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A Perfect Storm (OOC)


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Round 9

16) Doktor Archeville: 5HP

09) Thrude: 1HP, Bruised x2, Injured x2, Staggered, Fatigued

09) Freedom Angel: 3HP

[bg=#000000]05) The Fenris Wolf: NPC (Indifferent), Bruised x2, Injured x2, Fatigued[/bg]

04) Fenris: 1HP, Fatigued, -1 CON

The wolf uses his Move-By Action feat. He begins a move action to walk up to Yggdrasil. Then he interrupts it with a standard action, to unleash his frost breath on the assembled heroes, who are now conveniently clumped together.

Every PC has to make a DC22 Reflex save for 1/2 effect, followed by a DC22 Fortitude save (DC16 if you made the Reflex save) against the Drain. If you fail the Fort save, you lose Toughness equal to your margin of failure, to a maximum of 12 ranks (6 if you made the Reflex save).

Heyzel gets a Hero Point for the wolf breaking the truce his Diplomacy brokered. And as an additional consolation, I'll let him apply the Total Defense bonus to his Reflex save.

Thrude's Reflex save (DC22): 11. Failed.

Thrude's Fortitude save (DC22): 21. She fails by 1, and so her Toughness is reduced from +14 to +13.

Thrude gets a Hero Point because I'm using GM Fiat against her, inflicting the "One Eye" Disability drawback upon her. After this thread ends, I'll submit an edit request to make it a permanent part of her sheet.

Several buildings in the immediate area are about to collapse. The property damage and disruption of routine will be immense, and there could be people in one or more of them. Any hero who passes up the chance to fight the wolf to turn around and stop the neighborhood from imploding will get a Hero Point.

The wolf intends to then finish his move action by fleeing up Yggdrasil's trunk. However, Fenris had an action Readied to charge the wolf if he attacked. KD, if you want to go ahead and take that action during the wolf's turn, feel free. The wolf will run up the tree afterwards regardless (unless you incapacitate him).

I should also add that, as far as I'm concerned, any earned Hero Points that you don't spend by the end of this thread will carry over to any other thread I run in the future, with these characters or any others. Just bookmark this post and remind me at the start of whichever thread you want to use them in. Or, if you can get another GM to agree to honor your "leftovers," you can use them somewhere else.


Round 9

16) Doktor Archeville: 5HP

09) Thrude: 2HP, Bruised x2, Injured x2, Staggered, Fatigued, -1 Toughness, One Eye

09) Freedom Angel: 3HP

05) The Fenris Wolf: NPC (Hostile), Bruised x2, Injured x2, Fatigued

[bg=#000000]04) Fenris: 1HP, Fatigued, -1 CON[/bg]

And after all that stuff resolves, it's KD's actual turn.

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Dok, if you want Viktor to have Delayed his standard action, he can go ahead and take it during (or after) Fenris.

To clarify: KD, Fenris gets to have his cake and eat it too. He can use his Readied action to Charge the wolf on the wolf's turn, and then he can turn around and stop the buildings from collapsing on his own turn and grab the extra HP if you want.

Also to clarify: As per our house rules (based on ambiguous Kenson rulings), an inanimate object is destroyed if its Toughness bonus is reduced below -5. Inanimate objects (not Devices) don't get saving throws against Affects-Objects Fort powers like Drain Toughness. They fail automatically and suffer the maximum possible result. So every inanimate object in that 120ft x 120ft cone just suffered -12 Toughness. Every object with Toughness +6 or lower (so every piece of glass, wood, and stone) is completely destroyed, and even the iron and steel objects got dropped from +8 and +10 respectively to -4 and -2. I'm assuming that, as with the Create Object power, most inanimate objects have carry capacities directly proportionate to their Toughness bonuses. So even the buildings with steel skeletons are now weak enough to blow over in a strong wind. Hey, did somebody say "strong wind?" 'Cause we still have lots and lots of that!

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Every PC has to make a DC22 Reflex save for 1/2 effect, followed by a DC22 Fortitude save (DC16 if you made the Reflex save) against the Drain. If you fail the Fort save, you lose Toughness equal to your margin of failure, to a maximum of 12 ranks (6 if you made the Reflex save).

Right then.

19 on the Reflex. That's bad.

13. Great.

Spending an HP to reroll.

13, but that's a 23 with the reroll. Whew.

So, since it's my turn, I'll take that prepped action. Charging via telepor +2 Attack (+10 for this one) and -2 Defense (so +3).

11. Dang it.

I'll go teleport over and....Let's use Extra Effort to stunt off of his current Array.

Stunting Super-Strength 8. So, Strength of 16, plus the effective strenght 40 from SS. So 46, which gives the rough results of 45, which is....30 tons for push-drag.

So he's doing his best to prop up a building. Which isn't incredible, but still.

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Fenris gets a HP for choosing to help prop up the falling building instead of pressing the assault on the wolf.

End of Round 9

16) Doktor Archeville: 5HP

09) Thrude: 2HP, Bruised x2, Injured x2, Staggered, Fatigued, -1 Toughness, One Eye

09) Freedom Angel: 2HP

05) The Fenris Wolf: NPC (Hostile), Bruised x2, Injured x2, Fatigued

04) Fenris: 1HP, Fatigued, -1 CON

The storms both fade by 1PP next round, losing a power rank and dropping from a mile to a 1/2 mile in diameter.

Dok, you're up, potentially at both the bottom of Round 9 and the top of Round 10.

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I take a day off to spend some quality time with the wife, and this happens!

Round 9

Move Action: Switch Pseudonatural Mind to Calculating Angles & Vectors (i.e., Ranged Combat Specialist).

This moves his Initiative back down due to the loss of Intelligence

Reflex save, DC 22 (1d20+6=18) :argh:

Fort save, DC 22 (1d20+10=27) :D

Round 10

Free Action: Curse the Multiverse

Problem: Structures made brittle by extranormal cold, collapsing under their own weight.

Solution: Change gravitational constant of immediate area, thus decreasing weight of structures.

Free Action: Extra Effort to power stunt [something] off [something, probably his Gravitic Defense System since that has the most pp with which to work]

I'd like to stunt some sort of Lift/Decrease-Only Gravity Control to buoy up the collapsing buildings. But I need to know three things: how big an area he'd need to effect (assuming it's centered on him; it looks like he'd need a 120-ft. radius burst area, since that's the length of Fenris's cone, though there's also the height of the buildings to consider), how much Str is needed to hold these up, and if I'd need the Selective power feat or the Selective Attack extra to be able to lift the structures but not the people/heroes.

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I'd like to stunt some sort of Lift/Decrease-Only Gravity Control to buoy up the collapsing buildings. But I need to know three things: how big an area he'd need to effect (assuming it's centered on him; it looks like he'd need a 120-ft. radius burst area, since that's the length of Fenris's cone, though there's also the height of the buildings to consider), how much Str is needed to hold these up, and if I'd need the Selective power feat or the Selective Attack extra to be able to lift the structures but not the people/heroes.

I think a Move Object effect, Limited to up/down, is what you're after. If you go Area, yeah, you'll want Selective as well. If you don't, I'll gladly let a single building count as "one target." Don't worry about the height of the buildings; much like the Search rules, I'm not even factoring the third dimension into this.

The endangered buildings are all multi-story apartment and condominum complexes, some of them with storefronts (empty and abandoned at the moment) in the ground floor (and maybe the second floor). How much do the buildings weigh? ...Good question. But luckily, I have an answer. Because I totally planned this all out. It's not like it was a spur of the moment idea that occurred to me at the last minute as a means of making sure this story wasn't completely anticlimactic or anything. Well, the only building I can seem to find a listed weight for online is the Empire State Building, which comes in at about 350,000 tons (400,000 on the table in the book) with about 100 stories. These are all 5-10 story buildings at the tallest, so I'll just ignore the square-cube law and call it 5-10% of that.

So I'll say there are 3 buildings total, one 10-story weighing 25,000 tons, and two 5-story each weighing 12,500 tons. To prevent a building from collapsing in on itself, it needs to be held with a combined lifting strength high enough to lift it as a Max Load (STR 100 for the big one, STR 95 for the two small ones). Keep in mind that you can use Extra Effort to gain +5 lifting STR for a round, you can take a full action with a Move Object power to gain +5 lifting STR (those two stack), and you can use Extra Effort to gain +2 ranks on a power for a round (so +10 STR with Move Object or Super-Strength).

Also keep in mind that I went into this assuming that you couldn't save them all, so it won't be the end of the world if you don't (even if your characters act like it is).

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Alright, slight revising.

Free Action: Curse Multiverse

Reaction: HP for Heroic Feat (Alternate Power on Gravimetric Defense System)

Move Object 31 (Str 155; Flaw: Limited [up & Down Only]; PF: Indirect 3, Split Attack) {35/36PP}

Move Action: Reconfigured Gadgets, boosting power to Belt

Enhanced Move Object 9 (to Move Object 40 [str 200]; Flaw: Limited [up & Down Only]; PF: Indirect 3, Split Attack) {13/15PP}

Standard Round: Use Move Object, using Split Attack to split it between the two smaller buildings (Move Object 20/Str 100 on each).

Ranged attack roll for Split Attack (2 targets) Move Object (1d20+13=15) Well, at least that's not a 1/automiss!

And since his Defense System's tied up in this, it means he's a mere PL 6 (Defense +8, Toughness +4 [imp 4]) at the moment.

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Ah, screw it.

Round 10

16) Doktor Archeville: 4HP

[bg=#000000]09) Thrude: 2HP, Bruised x2, Injured x2, Staggered, Fatigued, -1 Toughness, One Eye[/bg]

09) Freedom Angel: 2HP

05) The Fenris Wolf: NPC (Hostile), Bruised x2, Injured x2, Fatigued

04) Fenris: 1HP, Fatigued, -1 CON

The storms both fade by 1PP, losing a power rank and dropping from a mile to a 1/2 mile in diameter.

Thrude pops a HP to remove her Fatigued condition, since it's cutting her movement in half and she needs all she can get. Then she takes a free action to use Extra Effort to double her movement rate for the round, so that she can clear the 50 feet or so between her and the largest collapsing building (everyone's reduced to 1/4 movement as long as those storms are active). Then she uses her one action for the round (on account of being Staggered) to move up alongside Fenris, under the collapsing building. She takes a free action to reconfigure her Divine Power array, setting Super-Strength as the active power. That increases her effective Strength from 24 to 74. Combined with the Baron, that's STR 120, more than enough to prevent the building from imploding and falling into the street.

Archeville and Thrude both get their Hero Point for abandoning the chase for the villain in favor of preserving innocent life and property.


Round 10

16) Doktor Archeville: 5HP

09) Thrude: 2HP, Bruised x2, Injured x2, Staggered, -1 Toughness, One Eye

[bg=#000000]09) Freedom Angel: 2HP[/bg]

05) The Fenris Wolf: NPC (Hostile), Bruised x2, Injured x2, Fatigued

04) Fenris: 1HP, Fatigued, -1 CON

Heyzel's up next, and he's also the only PC on the field with any freedom of movement right now.

KD, after AA goes, you can go ahead and go too. The wolf is just going to take a full action to move all-out, running another 2,000ft up the side of Yggdrasil.

Also, when the wolf's Initiative count comes up, everyone who lost Toughness to his flash-freeze power gains a rank back.

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Reaction: Spend an HP to cancel the Fatigue from my last stunt

Just in time to stunt as a Standard Action: (stolen from Doc) Communication 3 (audio, 1,000 feet; Extra: Area; Flaw: Duration [Concentration]; PF: Selective) [4PP] can be heard by anyone/everyone within 1,000 feet, though doing so requires concentration (limiting him to Free and Move actions while doing so)

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OK, we're dropping out of combat rounds now. Doc Metro shows up, and starts stunting a ton of powers he should already have, like Transform and Create Object, to help put things back together. He also stunts a Portal version of his urban Teleport, so no one has to leave the scene.

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Odin's all "Yeah, things sure seem so much simpler and more cut-&-dried when you're young. It's so much easier to judge your elders. But I don't need to tell you that, do I, Thor?"

And Thor's all "Yeah, Dad, I get it, enough already."

"No, really, remember when I told you that I hope someday you have a kid who's just like you?"

"SHUT UP DAD!"

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