7 Well, nothing to see here.
Brown Dynamite Posted June 30, 2016 Posted June 30, 2016 Argonaut wasn't entirely paying attention focusing on the contrails (not that she has any ranks either way atm) so pass on her .
trollthumper Posted July 1, 2016 Author Posted July 1, 2016 All right, what Ace gets: Given how the numbers are structured, there's a chance they're not necessarily flight numbers. They're flight numbers and altitude readings. These may be coordinates for a three-dimensional map of where planes will be when in DC airspace.
angrydurf Posted July 9, 2016 Posted July 9, 2016 The Danger Mobile is not actually self driving (Yet!) but if I can use his VP to get an experimental module to get his wheels on scene or I can burn an HP for it or Edit if it's an issue.
trollthumper Posted July 10, 2016 Author Posted July 10, 2016 And Cannonade stares down the last two tornadoes. Fortunately, they are close enough that he can catch them both with one Super-Breath. He rolls a 25. As for the tornadoes... One rolls a 25 and stays, the other rolls an 18 and goes. Cannonade, having had enough of this, stunts for another Standard Action. He takes another Super-Breath and unloads. His Opposed Powers check is a 22. And the tornado's is... a 25. Damnit. Ah, well. Ace can show up at the end of the round. Which would be... his next post.
angrydurf Posted July 13, 2016 Posted July 13, 2016 Ok Gonna set his VP to, Trip 10(Vortex Cannon; Extras: Area(Line), Knockback, Flaws: Action(Full), Range(Touch)) [10PP] (Wind, Tech) We'll try a counter with that on the last tornado, 1d20+10=22 Well lets see if it's enough.
trollthumper Posted July 20, 2016 Author Posted July 20, 2016 Sorry. Surgery stuff. And the tornado vanishes. Combat is over.
Blarghy Posted October 3, 2016 Posted October 3, 2016 (edited) I have a feeling that this isn't as it seems, but if you'll allow it, Adept will attack Levant with his Perception-range telekinesis, Toughness DC25! Edit: Wait, what am I saying? As the IC post implies, Adept doesn't want to injure her, so much as pull her (sure hope that tornado isn't tethered!) toward him and Argonaut, at least for now. So I guess that's a mental grapple? Edited October 3, 2016 by Blarghy
trollthumper Posted October 10, 2016 Author Posted October 10, 2016 If you're using Telepathy, yes, that's a Mental Grapple. But you're using Telekinesis. As it's Perception Range, that will be a +20 to the Opposed Grapple check.
trollthumper Posted October 10, 2016 Author Posted October 10, 2016 All right. As we're going right into combat, I'll say Adept technically has a surprise round to get the Grapple off. We'll be using AA's Divine Weather Controller build at PL12, with adjustments to match. So, Levant cannot counter, but she can try to use her own wind currents to keep the power off of her. She makes a 31, which means she eludes the grapple - for now. And now we are in normal combat. Roll initiative. Levant goes on 20. Cannonade, when he eventually gets there, goes on 12.
Blarghy Posted October 10, 2016 Posted October 10, 2016 Initiative: 1d20+11 30 Woo! Should I wait for you to post before going again? If it helps, I think that since Levant is officially resisting arrest, Adept will start swinging, so to speak. Regular damage from his psychokinesis instead of bothering with containment.
trollthumper Posted October 11, 2016 Author Posted October 11, 2016 I think we also need Argonaut's initiative. And Ace's, for when he shows up - which, given the car, will likely need a speed boost to get there faster than 10 rounds (Flight 3 being 50 MPH, which is nice but may not be enough to get you from K Street to Maryland in under a minute, even as the crow flies).
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