Blarghy Posted October 30, 2016 Posted October 30, 2016 (edited) OOC for this thread. Edited October 30, 2016 by Blarghy
Heritage Posted October 30, 2016 Posted October 30, 2016 Casey has Super-Senses 6 (Extended Vision 3 [10,000 ft], Infravision, Microscopic Vision 1 [Dust-size], Radio) and Notice +10 with Skill Mastery, so she can take a lot in. She's being respectful and not snooping, but she may well catch something the other journos miss.
Blarghy Posted October 31, 2016 Author Posted October 31, 2016 Oh, I think that'll come in handy soon enough, yes. Still, since you've reminded me, I have something for you in the mean time. MG doesn't have any Life Sciences ranks, so she won't be able to figure out too much based on what she sees, but give me a Medicine check. At your actual +2 bonus, too--that skill, as well as Notice, Pilot, Stealth, and Survival, doesn't actually have your full Ability bonus on your sheet. Might want to notify the mods about that, the next time you submit some edits. Medicine DC15: Spoiler The heat she sees doesn't appear to be from illness. Much of it stems from the doctor's digestive tract, as though he has a biological furnace hidden away for extremely efficient nutritional recovery. Furthermore, the muscles all over his body shed heat in a way that Casey has seen before in stamina-heavy athletes, suggesting well-developed slow twitch fibers. Dr. Delacroix appears to have impressive lungs too; when he inhales, she can see just how much of the cooler air he swallows, compared to the people around him. Despite his decidedly unimpressive physique, he has quite a lot in common with professional swimmers, or perhaps a marathon runner. How curious. While I'm at it, I'll also offer you the chance to use your "Are you going to finish that?" Complication sometime during the scene, if you want an early Hero Point. MG would need to take advantage of the buffet in a way that either keeps her from paying attention to what's going on around her, or draws unwanted attention, or something else along those lines. Don't feel pressured, but the option is there.
Blarghy Posted October 31, 2016 Author Posted October 31, 2016 Yeah, that's worth a Hero Point. Name HPs Initiative Damage Status Conditions Leviathan 1 N/A None None Miracle Girl 2 N/A None None
Heritage Posted October 31, 2016 Posted October 31, 2016 I just noticed they're much closer in age than I realized; Tristan turned 22 in May, and Casey will be 19 in December!
Blarghy Posted November 1, 2016 Author Posted November 1, 2016 Mmhm. I need to update his age on his sheet, now that you mention it; I'll try to remember that for my next edit. Either way, he's still quite young--and thus inexperienced and often impatient, which is fun to play! I look forward to the character arc of him perhaps slowly improving as the games go on.
Blarghy Posted November 6, 2016 Author Posted November 6, 2016 (edited) Feel free to give a reaction, get Casey settled, etc., and then we can start something a bit more unusual. Edited November 6, 2016 by Blarghy
Blarghy Posted November 9, 2016 Author Posted November 9, 2016 Your combination of Extended vision, a good Notice bonus, and Skill Mastery all means that you don't need to roll to spot the man (he's not exactly hiding anyway; it's mostly a matter of distance that keeps from alerting anyone else in or around the building), but determining what he's saying will require a check. Don't forget to use your proper bonus of +11. Notice DC25: Spoiler Part of Casey's difficulty turns out to be the man's accent; she's pretty sure he's Irish. His word choice is more outlandish in and of itself; he seems to be an odd one, on top of whatever abilities he apparently has. As best she can read his lips, he says: "Oooh, aren't you a pretty one. And lookit yer brighty-tighty little costume, so slim an' skin-huggin'. Do yer parents know you dress like tha' in public?"
Heritage Posted November 16, 2016 Posted November 16, 2016 Let me know if I need to make any more rolls.
Blarghy Posted November 19, 2016 Author Posted November 19, 2016 Give me a Stealth check, I think. MG is quite fast enough to just speed by most people and cameras, of course, but prior to quickly flying up to the roof, her level of civilian sneakiness will determine whether or not anyone keeps track of where she seemed to go, and how much they care.
Heritage Posted November 19, 2016 Posted November 19, 2016 1d20+10=15 Ehhhh, I might want to spend an HP on that; she just earned one, and I really don't want Casey to be associated with any badness that's about to show up. 1d20+10=29 Okay, Extra Effort well-spent!
Blarghy Posted November 22, 2016 Author Posted November 22, 2016 Indeed so. That's good enough to not only avoid attention from the staff, but to get a surprise action before combat starts. MG can fly fast and far enough to intercept any of the four attackers in whatever fashion she chooses. After that, feel free to also roll initiative.
Heritage Posted November 22, 2016 Posted November 22, 2016 I am currently without book, but is it possible for Casey to fly down and do an Interpose to have the bat break across her face instead of splitting the nice man's head?
Blarghy Posted November 23, 2016 Author Posted November 23, 2016 That seems reasonable, sure. MG has sufficient Impervious ranks to just shrug off this attack without needing to roll.
Heritage Posted November 23, 2016 Posted November 23, 2016 (edited) Opted for the bat catch instead, since it's kind of a classic. Is it cool for her to crush the bat, or would that not work? Edited November 23, 2016 by Heritage
Heritage Posted November 24, 2016 Posted November 24, 2016 A very poor rendition of kind of what MG's costume looks like. Imagine the shoulder things are more like protective pads.
Blarghy Posted November 30, 2016 Author Posted November 30, 2016 She can crush the bat as the rest of her action in the Surprise Round, sure. Teleport-guy is now unarmed. You can also make another Medicine check as part of MG's infared scanning. Medicine DC15: Spoiler Based on the heat distribution of both women, Miracle Girl felt confident that both were deeply unhealthy, even beyond their cosmetic issues. The individual with minor physical discrepancies probably wasn't too terribly damaged, but her companion with the nearly-melted face appeared to have shallow breathing, an irregular heart rate, and poor blood circulation. Her whole body was a brighter shade than the other attackers, indicating a high fever. And Initiatives: Copy Error: Initiative: 1d20+8 10 Temporal Displacement: Initiative: 1d20+2 7 Just in case, I'll also do the security guards. We'll use the Police Officer archetype from the core book. Speaking of them, because of the presence of "civilians" both being held at gunpoint and the (currently unaware!) people inside the building, MG gets another Hero Point for having to protect the squishy normal humans. Initiative: 1d20+1 13 Name HPs Initiative Damage Status Conditions Miracle Girl 2 24 None None Security Guards (2) N/A 13 None None Copy Error (3) N/A 10 None None Temporal Displacement N/A 7 None None Leviathan 1 N/A None None None of them can match MG's high initiative, so it's back to you, after I make my IC post. Everyone else is currently flat-footed until their first action, as usual.
Heritage Posted November 30, 2016 Posted November 30, 2016 Let's try a bit of Super-Breath; it sounds like all three women are close enough together for Casey to knock them on their asses, assuming she turns her head a bit side to side. it's a DC 20 Reflex save vs Tripping.
Blarghy Posted December 1, 2016 Author Posted December 1, 2016 According to the Mods in chat, you'll need to roll your end of the Trip check as well. 1d20+Str (or half of your Strength bonus, for anybody who makes their save). Copy Error Prime: Reflex: 1d20+12 15 CE1: Reflex: 1d20+10 18 CE2: Reflex: 1d20+8 15 And all three of them fail! So, roll with your full bonus and I'll then check against that. This is a pretty involved (but useful!) power you've got.
Heritage Posted December 1, 2016 Posted December 1, 2016 (edited) 1d20+10=18 Edited December 1, 2016 by Heritage
Blarghy Posted December 1, 2016 Author Posted December 1, 2016 (edited) Cool. Of the three defending options, their Acrobatics skill has the highest modifier, so we'll see how that goes. CEP: Acrobatics: 1d20+10 13 CE1: Acrobatics: 1d20+8 28 CE2: Acrobatics: 1d20+6 8 Shame they can't split the differences there. So two of the three are now Prone, and we move onto the two security guards. I think that the one duplicate still on her feet is able to keep her gun aimed at one of the men, so he'll give up his action, but the other one standing near Miracle Girl will be emboldened by her presence and draws his pistol to shoot at the still-standing CE1. Attack: 1d20+3 16 And since she's flat-footed, that actually hits. Toughness: 1d20+10 19 But it fails to do any damage. In her surprise and mild panic about this whole situation, CE1 will fire at the security guard she's already aiming at. CE2 will retaliate against the other security guard who just shot her fellow duplicate, and the primary villain will shoot at Miracle Girl herself. Before I make those rolls, would you like to spend your Interpose attempt for this round to help either of the guards? Keeping in mind that MG can only jump in front of one, and the teleporter hasn't gone yet at all for this round. Of course, since you made that Medicine check, I'm fine with MG realizing that the two duplicates are probably less effective than their primary source, and the second duplicate, CE2, is likely the least dangerous of all. Name HPs Initiative Damage Status Conditions Miracle Girl 2 24 None None Security Guard 1 N/A 13 None None Security Guard 2 N/A 13 None None Copy Error Prime N/A 10 None Prone Copy Error 1 N/A 10 None None Copy Error 2 N/A 10 None Prone Temporal Displacement N/A 7 None None Leviathan 1 N/A None None Edited December 1, 2016 by Blarghy
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