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OOC for this thread. @RocketLord Forever Boy debuts, alongside @Supercape's Echohead, @Exaccus's Facsimile and @Thevshi's Veronica Danger.

 

For the stats of your opponents from Blackstar's Blackguard, consider them to be PL12 versions of this sheet by Troll, with the amendment the powers come from a Hard-To-Lose Device:

 

Spoiler

Trade-Offs: None

 

Abilities: 4 + 4 + 4 + 4 + 6 + 6 = 28 PP

Strength 14 (+2)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 16 (+3)

 

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Tenebrous Depths)

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Initiative: +2

Grapple: +23/+8

Knockback: -10/-5/-1

 

Saving Throws: 5 + 5 + 5 = 15 PP

Toughness: +10/+2 (+2 CON, +8 Protection)

Fortitude: +7 (+2 CON, +5)

Reflex: +7 (+2 DEX, +5)

Will: +8 (+3 WIS, +5)

 

Skills: 52r = 13 PP

Diplomacy 6 (+8)

Gather Information 6 (+8)

Intimidate 10 (+12)

Knowledge (arcane lore) 6 (+8)

Notice 8 (+11)

Sense Motive 8 (+11)

Stealth 8 (+11)

 

Feats: 19 PP

All-Out Attack

Challenge (Fast Demoralize, Fast Startle) 2

Dodge Focus 4

Evasion 2

Fascinate (Intimidate)

Hide in Plain Sight

Improved Grab

Move-By Action

Power Attack

Skill Mastery (Intimidate, Knowledge [arcane lore], Notice, Stealth)

Startle

Takedown Attack

Uncanny Dodge (auditory)

Well-Informed

 

Powers: 8 + 2 + 41 = 51 PP

 

Protection 8 [8 PP]

 

Super-Senses 2 (Darkvision) [2 PP]

 

Tenebrous Depths, 32 PP Array (Power Feats: Accurate 2, Alternate Power 7) [41 PP]

 

  • Base: Enhanced Strength 16 [16 PP] + Impervious Toughness 10 [10 PP] + Super-Strength 3 (Effective Lifting Strength 45) [6 PP] 
    Alternate Power: Insubstantial 4 [20 PP] + Concealment (all senses) 10 (Flaws: Blending, Power Feats: Close Range, Selective) [12 PP] 
    Alternate Power: Illusion (visual) 10 (Flaws: Limited to Shadows, Power Feats: Progression 4 [100 ft.]) [14 PP] + Obscure (visual) 6 (100 ft, Extras: Selective Attack) [18 PP]
    Alternate Power: Move Object 10 (Extras: Damaging, Power Feats: Improved Critical 2) [32 PP]
    Alternate Power: Dazzle (visual) 10 (Extras: Targeted Area Cone, Power Feats: Improved Critical 2) [32 PP]
    Alternate Power: Snare 10 (Extras: Targeted Area Shapeable, Constricting, Flaws: Action [Full-Round], Power Feats: Homing, Reversible) [32 PP]
    Alternate Power: ESP (audio, visual) 7 (200 miles, Flaws: Medium [shadows], Power Feats: Dimensional 1 [shattenwelt], Subtle) [16 PP] + Communication (mental) 7 (200 miles, Extras: Area, Power Feats: Selective, Subtle) [16 PP] 
    Alternate Power: Teleport 8 (800 ft./2000 miles, Extras: Accurate, Affects Others, Flaws: Medium [shadows], Power Feats: Change Direction, Change Velocity, Easy, Progression 4 [2500 lbs.], Turnabout) [32 PP]

 

 

Abilities (28) + Combat (24) + Saving Throws (15) + Skills (13) + Feats (19) + Powers (51) - Disadvantages (0) = 150 PP

 

Electrum Eagle can fly under his own power, and Platinum Porpoise is Immune to Suffocation by all descriptors.

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How does this Look for a Door Mimicry Ari?

 

. . The Door (Power Setting) 
. . . . Dimensonal Hijinks (Array 15) (default power: impervious toughness)[34pp}
. . . . . . Dimensional Blasts (Blast 10) (Array; DC 25, Feats: Improved Critical 2 (Dimensional Blasts (Blast 10)); Accurate 2 (+4), Indirect 3 (any point, any direction), Precise, Variable Descriptor 2 (Broad group - Dimensional))
. . . . . . Out of Phase (Linked)
. . . . . . . . Damage 10 (Linked; DC 25; Affects Corporeal; Distracting)
. . . . . . . . Insubstantial 4 (Linked; Incorporeal)
. . . . . . Penalty Box (Dimensional Pocket 10) (Array; Capacity: 100000 lbs., DC 20; Duration 2 (sustained); Distracting)
. . . . . . Portal Storm! (Damage 10) (Array; DC 25; Cone Area (100 ft. cone - Targeted), Selective Attack)
. . . . . . Warp Attacks (Impervious Toughness 10) (Default; Custom 2 (Reflective all))
. . . . Freed From Spatial Axis (Flight 1) (Speed: 10 mph, 88 ft./rnd)[2pp]
. . . . Protection 6 (+6 Toughness) [6pp]
. . . . Teleport 4 (400 ft. as move action, 1 mile as full action)[8pp]

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Looks good to me, @Exaccus

 

Don't forget to follow this thread, @RocketLord, and everyone make sure to roll your initiative even though combat isn't technically begun yet.

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Vs. FB's Confuse, DC16 Will: Electrum Eagle, 11. GM Fiating a re-roll(+1 HP to Forever Boy): 18.

Platinum Porpoise: 23.

 

Their Initiative: 15. EDIT: changed due to the relative power of the PC opposition.

 

Edited by Ari

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Veronica is going to use her magic gadget array to create the following power:

 

Force Constructs 10  (Feats: Affects Insubstantial 2; Progression 2 (the cubes are 25x25 feet instead of the normal 5x5); and Selective) [all 25 points]

 

If she has a chance (or combat) she is going to put up a barrier between the bad guys and all the bystanders (and the gateway if possible).

 

Her initiative is: 9, the absolute worst she can do.  :D 

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Initiative: 1d20+5 21 for Echohead's initiative. 

 

If its ok with you, he will have copied some scientists head (with permission) to gain

 

Knowledge (Physical Sciences) 8

Knowledge (Technology) 8

Computers 8

Knowledge (Electronics) 8

 

So he knows what he is doing! If that doesnt work, fine with you ascribing suitable skills. 

 

Edited by Supercape

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Okay, time to get this train a-rolling!

@Supercape That is a fine setup. And likely to be a handy one! 

 

I will reply IC to Cape and Rocket's posts, then:

 

21-Echohead: Unharmed, 1HP

20-Facsimile: Unharmed, 1HP

15-The Blackguards: Unharmed(x2)-GM

10-Forever Boy: Unharmed, 2HP

9-Veronica Danger: Unharmed, 3HP

 

So far only Forever Boy and the Blackguards are actually fighting each other, so the others have room to take actions that normally wouldn't be feasible under the press of combat.

 

The Blackguards on their turn will take a Free Action to reply to Echohead, then make Snare attacks on Forever Boy, unaware of the actions of the others present. Electrum Eagle: 20, a miss! Will use their Move Action to fly over to the DR to use it as cover, whatever happens to him will be en-route to there. Platinum Porpoise: 17, also a miss! @RocketLord Pan's a slippery jasper. Platinum will switch to the Insubstantial+Concealment slot on their Array, vanishing from sight amid the swell of shadows, then move up to a spot near where Veronica is on the ground ( @Thevshi not with any intent, just changing position). Anything that happens to Porpoise happens during that movement.

 

Ahead with any rolls you want to make, Cape. Then @Exaccus and so on.

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Move action: Pull out Snub-nosed blaster. 

 

Standard Action: Perception Range Paralyse. Making a will save of DC 20 on Electrum Eagle. Lets hope those wings go down! :)

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So lets see,

Move action to mimic the Door and gain Phenominal cosmic powers! (stumbling around the other side is a fluff thing i can remove it if you think it would require more investment)


Free action: One liner and change array to blasts

 

Standard action: Blast the porpoise! 22! Using indirect three to call down dimensional energy pillar DC25 if that hits! (descriptor of....hmm Hel Realm energies)

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DC20 Will save for Eagle: 14. Failed by 6, so Paralyzed condition takes effect.

 

Ex, this is considered to be taking effect after Porpoise has activated their Concealment and Insubstantial Powers, and your Area Blast doesn't have a Shadow descriptor or Affects Insubstantial. 

 

Now, if you'd like, I can take advantage of your Feet of Clay Complication to turn your attack into an effect with a Shadow/darkness Descriptor, with this caveat: for the next three turns it will unleash a quasi-sentient shadow creature who will manifest as a Damage effect that attacks a random person every turn, as the presence of two powerful dimensional corridors to the Shadow World causes the DR to behave erratically.

Edited by Ari

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Hits, Porpoise rolls their DC20 Reflex save: 23

And DC20 Toughness save: 29.

 

Yeesh.

 

Alright, they made their actions as above, so @RocketLord Forever Boy is up!

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Move action: Forever Boy flies a bit higher up to put some distance between himself and the shadows

 

Standard action: Using Distract to try and daze Platinum Porpoise for a round. I realize I forgot to put it in the profile, but it plays off Pan's Bluff: 1d20+10 = 11. Using a Hero Point and rerolling for 1d20+10 = 24

Edited by RocketLord

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Platinum Porpoise's Sense Motive, DC24: 22. Dazed next round, Defence is normal but can take no action.

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Okay, with the strange thing that came out of the portal, Veronica is going to focus on trying to wall it in where it landed, and create some barriers between the ASTRO Lab personnel and the bad guys.  I suppose it is probably a DC 20 Reflex save for the thing from the portal for her to try to box it in (though she would try to put as much space between it and everyone else as she can if possible).

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DC20 Reflex, using the stats of the Dragon from the Core with Immunity(Physical Damage Effects) and Flight 5: 

16. Failed! The Shadow Thing is trapped inside Veronica's Cube of Force and can only attack it on its next turn. 

Spoiler

Str 42 Dex 10 Con 31 Int 6 Wis 12 Cha 8
Skills: Notice 4 (+5), Sense Motive 4 (+5)
Powers: Blast 12 (fire), Flight 3, Growth 16 (Power Feats: Innate; Flaws:
Permanent), Protection 8 (Extras: Impervious)
Combat: Attack +6 (includes –8 due to size), Damage +16 (claws), Defense
+4 (includes –8 due to size), Initiative +0
Saving Throws: Toughness +18, Fortitude +12, Reflex +2, Will +8
Drawbacks: Power Loss (Flight, if wings are immobilized, –2 points)
Abilities 1 + Skills 2 (8 ranks) + Feats 0 + Powers 95 + Combat 52 +
Saves 11 – Drawbacks –2 = 159

 

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Round 2:

 

Echohead: Unharmed, 1HP

Facsimile: Unharmed, 2HP

The Blackguards: Unharmed(x2), Dazed(Platinum Porpoise), Paralyzed(Electrum Eagle)-GM

Forever Boy: Unharmed, 1HP

Veronica Danger: Unharmed, 3HP

 

@Supercape your go again.

Edited by Ari

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Move action: Take cover

 

Standard action: Ready a blaster shot (actually a stun - lets try non lethal) in case he gets a shot at Platinum. 

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Take that HP right back Ari imma stunt a nullify!

 

Nullify 10 All powers of Type (shadow) EXTRA: Area cone (100ft!) and Duration (concentration) Flaw: Range (touch)

 

DC20 will save please! lets see what keels over. then i guess he'll rise into the air as a move and ill try and cook up some more one liners IC for free actions!

Edited by Exaccus

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If that drops the concealment, then I guess the readied action from Echohead kicks in?

 

If so - Blasts: 1d20+10 17 on the attack roll which I guess is a miss (although its a DC 21 Tough Save if not!)

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That would be a miss, sadly.

 

The Blackguards take their times, Porpoise cannot, since Dazed, but Electrum can take an action: they start casting a cosmic spell on the Door! Standard Action to start the Full-Round Action of making a portal of shadows big enough for the Door to fit through. If you don't stop him, the prototype is gone!

 

@RocketLord You are up!

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