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trollthumper

Viral Celebrity [OOC]

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All right. Citizen knows from his Online Research - the club is wired for WiFi, funny that - that the woman taking the turntables is Gloria Greenwich. A renowned "socialite" (read: rich person with status), Gloria jumped beyond the lower circles of New York nightlife by making... something that Miss A would probably not want Citizen seeing. This particular tape drew attention to her and her family, which led to the "Greenwich Rules" show on E. Gloria's been trying to find some way to parlay the fame from the show into other venues, and is trying her hand at DJing.

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All right, here's where it stands:

Temperance: 22, Unharmed, 2 HP

Fame Monster: 21, Unharmed, 0 HP

Gloria: 18, Unharmed, 0 HP

Citizen: 16, Unharmed, 4 HP

Temperance tries to catch the Fame Monster in a Snare as an opening gambit. It's a very fruitful opening gambit, requiring a DC23 Reflex save from the spirit. And it's Bound. Huh.

Temperance: 22, Unharmed, 2 HP

Fame Monster: 21, Unharmed, Bound, 0 HP

Gloria: 18, Unharmed, 0 HP

Citizen: 16, Unharmed, 4 HP

The Fame Monster first throws up its Force Field, then attempts to Stun Temperance. The bolt misses, however, but likely takes out a sink or two. Gloria, meanwhile, takes a full Move Action to get the hell out of there and onto the dance floor.

Citizen is up next.

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What we need more of is SCIENCE

Move Action:

Sharl teleports into the room.

Standard Action:

Sharl spends an HP to double his dodge bonus and uses the Total Defense maneuever, raising his to-hit to 34. He will interpose for either Temperance or Gloria.

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That will work.

Temperance: 22, Unharmed, 2 HP

Fame Monster: 21, Unharmed, Bound, 0 HP

Gloria: 18, Unharmed, 0 HP

Citizen: 16, Unharmed, 4 HP

Temperance attempts to use her Blast against the Fame Monster. That hits, as she's Bound and has a Defense of 5, and gets a +2 from Autofire. So DC25 Toughness for her. She makes it. The Fame Monster then looks at Gloria's phone, and uses her Teleport + Damage to get the hell out of here. First, let's see if she's able to concentrate enough to get out of there. She does not, but the Damage still goes off, requiring a DC19 Reflex and DC24 staged Toughness save from Temperance and Citizen.

As the Snare is right the hell there and has no Reflex save, it just gets Toughness. The Snare is damaged, but still intact. Temperance, meanwhile, makes her Reflex save to halve it down to DC19, then shakes it off.

Temperance: 22, Unharmed, 2 HP

Fame Monster: 21, Unharmed, Bound (Snare - Injured x1), 0 HP

Gloria: 18, Unharmed, 0 HP

Citizen: 16, Unharmed, 4 HP

Gloria keeps running across the dance floor, and it's Citizen's turn.

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Ooh, energy-based Reflex saves are one of Citizen's more serious banes.

Reflex vs 19: 7

Ouch. I will HP that.

21

OK, so that's just a DC 20 Tou save.

DC 20 Tou save: 24

Nice!

Okay, hm.

I'm rapidly losing HP here, so I'll just have Citizen attack her unarmed. Does 26 hit with the Snare cover? (I missed whether or not that was an issue) If so, that's a DC 28 Tou save.

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As it didn't count for the first one, I'll say the Snare does not provide cover. So, it will hit. And the Fame Monster takes a Bruise.

Temperance: 22, Unharmed, 2 HP

Fame Monster: 21, Bruised x1, Bound (Snare - Injured x1), 0 HP

Gloria: 18, Unharmed, 0 HP

Citizen: 16, Unharmed, 2 HP

Temperance is up next, and she tries another Blast. It still hits, given the Snare, and tops out at +4 Autofire. The Fame Monster is Bruised and Dazed - but shakes off the Daze in a burst of Fiat, granting both heroes a HP.

Temperance: 22, Unharmed, 3 HP

Fame Monster: 21, Bruised x2, Bound (Snare - Injured x1), 0 HP

Gloria: 18, Unharmed, 0 HP

Citizen: 16, Unharmed, 3 HP

The Fame Monster again attempts to teleport out and shatter her snare in the process. She doesn't make the Concentration check - but in another act of Fiat, she does so, though she takes the Snare with her. Temperance and Citizen must make a DC19 Reflex save and DC24 Toughness save as the Fame Monster takes the dance floor, where Gloria is still trying to flee.

Temperance: 22, Unharmed, 4 HP

Fame Monster: 21, Bruised x2, Bound (Snare - Injured x1), 0 HP

Gloria: 18, Unharmed, 0 HP

Citizen: 16, Unharmed, 4 HP

Temperance makes the Reflex save to halve, but is Bruised and Dazed. Hero Point to reroll! With the +10, that beats it.

Temperance: 22, Unharmed, 3 HP

Fame Monster: 21, Bruised x2, Bound (Snare - Injured x1), 0 HP

Gloria: 18, Unharmed, 0 HP

Citizen: 16, Unharmed, 4 HP

Citizen is up next.

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Reflex vs 19:

10

Tou vs 24:

23

Injured!

OK, the joke is wearing thin for Citizen.

He'll fly out to the dance floor, right through the walls, as a move action.

He'll then stunt the following power off his Tronik Array:

Damage 8 (Extras: Autofire, Secondary Effect) [24 pp]

This will represent causing a major electrical disruption in the body of the bad monster.

19

OK, that's a DC 23 Tou save + whatever Autofire bonus he gets, this round and next round.

Let me know if she makes the initial save, as Sharl is willing to hit her again.

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All right. Citizen manages to track the path of the spirit back to a private server somewhere in Riverside. Judging by the coordinates, it seems to be an abandoned theater.

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And another fight ensues! The Marchesa will once more be represented by my Shock Jock, this time at PL12 - ATT +8 (+12 Electrical Storm), DEF +12 (+4 Flat-Footed), TOU +12, FORT +8, REF +10, WILL +9, and damage to match. The Gremlins will be represented by AA's Empty Battlesuit build at PL6 - ATT +2 (+6 Blast/Unarmed), DEF +6 (+1 Flat-Footed), TOU +6, FORT --, REF +1, WILL +3, and damage to match.

The Marchesa goes on 25.

The Gremlins go on 20, 12, and 9.

Temperance goes on 14.

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And here's our roster:

Marchesa: 25, Unharmed, 0 HP

Gremlin 1: 20, Unharmed, 0 HP

Citizen: 15, Injured x1, 4 HP

Temperance: 14, Unharmed, 1 HP

Gremlin 2: 12, Unharmed, 0 HP

Gremlin 3: 9, Unharmed, 0 HP

The Marchesa opens by unleashing a Blast Area Shapeable on Citizen. DC22 Reflex to halve, DC27 Toughness to save - unless Sharl is Insubstantial, that is.

Gremlin 1, meanwhile, takes a swipe at Temperance. And misses.

Citizen is up next.

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Reflex vs. 22: 21 Booooo.

Tou vs 27: 30

Yay! Well, Citizen can't go Insubstantial inside the computer. He's Flying Brick Sharl at this point, using the stats from low down on his sheet.

Citizen goes ahead and tries to Bluff her as a move action. I'll spend an HP to acquire the Challenge feat to do it without the penalty.

That's DC 25 with Skill Mastery.

He'll follow that up with an attempt to punch her.

11

Of course! Another HP...26

DC 29 Tou save.

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And she is Dazed and Staggered.

Marchesa: 25, Unharmed, Dazed (Citizen's Action), Staggered, 0 HP

Gremlin 1: 20, Unharmed, 0 HP

Citizen: 15, Injured x1, 2 HP

Temperance: 14, Unharmed, 1 HP

Gremlin 2: 12, Unharmed, 0 HP

Gremlin 3: 9, Unharmed, 0 HP

Temperance, meanwhile, unleashes her Blast on Gremlin 2. She hits 26 on a DC16 Defense, so that's a DC27 TOU save. It takes a Bruise. The Gremlin, meanwhile, Blasts her, and hits, necessitating a DC21 TOU save. Bruised and Dazed. Hero Point! That's a 22, so better.

Marchesa: 25, Unharmed, Dazed (Citizen's Action), Staggered, 0 HP

Gremlin 1: 20, Unharmed, 0 HP

Citizen: 15, Injured x1, 2 HP

Temperance: 14, Unharmed, 0 HP

Gremlin 2: 12, Injured x1, 0 HP

Gremlin 3: 9, Unharmed, 0 HP

Gremlin 3, meanwhile, takes a swipe. And misses. Top of the round! Marchesa's still Dazed, and Gremlin 1 takes a swing at Temperance. He hits, necessitating a DC21 Toughness save. She takes a Bruise.

Marchesa: 25, Unharmed, Dazed (Citizen's Action), Staggered, 0 HP

Gremlin 1: 20, Unharmed, 0 HP

Citizen: 15, Injured x1, 2 HP

Temperance: 14, Bruised x1, 0 HP

Gremlin 2: 12, Injured x1, 0 HP

Gremlin 3: 9, Unharmed, 0 HP

Citizen is up next.

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