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Pyre

Will Save vs. DC 30. (1d20+5=12)

I'm going to toss Eve an HP to reduce that to staggered and dazed; Sorus, get an IC post up for me, then let me tag with a GM post before Corbin goes, KD.

Pyre does have a Damage Aura, so I need a DC 23 Toughness Save from Eve.

34 - Sage - Uninjured, 6HP

24 - Cobalt Templar - Uninjured, 3HP

22 - Sylph - Uninjured

20 - Citizen - Uninjured, 3HP

13 - Wraith - Uninjured, 3HP

11 - Papercut - Uninjured, 4HP

11 - Granite - Uninjured

10 - Pyre - Staggered, Dazed

7 - Ghost Girl - Uninjured, 3HP

4 - Professor Fathom - Uninjured

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Right then.

Free Action: Shift to GIANT FORM!

Free Action:

All-Out Attack 5: Defense is 2, Attack is 12

Move Action: Get to Melee Range with Pyre.

Standard Action: Time for Fire Hugs of Justice. Attempting to initiate a Grapple

Melee Attack: 24. Per Gizmo, that hits.

Grapple Check: 38.

And he has a Damage Aura, Toughness Save DC 23, so 31 on that.

So, he's probably Grappled. And since Corbin's a Size Category larger, that'll be in 1 hand. :P

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Pyre

Opposed Grapple vs. 38. (1d20+7=26)

For clarification's sake, Pyre is immune to Fire Damage, which includes Cobalt Templar's descriptors, but not Strength or Fire Effects. As such, he can still be grappled by Corbin's blue fire construct, just not burned by it.

34 - Sage - Brusied x1, 6HP

24 - Cobalt Templar - Uninjured, 3HP

22 - Sylph - Uninjured

20 - Citizen - Uninjured, 3HP

13 - Wraith - Uninjured, 3HP

11 - Papercut - Uninjured, 4HP

11 - Granite - Uninjured

10 - Pyre - Staggered, Dazed, Bound [Helpless]

7 - Ghost Girl - Uninjured, 3HP

4 - Professor Fathom - Uninjured

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Sylph

Move Action: Feint Citizen. (1d20+14=15)

Standard Action: Suffocate Citizen. (1d20+9=11)

Of course, that neither hits nor effects Citizen anyway, but she wouldn't know that!

34 - Sage - Brusied x1, 6HP

24 - Cobalt Templar - Uninjured, 3HP

22 - Sylph - Uninjured

20 - Citizen - Uninjured, 3HP

13 - Wraith - Uninjured, 3HP

11 - Papercut - Uninjured, 4HP

11 - Granite - Uninjured

10 - Pyre - Staggered, Dazed, Bound [Helpless]

7 - Ghost Girl - Uninjured, 3HP

4 - Professor Fathom - Uninjured

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Fair enough, AA! Wraith is up.

34 - Sage - Brusied x1, 6HP

24 - Cobalt Templar - Uninjured, 3HP

22 - Sylph - Uninjured

20 - Citizen - Uninjured, 3HP

13 - Wraith - Uninjured, 3HP

11 - Papercut - Uninjured, 4HP

11 - Granite - Uninjured

10 - Pyre - Staggered, Dazed, Bound [Helpless]

7 - Ghost Girl - Uninjured, 3HP

4 - Professor Fathom - Uninjured

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I think this is the first or second thread where Wraith had the good sense to actually shapeshift BEFORE combat started. How 'bout that.

Wraith's loadout, for the record:

Super-Movement 1 (Wall-Crawling) [2pp]

Speed 1 (10mph / 100 feet per Move Action) [1pp]

Strike 5 (Feats: Improved Critical [19-20], Mighty) [7pp]

[2 + 1 + 7 = 10/10pp]

Move action: Wraith moves around the corner to get line of sight.

Standard action: Charge Granite!

Melee Attack Roll vs. Granite (Power Attack -2/+2, Charge +2) (1d20 + 10 - 2 + 2=12)

Grr. Even (I assume) tou-shifted and flat-footed, I sort of doubt that hits.

Wraith is at -2 defense until her next turn. She'll be interposing for Papercut, when able, for now. (She'd interpose for Kimber against that fire, but that villain seems well in hand!)

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Koshiro gets an HP for being menaced by the deadly dihydrogen monoxide!

Free Action: Force Field

Standard Action: Thousand Crane Attack versus the glass

Move Action: Retrieve Bauble

Spend that HP for a surge!

Move Action: Flight 3, 500ft further into the museum, away from the Four

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Pyre's turn passes from the daze, so!

Ghost Girl

Move Action: Fly closer to Sylph.

Standard Action: Ice Breath.

As an aside, Sylph has both Insubstantial 2 (Immunity to Physical Damage) and Partial Immunity to Energy Damage. I'm treating 'cold' as energy, mostly because heat usually is as well, but since this is an area effect and Snare rather than Damage, it should effect her normally regardless.

Sylph

Reflex Save vs. DC 22. (1d20+5=9)

Reflex Save vs. DC 22. (1d20+5=19) Entangled!

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Professor Fathom

Papercut gets his HP back, because I'm bumping Fathom's Elongation by 2 ranks Extra Effort style, up to Elongation 10. That lets him stretch 500' as a move action, which not incidentally is the same distance Flight 3 gets you in a move action.

Move Action: Elongate 500'.

Standard Action: Initiate Grapple. (1d20+10=27)

Grapple Check. (1d20+19=23)

Let me get an opposed Grapple Check from Papercut before anything else.

34 - Sage - Brusied x1, 6HP

24 - Cobalt Templar - Uninjured, 3HP

22 - Sylph - Uninjured, Entangled

20 - Citizen - Uninjured, 3HP

13 - Wraith - Uninjured, Shaken, 2HP

11 - Papercut - Uninjured, 5HP

11 - Granite - Uninjured

10 - Pyre - Staggered, Dazed [sage's turn], Bound [Helpless]

7 - Ghost Girl - Uninjured, 3HP

4 - Professor Fathom - Uninjured

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That... is a very good question. Off-hand, I'd probably say no, since the actual attack if happening well away from Wraith, but I can see the argument. Allow me to confer and get back to you on that!

Put up a Grapple check regardless, and if we don't need it, we don't need it.

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Okay, so having consulted, I'd normally allow the Interpose on the grounds that Elongation is akin to a ranged attack, but since I want to actually get on to the main part of the thread, I'm going to toss Wraith an HP as well so that Koshiro is caught. If it's any consolation, you'll probably be happier to have those HP later.

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Okay! From this point on, we'll be using those power-swapped sheets I posted earlier. We're temporarily out of rounds as well, so feel free to post reactions.

Generally speaking, everyone is now wearing a version of the costume normally worn by whoever's powers they've gotten in the swap. Like so! Citizen might have a maroon trenchcoat made of fire rather than a cape, for example, but he's more or less in Cobalt Templar's usual kit. Feel free to describe it was you will or ask if you need clarification!

Now! Everyone's getting another HP for this, and they're going to need it. To represent being unfamiliar with their new powers, any use of an activated power will require a DC 15 Concentration check to pull off. Passive powers function normally and they can use Extra Effort to forgo the Concentration check if they like. Any character can also spend a move action on their turn to 'coach' whomever is using their powers, negating the Concentration check on said character's next attempt, assuming they do as instructed.

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Just for my own reference:

34 - Sage - Brusied x1, 7HP

24 - Cobalt Templar - Uninjured, 4HP

22 - Sylph - Uninjured, Entangled

20 - Citizen - Uninjured, 4HP

13 - Wraith - Uninjured, Shaken, 4HP

11 - Papercut - Uninjured, 6HP

11 - Granite - Uninjured

10 - Pyre - Staggered, Dazed [sage's turn], Bound [Helpless]

7 - Ghost Girl - Uninjured, 4HP

4 - Professor Fathom - Uninjured

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The Factor Four are all moving all-out, legging it (metaphorically, in some cases) for the exit. For simplicity's sake, we're back in the same rounds to see if the team can stop any of them before they escape with the Bauble.

34 - Sage - Brusied x1, 7HP

24 - Cobalt Templar - Uninjured, 4HP

22 - Sylph - Uninjured

20 - Citizen - Uninjured, 4HP

13 - Wraith - Uninjured, Shaken, 4HP

11 - Papercut - Uninjured, 6HP

11 - Granite - Uninjured

10 - Pyre - Staggered

7 - Ghost Girl - Uninjured, 4HP

4 - Professor Fathom - Uninjured

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Well, that's Perception range so it does hit! But it's heat vision and Professor Fathom currently has Pyre's powers... including Immunity to fire damage. I'm gonna have to rule that doesn't even phase him.

Still, a nice moment for someone still getting used to their new powers and their opponent's new powers, too! Go ahead and post IC.

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Right, interesting times!

Move Action: Charge Rock!Slyph. +2 Attack, -2 Defense.

Standard Action: Well, I want to use the Drain Strength, so...

Concentration Check DC 15: 5. Ugh. Extra Effort to forgo the check (HP will be used to avoid Fatigue).

Melee Attack for Drain Strength: 26. If it hits, DC 22 Fortitude Save.

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Rock!Sylph

Fortitude Save vs. DC 22. (1d20+10=19) -3 Strength

She's still more than strong enough to punch through the museum wall, however, and will do so on her turn, continuing to flee.

Go ahead and post IC, KD. I'll get a GM post up for Slyph, then it's Citizen's turn.

34 - Sage - Brusied x1, 7HP

24 - Cobalt Templar - Uninjured, -2 Defense, 3HP

22 - Sylph - Uninjured, -3 Strength

20 - Citizen - Uninjured, 4HP

13 - Wraith - Uninjured, Shaken, 4HP

11 - Papercut - Uninjured, 6HP

11 - Granite - Uninjured

10 - Pyre - Staggered

7 - Ghost Girl - Uninjured, 4HP

4 - Professor Fathom - Uninjured

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