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Faded Giant [OOC]


trollthumper

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Midnight will contribute his customary Intimidate check to the proceedings, just to keep the Peoples' Heroes honest. Look, it's a Cowl thing, the cloaked guy would be offended if he didn't. It's a 35 with Skill Mastery, if needed.

He's also using Redbird as a translator, since she has Comprehend 4 (Read, Speak and Understand All Languages Simultaneously) [8PP]

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  • 4 weeks later...

Time for more chaos! We will once more be using this take on AA's Red Star build for the Color Hosts, all four of them. Nightwatchman will be played by my Vampire Assassin as is, Citizen Bomb will be played by my Explosion Girl as is, and Morning Star will be played by AA's Magical Girl Superhero as is.

The Color Hosts go on 14, 13, 10, and 8.

Nightwatchman goes on 23.

Citizen Bomb goes on 10.

Morning Star goes on 11.

Cannonade goes on 13.

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For the Motherland!

Nightwatchman: 23, Unharmed, 0 HP

Redbird: 23, Unharmed, 0 HP

Edge: 19, Unharmed, 4 HP

Midnight: 17, Unharmed, 4 HP

Color Host 1: 14, Unharmed, 0 HP

Cannonade: 13, Unharmed, 2 HP

Color Host 2: 13, Unharmed, 0 HP

Wander: 11, Unharmed, 2 HP

Morning Star: 11, Unharmed, 0 HP

Color Host 3: 10, Unharmed, 0 HP

Crimson Bomb: 10, Unharmed, 0 HP

Color Host 4: 8, Unharmed, 0 HP

Nightwatchman is first. He draws a Cossack shaksha and runs towards Color Host 3, taking a swing. Whoops.

Redbird is up next, if she wishes to go. Barring that, Edge is up next.

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  • 2 weeks later...

Oh, yeah, there's no way the guy can beat that. He takes a Bruise.

Nightwatchman: 23, Unharmed, 0 HP

Redbird: 23, Unharmed, 0 HP

Edge: 19, Unharmed, 4 HP

Midnight: 17, Unharmed, Inspire +5, 4 HP

Color Host 1: 14, Unharmed, 0 HP

Cannonade: 13, Unharmed, Inspire +5, 2 HP

Color Host 2: 13, Unharmed, 0 HP

Wander: 11, Unharmed, Inspire +5, 2 HP

Morning Star: 11, Unharmed, Inspire +5, 0 HP

Color Host 3: 10, Bruised x1, 0 HP

Crimson Bomb: 10, Unharmed, Inspire +5, 0 HP

Color Host 4: 8, Unharmed, 0 HP

Color Host 1 attempts to unleash on Nightwatchman with an Alt Save [Fort] Blast, and hits. Shame that kind of thing doesn't really work for Nightwatchman. Cannonade is up, leaping up to meet the one who's flying overhead. He attempts to connect with Color Host 2, but misses, even when factoring in Inspire. He then draws Color Host 2's attention, and it attempts to use Blast w/ Autofire on Cannonade. It hits over 12, meaning a full +5, meaning Cannonade needs to make a DC30 save. Hooray for Inspire!

Nightwatchman: 23, Unharmed, 0 HP

Redbird: 23, Unharmed, 0 HP

Edge: 19, Unharmed, 4 HP

Midnight: 17, Unharmed, Inspire +5, 4 HP

Color Host 1: 14, Unharmed, 0 HP

Cannonade: 13, Unharmed, Inspire +5, 2 HP

Color Host 2: 13, Unharmed, 0 HP

Wander: 11, Unharmed, Inspire +5, 2 HP

Morning Star: 11, Unharmed, Inspire +5, 0 HP

Color Host 3: 10, Bruised x1, 0 HP

Crimson Bomb: 10, Unharmed, Inspire +5, 0 HP

Color Host 4: 8, Unharmed, 0 HP

Wander is up next.

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Wander is going to use Fast Acrobatic Bluff as her move action, directed against whichever enemy is in stick range. That's an Acrobatics check, which with Skill Mastery and Inspire comes out to a DC 32.

With the hopes that this will leave him flat-footed, she will launch a full (but not All-Out) Power Attack on the Color Host. That's at -5, but at +5 for Inspire, for a result of 22.

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There's no way Color Host 4 can counter that with Will, Acrobatics, or Sense Motive, so he falls for it. And gets hit right in the face. It takes a Bruise. Morning Star takes a swing at Color Host 1 and hits. Color Host 1 makes the save, though. Color Host 3 takes a swing at Cannonade and hits. Cannonade, who's still Inspired, takes a +5 on saving throws and still takes a Bruise.

Nightwatchman: 23, Unharmed, 0 HP

Redbird: 23, Unharmed, 0 HP

Edge: 19, Unharmed, 4 HP

Midnight: 17, Unharmed, Inspire +5, 4 HP

Color Host 1: 14, Unharmed, 0 HP

Cannonade: 13, Bruised x1, Inspire +5, 2 HP

Color Host 2: 13, Unharmed, 0 HP

Wander: 11, Unharmed, Inspire +5, 2 HP

Morning Star: 11, Unharmed, Inspire +5, 0 HP

Color Host 3: 10, Bruised x1, 0 HP

Crimson Bomb: 10, Unharmed, Inspire +5, 0 HP

Color Host 4: 8, Bruised x1, 0 HP

Crimson Bomb is sick of this, and drops a controlled explosion on the area. Two Color Hosts fail their Reflex saves, two make it, meaning DC20/DC25 Toughness. Color Host 1 takes a Bruise, Color Host 2 takes a Bruise, Color Hosts 3 and 4 shake it off.

Nightwatchman: 23, Unharmed, 0 HP

Redbird: 23, Unharmed, 0 HP

Edge: 19, Unharmed, 4 HP

Midnight: 17, Unharmed, Inspire +5, 4 HP

Color Host 1: 14, Bruised x2, 0 HP

Cannonade: 13, Bruised x1, Inspire +5, 2 HP

Color Host 2: 13, Bruised x1, 0 HP

Wander: 11, Unharmed, Inspire +5, 2 HP

Morning Star: 11, Unharmed, Inspire +5, 0 HP

Color Host 3: 10, Bruised x1, 0 HP

Crimson Bomb: 10, Unharmed, Inspire +5, 0 HP

Color Host 4: 8, Bruised x1, 0 HP

Color Host 4 responds to what happened by going after Crimson Bomb, missing wildly in the process. We're at Round 2, and... the Color Hosts start venting indescribable contrails into the air. It doesn't affect the setting, but their power is going somewhere, dropping them all down to PL12, effectively. Nightwatchman takes swing at Color Host 1, applying the Autofire 1 setting of his Celerity Array. It hits with a +2 Damage bonus, resulting in a DC25 save. The Host makes it, though.

Nightwatchman: 23, Unharmed, 0 HP

Redbird: 23, Unharmed, 0 HP

Edge: 19, Unharmed, 4 HP

Midnight: 17, Unharmed, 4 HP

Color Host 1: 14, Bruised x2, 0 HP

Cannonade: 13, Bruised x1, 2 HP

Color Host 2: 13, Bruised x1, 0 HP

Wander: 11, Unharmed, 2 HP

Morning Star: 11, Unharmed, 0 HP

Color Host 3: 10, Bruised x1, 0 HP

Crimson Bomb: 10, Unharmed, 0 HP

Color Host 4: 8, Bruised x1, 0 HP

Redbird is up next - but if she's not, then Edge is.

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  • 2 weeks later...

Duly noted.

Nightwatchman: 23, Unharmed, Inspire +5, 0 HP

Redbird: 23, Unharmed, 0 HP

Edge: 19, Unharmed, 4 HP

Midnight: 17, Unharmed, Inspire +5, 4 HP

Color Host 1: 14, Bruised x2, 0 HP

Cannonade: 13, Bruised x1, Inspire +5, 2 HP

Color Host 2: 13, Bruised x1, 0 HP

Wander: 11, Unharmed, Inspire +5, 2 HP

Morning Star: 11, Unharmed, Inspire +5, 0 HP

Color Host 3: 10, Bruised x1, 0 HP

Crimson Bomb: 10, Unharmed, Inspire +5, 0 HP

Color Host 4: 8, Bruised x1, 0 HP

Midnight is up next.

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  • 2 weeks later...

And Color Host 3 fails its Will save on the Startle, and gets knocked the heck out.

Nightwatchman: 23, Unharmed, Inspire +5, 0 HP

Redbird: 23, Unharmed, 0 HP

Edge: 19, Unharmed, 4 HP

Midnight: 17, Unharmed, Inspire +5, 4 HP

Color Host 1: 14, Bruised x2, 0 HP

Cannonade: 13, Bruised x1, Inspire +5, 2 HP

Color Host 2: 13, Bruised x1, 0 HP

Wander: 11, Unharmed, Inspire +5, 2 HP

Morning Star: 11, Unharmed, Inspire +5, 0 HP

Crimson Bomb: 10, Unharmed, Inspire +5, 0 HP

Color Host 4: 8, Bruised x1, 0 HP

Color Host 1 aims a Dazzle at Midnight, and hits. That's a DC22 Fortitude to resist. Cannonade, meanwhile, attempts to punch Color Host 1 in response, taking advantage of the Inspire for a -5/+5 Power Attack. That hits, necessitating a DC30 Toughness save from the Color Host. He takes another Bruised.

Nightwatchman: 23, Unharmed, Inspire +5, 0 HP

Redbird: 23, Unharmed, 0 HP

Edge: 19, Unharmed, 4 HP

Midnight: 17, Unharmed, Inspire +5, 4 HP

Color Host 1: 14, Bruised x3, 0 HP

Cannonade: 13, Bruised x1, Inspire +5, 2 HP

Color Host 2: 13, Bruised x1, 0 HP

Wander: 11, Unharmed, Inspire +5, 2 HP

Morning Star: 11, Unharmed, Inspire +5, 0 HP

Crimson Bomb: 10, Unharmed, Inspire +5, 0 HP

Color Host 4: 8, Bruised x1, 0 HP

Color Host 2 attempts to take out Crimson Bomb with a Blast w/ Autofire. He hits and gets a +4 bonus for a DC29 Toughness save. Crimson Bomb takes a Bruised.

Nightwatchman: 23, Unharmed, Inspire +5, 0 HP

Redbird: 23, Unharmed, 0 HP

Edge: 19, Unharmed, 4 HP

Midnight: 17, Unharmed, Inspire +5, 4 HP

Color Host 1: 14, Bruised x3, 0 HP

Cannonade: 13, Bruised x1, Inspire +5, 2 HP

Color Host 2: 13, Bruised x1, 0 HP

Wander: 11, Unharmed, Inspire +5, 2 HP

Morning Star: 11, Unharmed, Inspire +5, 0 HP

Crimson Bomb: 10, Bruised x1, Inspire +5, 0 HP

Color Host 4: 8, Bruised x1, 0 HP

Wander is up next.

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Wander is going to attack Color Host 1, to teach it a lesson in why it should not shoot at her boyfriend. She'll start off with an acrobatic bluff, skill mastery 27, and then Charge at it with her bat, using a +5 Power Attack to take advantage of the Inspire. So with the Inspire, Power Attack and Charge, she has +2 to attack, -2 to defense, and +5 to damage.

Dammitall, why do I keep rolling 1s? Spending an HP. That comes out a 31. So it needs to make a DC 30 toughness save.

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