Blarghy Posted October 9, 2017 Author Posted October 9, 2017 That works for me! Terrifica can make it all the way to Tristan if she wants to go that far; she already knows the way, thanks to Miracle Girl's eyes and Miss Grue's link from earlier. Gimme an IC post, and then it's Heritage's turn.
Blarghy Posted October 17, 2017 Author Posted October 17, 2017 And so, we're back to Miracle Girl. Who can, obviously, get to Tristan if she wants to take Terrifica's advice...although since I don't see the Move-By Action feat on MG's sheet (very weird; I could've sworn she had it), I'm not entirely sure that she can grab him and then fly away in the same turn. Or, she's also got the movement speed to jet across the West End and intercept Julia, or get to any part of the house/bunker and reach the other hostages, or enemies, or whatever. Options abound!
Avenger Assembled Posted October 18, 2017 Posted October 18, 2017 All right, it's @Heritage's time to shine - once he's done with his family issue, that is!
Heritage Posted October 19, 2017 Posted October 19, 2017 Should be able to post here tonight after work!
Heritage Posted October 21, 2017 Posted October 21, 2017 (edited) MG is Interposing and Diplomasizing! Diplomacy: 1d20+17=25, 29 if Attractive applies. Edited October 21, 2017 by Heritage
Blarghy Posted October 31, 2017 Author Posted October 31, 2017 Unfortunately I don't think you can interpose for an Area-Aura, but the good news is that the ice man doesn't seem to actually be threatening anyone with (purposeful) harm. To both of our heroines, he just looks like a confused old man, whose presence is unfortunately deadly to everyone around him. Miracle Girl can probably persuade him to act as she wishes on his upcoming turn, if she wants something reasonable that he can remember and understand, which is perhaps easier said than done. His cold Aura will take effect on his turn at the end of the round, depending on where he is by that point; Heritage, if you want to post again to make use of your Diplomacy roll since it seems like your action for this round, then that's fine with me. The guard on the ground floor of the house has fled down to the top floor of the bunker, where his friends are taking hostages (which I guess they'd already done before, but now they're especially committed to it). Sea Devil and Singularity are up!
Avenger Assembled Posted November 1, 2017 Posted November 1, 2017 Sea Devil and Singularity both have enough movement to surpass any normal human - but it wasn't their turn in initiative! Alas. Sea Devil is going to try and eat that guy's gun as a way of providing a circumstance bonus to Singularity's coming Intimidate check. She'll spend her turn moving within melee range - and then grab for it with her tongue, squeezing it hard enough to keep the mechanisms from working. Can I take 10 and hit it? (i.e., are these minions)
Avenger Assembled Posted November 2, 2017 Posted November 2, 2017 Aquaria switches her Dagon's Might array to Super-Strength 3 - 21! OK, do you want to contest the Disarm there, or should I go ahead and describe her doing it?
Blarghy Posted November 3, 2017 Author Posted November 3, 2017 Hmmm. I'm using the Thug archetype from the M&M book with slightly lower Strength and Constitution for everybody except Anthony, to reflect their young ages, so it's juuuuust possible for the gunman to match Sea Devil's roll. Disarm: 1d20+1 9 But luck is not on his side! Feel free to post and give me Singularity's Intimidate check. Does a +2 circumstance modifier seem fair? I'm tempted to go higher, but Singularity's skill bonus is already so good by itself that I highly doubt these kids will resist. In fact, if she uses her Skill Mastery, I don't know if it's even mathematically possible to fail.
Electra Posted November 5, 2017 Posted November 5, 2017 Singularity will indeed use her Skill Mastery for this check, which gives her a 31 if you include the circumstance bonus.
Blarghy Posted November 10, 2017 Author Posted November 10, 2017 That's more than enough to be successful, so the teenagers submit as ordered (which should probably happen on their turn rather than immediately, but I think it flows better this way, and I doubt that any of the three heroes who'll go ahead of them will do something to change their actions). There's still one injured boy--Anthony--on the second floor of the bunker, between our two paired teams, for anyone keeping track, but he isn't currently doing much. Next, by saving (most of the) civilians, Sea Devil gets another Hero Point! And for putting themselves in harm's way to do the same for Tristan, at the expense of their own safety, so do Miracle Girl and Terrifica. On Caleb's turn, he follows Miracle Girl's instructions and moves back into the bedroom; he can only go 30 feet in a turn, so if he was essentially at point-blank range before, then this drops his Aura's rank by 3 points, I believe, for a rank 7 Damage effect. So, I'll need a Toughness check from EP and Heritage, DC22. This brings us to round 2, which starts off with Julia zooming through the bunker, seeing (and misunderstanding) what's happening at the bottom, recognizing Miracle Girl from our last adventure, and attacking her! She'll shift a couple points from Defense to Attack, which I think is fair for Miracle Girl (the only one who can actually see her, although Miss Grue is aware of Julia thanks to her own Super-Senses) to realize. Attack: 1d20+12 17 But she still misses! So, we're back to Miss Grue and Terrifica--although before you take your turn, Tiff, can you make a Notice check? Name HPs Initiative Damage Status Conditions Julia N/A 24 None None Miss Grue 2 17 None None Terrifica 5 17 Bruise 1 None Miracle Girl 4 14 None None Scientists 1-4 N/A 10 Bruise 1 None Thug 1 (Marco) N/A 10 Bruise 1 None Thug 2 (Anthony) N/A 10 Bruise 3 Staggered Thugs 3-5 N/A 10 None None Singularity N/A 9 None None Sea Devil 5 8 None None Caleb N/A LAST None Staggered
EternalPhoenix Posted November 10, 2017 Posted November 10, 2017 On 9/23/2017 at 5:15 PM, Blarghy said: You're right, EP; that slipped my mind! Probably because it's not intuitive to me to remember that, by the strict rules, you can evade temperature. I'm actually going to quickly add the Alternate Save Extra into my notes and switch it from Reflex to Fortitude, which I think makes more sense. I don't think it helps Terrifica in this case, though, since even if she succeeds, half of a +0 Damage effect is still +0. Still, good catch! And then: On 10/7/2017 at 2:21 PM, EternalPhoenix said: Yes, I'm almost helplessly obsessing about RWBY's return later this month, but let's see. I'm gonna go for it. Switch the Gadgets to Immunity (cold/ice; Flaw: Limited [half effect]). It'll take up the whole bloody thing, but eh. And keep moving in. Or are we not strictly on Initiative yet, in which case I can do a bit more. So that rank 7 is halved and (rounded down as I'm told is the standard) is 3. 13 Fort save for half, yes? http://orokos.com/roll/567405 27 for that Fort save. Made easily with a nat 20. So rank 3 is halved again. to rank 1. Leaving me with a 16 Toughness DC. http://orokos.com/roll/567406 11. ...no. HP reroll. Rolling under 5 is not acceptable. http://orokos.com/roll/567407 28, instead. Is all that okay, Blarghy?
Blarghy Posted November 10, 2017 Author Posted November 10, 2017 Yes, you're right. Some day I'll remember how Auras work. I'd say that Heritage could roll a Fortitude check as well, but it doesn't really matter with that Toughness check. Thanks for catching my mistake!
Tiffany Korta Posted November 12, 2017 Posted November 12, 2017 Miss Grue's Notice Roll: 1d20+10 30, obviously she's being super observant toady!
Blarghy Posted November 19, 2017 Author Posted November 19, 2017 Oh, wow! For a natural 20, I'll give you more than I originally planned. Miss Grue: Spoiler The young grue should be proud of herself: in spite of the chaos right below her, she manages to notice something that's not only further away, but much less flashy. Across the street, behind the row houses opposite to the one she hovers over, she can sense some very suspicious minds. They appeared so quickly that they can't be normal humans--they either moved at great speed, or cloaked themselves somehow until just now--but have paused, and she can feel them thinking. Only, these don't feel like people, but rather, one-dimensional photographs of people. Or, perhaps, those big orange fruits that humans customarily carve for Halloween: empty things with rigid faces carved on the outside to simulate expressions. Still, what little substance they do have is antagonistic in its nature, and aimed at her and her friends! She feels seven of these "people." Then, so subtly that Miss Grue can barely sense it, she watches a line of thought from the leader--she can pick him out now--"jump" across the West End. Miss Grue can't pierce the encrypted radio channel, or even see it, but she can perceive where the thought lands again: on an eighth villain about a mile away, moving very fast, approaching what she recognizes as the AEGIS convoy that rushes to her aid. They're about to be attacked, and she's the only one who knows it!
Tiffany Korta Posted December 3, 2017 Posted December 3, 2017 Okay after delivering her message and going big Miss Grue will go full Defensive in case she gets attacked.
Blarghy Posted December 5, 2017 Author Posted December 5, 2017 Cool. Onto Terrifica, then (although do remember that you can still respond and discuss with one another, even outside of your turn). One question, though, Tiff: has Miss Grue transformed into some giant monster, or just a Huge-sized version of her normal self? I assume you're using the Growth alternate power of your Grue Nature array. Also, is she still flying above the house, or has she landed, or moved, or what?
EternalPhoenix Posted December 5, 2017 Posted December 5, 2017 Just gonna nab the half frozen scientist and book it into the sewers.
Blarghy Posted December 12, 2017 Author Posted December 12, 2017 Sounds like a plan to me. Go for it!
EternalPhoenix Posted January 16, 2018 Posted January 16, 2018 Sorry about the delay. Holidays, an unfortunate theft, and nobody reminding me sooner got in the way.
Heritage Posted February 14, 2018 Posted February 14, 2018 (edited) DC 27 Diplomacy check via Skill Mastery, more if Attractive applies (shrug). Edited February 14, 2018 by Heritage
Blarghy Posted February 18, 2018 Author Posted February 18, 2018 Alright, by the Diplomacy table, Julia should now be Indifferent. I'm not holding to that too strictly, but she isn't currently attacking Miracle Girl, so that's something. You can reply to her and decide your actions for this round (if you want to take any), and then I'll probably move onto the other NPCs and then Sea Devil/Singularity.
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