Brown Dynamite Posted February 18, 2017 Share Posted February 18, 2017 OOC for this in which atlanteans, and, water, and bank robberies oh my! @Avenger Assembled @Tiffany Korta @Ari @olopi @TheAbsurdist Link to comment
olopi Posted February 18, 2017 Share Posted February 18, 2017 (edited) Okay, so mechanically, this is a Summon off of my Variable. Summon 1 ((Wicks), Extras: Horde, Fanatical; Feats: Mental Link, Progression 5 [50]; Flaws: Full Action; Drawbacks: Action (2 Full Actions) (-1) ) [7PP] EDIT:: Just realized Progression is limited to 25. It's just 25 then! As for the Wicks, they essentially are 5 ft. long magical ants. If the spell works, they'll move onto the bridge, lift up the closest thing, pass it on to the ant behind them, and then move forwards and repeat. Also, to add in a bit of unnerving, they will all constantly repeat the phrase "do not worry, I am here to help." Of course, Sha'ir's spells do occasionally backfire! Their sheet: Spoiler Wick (PL1) Abilities: 10 + 0 + 4 - 6 - 6 - 6 = -4PP Strength: 20 (+5) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 4 (-3) Wisdom: 4 (-3) Charisma: 4 (-3) Combat: 0 + 0 = 00PP Initiative: +0 Attack: +0 Grapple: +10 Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed Knockback: -1 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +2 (+2 Con,) Fortitude: +2 (+2 Con) Reflex: +0 (+0 Dex) Will: -3 (-3 Wis) Skills: 0R = 0PP Feats: 1PP Teamwork 1 Powers: 2 + 8 + 4 + 4 (descriptors all magic/genetic) Additional Limbs 2 [2 PP] Super Strength 3 [8PP] [Effective Strength 35; Heavy Load: 1.5 tons] Damage 4 [4PP] Super Movement (Wall Crawling 2) [4PP] Edited February 19, 2017 by olopi Link to comment
Avenger Assembled Posted February 19, 2017 Share Posted February 19, 2017 Let me know what kind of check you want for Citizen attempting to counter the wave by flying through it. Link to comment
TheAbsurdist Posted February 20, 2017 Share Posted February 20, 2017 Amir will be joining and stunting as needed to try and mitigate the wave. Link to comment
Brown Dynamite Posted February 20, 2017 Author Share Posted February 20, 2017 Letsee. How about a power check then AA! And since Asad is moving to help. How about an Aid check with his Power Ranks in Flight. Target DC: Power Check: 1d20+7 24 And while flying through either/both can give a Notice check DC20 Spoiler There are humanoid figures hidden inside the massive tidal wave! Swimming forward, clearly not victims swept up in the waves. Link to comment
Avenger Assembled Posted February 21, 2017 Share Posted February 21, 2017 I'll go ahead and roll his Energy Systems array rank for this? http://orokos.com/roll/488214 = nat 20, for a 36 Let me know if that's what you want me to roll. Autopasses the Notice check Link to comment
Brown Dynamite Posted February 21, 2017 Author Share Posted February 21, 2017 I was thinking his Flight. Though with a Nat 20 that still beats iit. Link to comment
TheAbsurdist Posted February 26, 2017 Share Posted February 26, 2017 (edited) Per discussion with HG. Using Nullify to start absorbing energy off of this. To Aid Power check: Nullify: 1d20+11 25 Notice: 1d20+8 24 Edited February 26, 2017 by TheAbsurdist Link to comment
Ari Posted March 8, 2017 Share Posted March 8, 2017 Attack roll: 22 Defence is +7 Stunting an AP off of his Array: Speed 4 + Super-Movement: Wall-Crawling 2[8PP] Link to comment
olopi Posted March 8, 2017 Share Posted March 8, 2017 Okay, using the VP to add Progression (Subjects) of a Rank that works narratively onto AP: Move Object 8 ((STR 40 (Heavy Load: 3 tons) Extras: Range (Perception), Feats: Precise) [25/26PP] in his array, and then lifting those cars and putting them down on the road leading up to the bridge. Link to comment
TheAbsurdist Posted March 10, 2017 Share Posted March 10, 2017 Well Asad is charged, so going to move into the thick of them, and unleash his Area Damage effect on those atlanteans making this gosh durn wave. Link to comment
Brown Dynamite Posted May 2, 2017 Author Share Posted May 2, 2017 So DC20 at a -5 Notice check for Sha'ir. Spoiler If successful, he'll notice someone hijacked his spells. And that the source of said counterspell is coming from the nearby inside of a parked car! DC20 Notice check for Citizen as well. Though he has Skill Mastery soooo just reveal the spoiler as to what his Radio senses are picking up under da sea, Spoiler There are 5 vehicles circling around underwater. They have yet to surface and don't seem large enough to carry entire squads of Atlantean foot soldiers. But, they are in the area. Link to comment
olopi Posted May 2, 2017 Share Posted May 2, 2017 Notice: 1d20+7 11 This is Orokos' way of punishing me for not having rolled enough dice recently. Link to comment
olopi Posted May 3, 2017 Share Posted May 3, 2017 Okay Gonna try to freeze the surface of the water surrounding the bridge and leading out into the ocean. Not sure what effect that would be, but if you feel like spending a HP to get it is appropriate, I'll gladly do so! Also, if you want me to roll anything please tell me! Link to comment
Tiffany Korta Posted May 3, 2017 Share Posted May 3, 2017 Let's try and snare the car Snare: 1d20+7 13, not sure if it count but they get a DC 17 Reflex roll. Link to comment
TheAbsurdist Posted May 9, 2017 Share Posted May 9, 2017 Basically Amir is gonna try to catch whatever cars he can. Link to comment
Avenger Assembled Posted May 9, 2017 Share Posted May 9, 2017 Citizen is going to try and grab any cars that hit the surface - after all, he has to be a little more physically 'real' than the other characters and so he thinks a sudden stop from him grabbing them would be as bad as hitting the water. Plus, that way he can fight some of the Atlanteans who might be sore about him blowing up their boats! Link to comment
Brown Dynamite Posted July 5, 2017 Author Share Posted July 5, 2017 Alright everyone caught everyone that was being caught. Aaand initiative time. Link to comment
Tiffany Korta Posted July 5, 2017 Share Posted July 5, 2017 Emerald's Spiders Initiative: 1d20+4 16 Link to comment
olopi Posted July 5, 2017 Share Posted July 5, 2017 Initiative: 1d20+1 5 Sha'ir isn't that quick! Link to comment
Brown Dynamite Posted July 7, 2017 Author Share Posted July 7, 2017 Alright just need TA's init. Hydra's Initiative: 1d20+2 21 well that's a high roll The Atlantean Warlord's Initiative: 1d20+8 26 There are 12 PL 2, Minions divided in half between each bridge. Their Initiative: 1d20+2 17 Link to comment
Brown Dynamite Posted July 11, 2017 Author Share Posted July 11, 2017 Round 1 26 - Juros - Unharmed 24 - Asad - 4 HP -Unharmed 21 - Hydra - Unharmed 19 - Citizen - 4 HP - Unharmed 17 - Atlantean Soldiers x 12 16 - Emerald Spider- 2 HP - Unharmed 14 - The Salmon - 2 HP - Unharmed 4 - Sha'ir the Spellsmith - 5 HP - Unharmed Juros will point his trident at Citizen and Blasts Citizen: 1d20+11 21 It is a DC26 effect, though with a magical/sonic descriptor that's a DC27 effect for Sharl! Also edited my last GM post to include said attack to not post back to back! Which means TA is up and AA owes me a TOU save for Citizen. Link to comment
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