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The Battle of the Bands (OOC)


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After rolling for Initiative and for the Mind Control saves, every PC gets 1HP for the Complication of 500 mind-controlled rioters. No using this HP to re-roll the Mind Control saves.

Anyone who fails their saves and falls under the Mind Control gets 1HP for the setback, if they commit to the following conditions: You do not spend a HP to re-roll the save, and you don't use Extra Effort for a new save until next round.

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Geckoman gets a HP for his girlfriend being mind-controlled.

Initiative/Conditions

Zephyr: 57, 2HP

The Maestro: 19, NPC

Chicken Sticks: 16, NPC, Fatigued

Geckoman: 14, 4HP

Breakdown: 13, 4HP

Hellion: 11, 4HP

Bystanders: 9, NPC, Mind Controlled

Rift: 8, 4HP

Spellbound: 4, NPC, Mind Controlled

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Zephyr

Time Control array begins on default power (Quickness 20 + Speed 20).

  • [*:2igvd9dl]Free Action: Activate Invisibility array (Displacement power).
    [*:2igvd9dl]Move Action: Run all the way back to her dorm room at Claremont and back again (Move-By Action).
    [*:2igvd9dl]Free Action: Change into her costume.
    [*:2igvd9dl]Free Action: Reconfigure Time Control array to Rapid Attack power.
    [*:2igvd9dl]Hero Point: Spend 1 to gain the Improved Trip feat
    [*:2igvd9dl]Standard Action: Use Rapid Attack to Trip Maestro and all the Bystanders.

Zephyr's Attack roll: DEF 19. That's everyone.

Zephyr's Trip check (+2 STR/DEX, +4 Improved Trip): 18.

Maestro's Trip check (+1 DEX): 16. He falls Prone.

Bystanders Trip checks (+0 STR/DEX): Since Z's bonus is higher, they need a 19-20 to pass. 44 passed. 456 fall Prone.

http://invisiblecastle.com/roller/view/2579106/

http://invisiblecastle.com/roller/view/2579110/

http://invisiblecastle.com/roller/view/2579111/

http://invisiblecastle.com/roller/view/2579112/

http://invisiblecastle.com/roller/view/2579114/

http://invisiblecastle.com/roller/view/2579115/

http://invisiblecastle.com/roller/view/2579116/

http://invisiblecastle.com/roller/view/2579117/

http://invisiblecastle.com/roller/view/2579119/

http://invisiblecastle.com/roller/view/2579120/

Since Z has Improved Trip, none of them get to Trip her back.

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The Maestro

No need to issue commands to his pawns, as his commands from the previous round are still in effect. He stops maintaining Mind Control, so it reverts from Concentration (Lasting) to Instant (Lasting) in duration. All pawns will get a new save every round to break out, with a cumulative +1 bonus.

  • [*:1qldoudg]Move Action: Stands up from Prone.
    [*:1qldoudg]Free Action: Reconfigures Sonic Control array to Blast 7 (+Area).
    [*:1qldoudg]Free Action: Uses Extra Effort to increase his Blast rank by +2, from 7 to 9.
    [*:1qldoudg]GM Fiat: Remove his Fatigue condition.
    [*:1qldoudg]Standard Action: He Blasts the stage, and everyone on it.

It's a rank 9 Burst Area, so it's a sphere with a 45ft radius / 90ft diameter. That's enough to hit the stage, everyone on it, and the front of the mosh pit.

Breakdown, Chicken Sticks, Geckoman, Hellion, Rift, and Zephyr all need to make a DC19 Reflex save for 1/2 damage, followed by a DC24 Toughness save (DC20 if you make the Reflex save for 1/2).

After the Blast results are resolved, everyone on the stage gets a HP for the GM Fiat.

Zephyr's Reflex save (DC19): Blackjack.

Zephyr's Toughness save (DC20): And again.

Spellbound's Reflex save (DC19): 8.

Spellbound's Toughness save (DC24): 3. She's Unconscious.

I'll say 20 Bystanders are also caught in the Area.

Bystanders Reflex saves (DC19): 1 makes it. He gets a Toughness save.

Bystander's Toughness save (DC20): 9.

None of the others can make a DC24 with a +0 bonus, so they automatically fail (Minions can't make impossible saves).

All 20 Bystanders caught in the Area are knocked Unconscious.

All gear and fixtures on the stage are Equipment, so I'm just going to say they're all destroyed.

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I don't have my books on me, because I'm at work. But here's what I'm going to do.

I want to have Eddie attempt to Deafen Maestro. For good. I'm thinking Transform, but I don't know how to build it properly. I would also like this power to be of the Sonic Descriptor (or some such). The purpose of this is so that I can attempt to counter anything the Maestro should do on his next turn should deafening him fail. I plan on spending a Hero Point to get a counter attempt even though I didn't prepare an action to do so, at least I think that's one of the uses, correct?

Any suggestions Shaen?

EDIT: I think someone suggested Dazzle 11 (Auditory; Extras: Range/Perception, No Save; PF: Incurable, ________) but that would be way over costed, and I'm not expecting to have No Save make it past you on a Canon NPC :P

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I want to have Eddie attempt to Deafen Maestro. For good.

No. Absolutely not. Please consider "permanently maiming or disabling" people to be under the same umbrella as "murdering them" in regard to "Things Which Are Too Iron Age For This Game."

However, if you want to deafen him temporarily, then Dazzle is definitely the way to go.

I plan on spending a Hero Point to get a counter attempt even though I didn't prepare an action to do so, at least I think that's one of the uses, correct?

Yes, one of the potential uses of a Hero Point is to use a power of the appropriate descriptor for an immediate countering check when you haven't readied an action to do so.

EDIT: I think someone suggested Dazzle 11 (Auditory; Extras: Range/Perception, No Save; PF: Incurable, ________) but that would be way over costed, and I'm not expecting to have No Save make it past you on a Canon NPC :P

You're right - I'm not going to consent to you or anyone else stunting a +No Save power, against a canon NPC or otherwise.

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Right-o. Thanks for the clarifications.

I'll go with

Dazzle 13 (Auditory; Extras: Duration/Sustained; Flaws: Action/Full Round; PF: Accurate 3, Improved Critical 2) [31pp]

Attack 2 [4pp]

As my Music Mastery for the turn. I will then launch my attack on Maestro. AoA 5/ PA 5; Dazzle vs Maestro; DC 28 on hit (1d20+13=24)

Yea... I would really like this to hit...

HP Re-roll: AoA 5/ PA 5; Dazzle vs Maestro; DC 28 on hit (1d20.minroll(11)+13=33)

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OK, with the crit, that's a DC33 Dazzle.

Maestro's Reflex save: 11.

Maestro's Fortitude save: 22.

Maestro is Deafened.

As it is a Sustained (Lasting) effect, it will require no effort on Breakdown's part to maintain, it will persist even when he switches up his VP configuration, and Maestro will gain a new save (against the original DC33) to shake it off after every interval on the Time Table, starting 1 minute (10 combat rounds) from the current Initiative count (with a +1 cumulative bonus per interval).

In other words, he's not shaking it off anytime soon.

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