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Gizmo

Acorns, Axes and Apparel (OOC)

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Willow and Thrude need pants badly! Also, some supervillains show up, because that's how these things typically go.

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Willow would politely suggest that she doesn't need pants, but would reason that having them is just the polite thing to do.

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Willow has no clue about fashion, and if left to her own devices will most likely assemble something that is not coordinated (based on, oo this is pretty). She has no particular preference in style, but she'll probably want to make an effort to dress nice for Erik/Jack

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Feel free to get up some reaction posts, but roll initiative for me while you're at it.

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21 - The Daka Man  - Uninjured

18 - Thrude        - Uninjured - 1HP

18 - Diehard       - Uninjured

18 - Khania        - Uninjured

18 - Willow        - Uninjured - 1HP

17 - Guy Fawkes II - Uninjured

17 - Dragonfly     - Uninjured - 2HP

17 - Jill O'Cure   - Uninjured

16 - Fulcrum       - Uninjured - 1HP

9  - Heka          - Uninjured

8  - Blackfire     - Uninjured

We'll call mimicking the properties of the daka crystal The Daka Man's first turn, so Thrude can start us off. If anybody has any Complications they think apply here, now's the time to let me know!

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Thrude takes Free Actions to Quick Change into her armor and dig her weapon out of her dimensional pocket (Free Action DP + Quick Draw), and a Full Action to summon a storm. Dark clouds, high winds, heavy rain, thunder and lightning, the works. Since her Weather Control power is Distracting, she loses her dodge bonus to Defense and her Defensive Roll bonus to Toughness for the round.

She'll use Environment Control at rank 10. That's a 1-mile radius, centered on her (Touch-range). If someone tries to counter the storm as she's unleashing it, it's an opposed power check (they can only do this if they Readied an action to previously, or if they burn a HP/Fiat to do it as a reaction). If someone tries to counter it after the fact, it'll be DC20 (persistent, ongoing effect, no longer under her control, "fire-&-forget").

The following effects apply to everyone within 1 mile (about 5,000ft by game mechanics) of Thrude's current position:

  • [*:td3s61xx]Cold: Everyone who isn't Immune to cold environments or Fortitude effects makes a DC10 Fortitude save (a +9 or higher bonus autosaves). Anyone who fails suffers a level of Fatigue and 1 point of temporary Constitution damage. Every 10-minute (100 round) interval, everyone makes another save, at +1 DC per interval.
    [*:td3s61xx]Hamper Movement: Everyone moves at 1/2 speed. (Yes, this applies to flyers too, since the descriptor is a combination of rain-slicked surfaces and powerful winds.)
    [*:td3s61xx]Visibility: Everyone suffers a -4 penalty to Notice and Search checks involving Visual senses.
    [*:td3s61xx]Wind: Everyone suffers a -4 penalty to Notice and Search checks involving Auditory senses, and a -4 penalty to throwing attacks. Any open flames are extinguished automatically, and any protected flames have a 50% chance of being blown out.

None of these penalties apply to Thrude, since she has Environmental Adaptation to this very thing. Other characters may possess ranks of Environmental Adaptation, Immunity, and/or Super-Movement (Sure-Footed) which negate some or all of these effects. At the GM's discretion, factors like shelter may also mitigate one or more of these effects, partially or completely.

Also at the GM's discretion, any heroes caught in this storm who are affected by it may be eligible for Hero Points for the setback(s).

If left to their own devices, each of the 4 linked Environment Control effects will Fade by 1PP at 20 minute intervals (200 combat rounds). The cold, hamper movement, and visibility effects will be completely gone after 4PP (1 hour 20 minutes), and the wind will be completely gone after 7PP (2 hours 20 minutes).

IC post coming right up!

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Yeah, everybody else gets and HP for the "Went Shopping With Thrude" Complication.

21 - The Daka Man  - Uninjured

18 - Thrude        - Uninjured - 1HP

18 - Diehard       - Uninjured

18 - Khania        - Uninjured

18 - Willow        - Uninjured - 2HP

17 - Guy Fawkes II - Uninjured

17 - Dragonfly     - Uninjured - 3HP

17 - Jill O'Cure   - Uninjured

16 - Fulcrum       - Uninjured - 2HP

9  - Heka          - Uninjured

8  - Blackfire     - Uninjured

Since none of our heroes are out in the street just yet, Diehard and Khania will talk about the weather. Willow is up!

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Heka: Undead!

Blackfire: Android!

Khania: Fort Save vs. DC 10. (1d20+8=25)

Diehard: Fort Save vs. DC 10. (1d20+8=9) Yikes!

Guy Fawkes II: Fort Save vs. DC 10. (1d20+8=19)

The Daka Man: Fort Save vs. DC 10. (1d20+6=7)

Thrude gets an HP because I'm Faiting The Daka Man's save; he needs to be up and about for Fulcrum! That's a big step toward taking down the regenerating Diehard, though.

21 - The Daka Man  - Uninjured

18 - Thrude        - Uninjured - 2HP

18 - Diehard       - Uninjured - Fatigued, -1 Constitution

18 - Khania        - Uninjured

18 - Willow        - Uninjured - 2HP

17 - Guy Fawkes II - Uninjured

17 - Dragonfly     - Uninjured - 3HP

17 - Jill O'Cure   - Uninjured

16 - Fulcrum       - Uninjured - 2HP

9  - Heka          - Uninjured

8  - Blackfire     - Uninjured

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Jill O'Cure

Move Action: Changing room.

Free Action: Quick Change.

Move Action: Out the door.

21 - The Daka Man  - Uninjured

18 - Thrude        - Uninjured - 2HP

18 - Diehard       - Uninjured - Fatigued, -1 Constitution

18 - Khania        - Uninjured

18 - Willow        - Uninjured - 2HP

17 - Guy Fawkes II - Uninjured

17 - Dragonfly     - Uninjured - 2HP

17 - Jill O'Cure   - Uninjured

16 - Fulcrum       - Uninjured - 2HP

9  - Heka          - Uninjured

8  - Blackfire     - Uninjured

Fulcrum!

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Free Action: Configure Array to Quickness 6 (x100, 500 mph), Super Strength 3 + Power Feats

Free Action: Change into costume (via Quickness)

Move Action: Run out to about 40 feet from the villain group

Standard Action: Freeze Breath Snare them! Them excluding Guy Fawkes II.

Free Action: Be a Large Ham.

The 180-foot cone should be sufficient if she aimed properly. Reflex DC 28 for half, Reflex DC 28 for the Snare

Think the cold and rain would penalize their saves? ;)

-1 Constitution from Weakness

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General Area caps mean she can only get up to 10 + 15 = 25 for the DC, despite her Strength bonus being higher.

Heka: Reflex Saves. (1d20+6=26, 1d20+6=21) Makes his saves.

Blackfire: Reflex Saves. (1d20+5=16, 1d20+5=11) Ice'd!

Khania: Reflex Saves. (1d20+8=21, 1d20+8=22) Snared as well.

Diehard: Reflex Saves. (1d20+8=28, 1d20+8=15) Shoulda got that extra rank of Evasion!

The Daka Man: Reflex Saves. (1d20+6=24, 1d20+6=7) Ouch.

21 - The Daka Man  - Uninjured - Bound, Helpless

18 - Thrude        - Uninjured - 2HP

18 - Diehard       - Uninjured - Fatigued, -1 Constitution, Entangled

18 - Khania        - Uninjured - Entangled

18 - Willow        - Uninjured - 2HP

17 - Guy Fawkes II - Uninjured

17 - Dragonfly     - Uninjured - 2HP

17 - Jill O'Cure   - Uninjured

16 - Fulcrum       - Uninjured - 2HP, -1 Constitution

9  - Heka          - Uninjured

8  - Blackfire     - Uninjured - Bound, Helpless

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Heka

Standard Action: Mystic Force attack vs. Dragonfly. (1d20+10=18) Miss!

Blackfire Strength check. (1d20+10=12)

Ice Snare Toughness Save. (1d20+15=30)

The Daka Man Strength check. (1d20+10=25)

Ice Snare Toughness Save. (1d20+15=22)

21 - The Daka Man  - Uninjured - Bound, Helpless

18 - Thrude        - Uninjured - 2HP

18 - Diehard       - Uninjured - Fatigued, -1 Constitution, Entangled

18 - Khania        - Uninjured - Entangled

18 - Willow        - Uninjured - 2HP

17 - Guy Fawkes II - Uninjured

17 - Dragonfly     - Uninjured - 2HP

17 - Jill O'Cure   - Uninjured

16 - Fulcrum       - Uninjured - 2HP, -1 Constitution

9  - Heka          - Uninjured

8  - Blackfire     - Uninjured - Bound, Helpless

Thrude is up!

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Free Action: Thrude pops Rage.

Free Action: Thrude reconfigures her Divine Power array.

  • Flight 1 (10mph / 100ft per Move Action) [2PP]

    Strike 4 (Feats: Extended Reach [10ft], Improved Critical [19-20], Incurable, Knockback [DMG 15], Mighty, Variable Descriptor) [10PP]

    • "Bludgeoning," "Cold," and "Electricity" are the active Descriptors this round.

Super-Strength 6 [12PP]

2 + 10 + 12 = 24PP

Standard Action: Charge Khania. With Flight 1, she can Charge 100 feet, which should be sufficient to hit someone across the street. If it is not, then let me know and I'll drop a rank of Super-Strength in exchange for a second rank of Flight.

Khania's Defense is +10 (DC20). She's Entangled, so it drops to +8 (DC18).

Thrude's Attack is +6. She will Accurate Attack for +2/-2 and All-Out Attack for +2/-2. That brings her Attack up to +10.

Thrude's Attack roll (DC18): 24.

Khania has to make a DC27 Toughness save (nonlethal damage).

If she fails by 5+ (rolls a 12 or below), Thrude will go ahead and knock her back the full 250 feet (13 - 5 = 8 steps up the Progression table). However, she's swinging in a downward arc, so Khania will hit the ground. Will she punch through it? GM's call.

Move Action: Thrude activates her PBAoE Environment Control (Light) power. Now she's lit up like a Christmas tree with electricity, and the aforementioned visibility penalties from the storm don't apply to perceiving her, or anything within 5 feet of her.

For reference, this is the 1PP/rank version of Environment Control (Light), not the bright-as-The-Sun 2PP/rank version. It can turn total concealment from darkness into partial and partial into none (so, presumably, it just straight-up obliterates the "Visibility" effect of Enviornment Control).

Thrude has Rage up (-2 DEF), she Charged (-2 DEF), and she All-Out Attacked for +/-2 (-2 DEF). Thrude's Defense is +0 (DC10) until her next turn.

Her Grapple bonus is +22.

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Khania

Toughness Save vs. DC 27. (1d20+10=27) ...huh.

21 - The Daka Man  - Uninjured - Bound, Helpless

18 - Thrude        - Uninjured - 2HP, Raging, All-Out Attack 2

18 - Diehard       - Uninjured - Fatigued, -1 Constitution, Entangled

18 - Khania        - Uninjured - Entangled

18 - Willow        - Uninjured - 2HP

17 - Guy Fawkes II - Uninjured

17 - Dragonfly     - Uninjured - 2HP

17 - Jill O'Cure   - Uninjured

16 - Fulcrum       - Uninjured - 2HP, -1 Constitution

9  - Heka          - Uninjured

8  - Blackfire     - Uninjured - Bound, Helpless
Diehard Okay, Fatigued and Entangled mean -3 Attack, -3 Defense, -2 Strength, -6 Dexterity... He's pretty messed up, folks. But he's also insane, so! Move Action: Running against the wind like crazy! Standard Action: Charge Willow like crazy! Unarmed Attack. (1d20+11=12) A Natural 1! He misses, obviously, and now has an extra -2 to Defense. Khania Fiat: Khania breaks out of her Snare. Fulcrum and Thrude each get an HP. Standard Action: Eye Beams; Power Attack 5. (1d20+7=26) That's a DC 28 Toughness Save for Thrude, then Willow is up!
21 - The Daka Man  - Uninjured - Bound, Helpless

18 - Thrude        - Uninjured - 3HP, Raging, All-Out Attack 2

18 - Diehard       - Uninjured - Fatigued, -1 Constitution, Entangled, Charged

18 - Khania        - Uninjured

18 - Willow        - Uninjured - 2HP

17 - Guy Fawkes II - Uninjured

17 - Dragonfly     - Uninjured - 2HP

17 - Jill O'Cure   - Uninjured

16 - Fulcrum       - Uninjured - 3HP, -1 Constitution

9  - Heka          - Uninjured

8  - Blackfire     - Uninjured - Bound, Helpless

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Thrude's Toughness save (DC28): 23. She fails by 5, so she takes a Bruised condition, and she's Stunned for 1 round.

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