Griffon

Freefall's page

92 posts. Alias of GM_Drake.


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Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Freefall continues to fall, keeping an eye on the woman Voltage was talking with, in case she runs into addtional trouble as she is walking to the police station, while also keeping apprised of Voltage's position, and ready to port immediately if the situation requires it.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

With the update from Voltage, after Freefall teleports to PRIMUS, he disappears nearly as suddenly as he appeared and ports to above Cyrpus Grove Park and looks for where Voltage is.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Freefall continues to fall to the ground, keeping an eye out for anything that will require the heroes' help, and with not noticing any such situations, when he is only 1000 feet above the ground, teleports to PRIMUS.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Perception vs DC 20: 3d6 + 0 ⇒ (5, 5, 1) + 0 = 11 - 5 = 6

(-1 per 1000 feet above the ground he is at, starting with -5 on the round he teleports a mile above the ground, then reducing the penalty by 1 each round he is falling ==> 500 feet first round, then 1,000 feet per round after. I will be increasing his effective Perception ranks to his Freefalling AE when he levels.For now, he is unable to meet nor beat DC 20 Notice checks (unless natural 18 is an auto-success).


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Freefall shifts to his Freefalling AE and ports to a mile above the city, scanning for any criminal activity or unusual behaviors as he freefalls towards the ground.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Int check vs DC 8: 3d6 + 0 ⇒ (5, 2, 2) + 0 = 9

Freefall lowers his voice so only Sigil can hear him, "She works for the courts, so the police in the station might have an on-call number for her for emergencies."


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Freefall shifts to the base power of his Messenger of the Gods power array and teleports to the interior of his boat (currently docked at one of the docking harbours in Auckland, New Zealand) and does an internet search for one Dr. Erla Davis to see which business and house phone numbers are listed for her, as well as business and home addresses.

One round to teleport to his boat and retrieve his laptop. A second round to do an online search and write the numbers (if found) onto piece of paper. A third round to teleport beside Sigil and hand him the piece of paper with Dr. Erla Davis' contact info.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

As there were no goatman to be seen in/by the park, Freefal switchs to his Freefalling AE and ports a mile into the sky. He immediately notices that the two falling goatmen are gone, then looks over towards the police station where he sees Sigil and Atlastic (holding the woman from the cage), then ports down beside them.

After he ports to the ground, he sees the woman is asleep in Atlastic's arms. He looks towards each of his teammates, then points towards the woman and mimes opening his helmet's visor, effectively miming "We can't make he stay asleep, so now what?"


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Congrats!


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

On my last turn I added a blue bar to the falling goatman to indicate how many of falling it has remaining (out of 6 rounds). I will adjust such trackers when I take my turns, so that one is now at 5/6 rounds of falling remaining.

Freefall turnabouts to the park area once again, attempting the same tactic. against goatman #7)

Close Combat (teleporation array vs DC 17): 3d6 + 12 ⇒ (4, 4, 3) + 12 = 23

Teleport Attack vs DC 17: 3d6 + 8 ⇒ (5, 1, 3) + 8 = 17

Another goatman appears in the sky about 500 feet above the other falling goatman.

Kenny starts to feel confident once again that his plan is going to work, while the 'big hitters' of the team deal with the major threat of the diablo monster.

He has a thought, since they have deduced that the imps, goatmen and diablo are some kind of constructed beings linked to a video game, that though he has never inflicted any actual physical harm in the few months he has been a superhero for, that is inspired by an oft-used tactic Wile E. Coyote attempted trying to catch the road runner...

...but dismisses it as there would be no way to ensure actual people did not wind up being in the path of any falling 'anvils' he would be dropping onto the heads of their summoned video game monsters...as well as property damage to the city that dropping large heavy objects onto the ground would cause.

...then another thought occurs to him, Are our [divine] fathers [parents] testing us??

@GM: Please make it so I can move the goatmen and add and edit the falling counter (like I am able to do with goatman #8. Place goatman #7 in the square directly above goatman #8 and add blue bar with 6/6 tracker.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Freefall tries again, knowing he has the capability of willing them into the sky. The falling goatman is just about back on the ground...but not if he can help that...

Turnabout Close Combat (Teleportation Array) vs Parry DC 17 of goatman #8: 3d6 + 12 ⇒ (6, 4, 1) + 12 = 23

Teleport Attack vs Will DC 17: 3d6 + 8 ⇒ (1, 6, 3) + 8 = 18

The goatman he first sent falling from a mile high in the sky is once again a mile high above the pond in the park.

Goatman #8: 6 rounds til landfall


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

The baddies' turn.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Still disguising his voice, "Police station rooftop."


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Hoping he is successfully disguising his voice, "The cause might be her or that the video game is cursed? Sigil, thoughts?"


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Kenny speaks in a deep-pitched voice that does not match his usual laid-back timbre and attempts to disguise his voice further by speaking with an American accent.

Attempt to disguise voice: 3d6 + 0 ⇒ (3, 3, 5) + 0 = 11

"What video game? That might solve the mystery of how we set things right." comes over the radio in response to Atlastic's update.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

I will try to remember to post in here if there has not been any prompt for me to post in gameplay for a week. I might make Sundays the day I post if I have not posted in discussion or gameplay since the previous Sunday, so you know I am still around.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Freefall tries his luck against another of the goatmen in the park unnumbered one south of the park's pond

Turnabout Teleport Attack

Close Combat (Teleportation array) vs DC 17: 3d6 + 12 ⇒ (3, 6, 4) + 12 = 25

Teleport Attack vs DC 17: 3d6 + 8 ⇒ (1, 1, 3) + 8 = 13

Another goatman is startled by the spontaneously appearing and disappearing hero, but remains rooted on the ground.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
"Sigil" Malaryth wrote:
Sigil's commlink is a magical earring. He can make you one

That will disguise/distort his voice so it is not recognizable when his voice comes through the comms?

With the magical earring (if it can do the above), his hindrance is still in effect...with his search being for system he can install in his superheroing motorcylce helmet that will distorts/modulates his voice when he speaks in public.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Freefall has a comlink (he has the wealth to have one). It is his complication that he usually does not speak over it. The one time he did during the current encounter is when he was high in the sky and could see there were no pedestrians near any of his teammates. He does not have a commlink that modulates/disguises the sound of his voice...yet...part of his complication (porting to differerent countries (not in Freefall gear, and using cash instead of electronic debit/credit card) looking for businesses that there would not be any video of Kenny purchasing such specialized comms device to install into his helmet.

@GM: maybe by time he finds such a specialized comms gear, treat it as taking 10 on his wealth check, resulting in a temporary loss of 1 or 2 points of wealth rating (which recovers at regaining 1 point per month) to represent the resources he has spent looking for place that he can get one in another country without needing ID/electronic payment/record/being on camera (from any cameras inside/outside the business/surrounding area around where he acquires the specialized commslink - if he ever finds one under those specific parameters).

Places he would tend to look for such things includes large open-air bazaars, with some of the merchants have plain merchant tents, etc.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

When I ported Atlastic to the roof of the polic station and told him to handle the big guy while I corral the goatmen into the sky, that was might have been heard by the others (via Atlastic's comms device, if his comms piece is not set to 'push to talk'). My comms is set to 'push to talk' and did not transmit the words I told Atlastic.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Freefall teleports in a half-crouching position by goatman 1's right flank and reaches out to touch him...

Close Combat (teleportation array) vs DC 17: 3d6 + 12 ⇒ (2, 1, 1) + 12 = 16

...but the goatman moves reflexively out of the way when the teleporting hero appears out of thin air beside him.

Before the goatman can attempt to get his hands on Freefall, he vanishes from the goatman's sight.

Turnabout back to where I started the round.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

free action to swap to Tandem Skydive AE

Freefall turnabouts to behind the head of goatman #1 and lays a hand on the beastman's head.

Close Combat (teleportation array): 3d6 + 12 ⇒ (5, 4, 2) + 12 = 23 vs DC 17

Teleport Attack: 3d6 + 8 ⇒ (1, 3, 3) + 8 = 15 vs DC 17

The goatman remains rooted on the ground but before it can react Freefall blinks back to where he was and is about to make landfall by the small pond in the middle of the city not the pond in the park where the baddies are.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Three (Freefall, Sigil, Voltage)


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Freefall turnabout teleports to Atlastic, "You take care of the big bad, I will start corralling the goatmen into the sky."

move action to port and back to sky (500 feet above the ground), with the standard action to teleport Atlastic beside the cage with the man inside.


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Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

future upgrade to Freefalling AE when Freefall's ranks in base array power increase by 1 rank:

Cost to increase base power by 1 rank: 5 power points

Freefalling AE will improve in the following:

Senses (Extended Vision) 2 ranks increased to 3 ranks (cost: 1 power point)
Quickness (Flaw: Limited to mental actions) 2 ranks (cost: 1 power point)
Enhanced Trait (Perception) 12 ranks (cost: 3 power points)

The above upgrade will allow him to be over 1 mile above the ground without impeding his visual perception checks of what is occuring on the ground (as long as he has line of sight).

He can use active Perception checks as a free action (time rank -2), which will allow him to survey all the ground quickly without needing to use a move action to do so.

He can automatically notice things that require DC 22 (or less) Perception checks with his instantaneous Perception checks.

It takes him 1/4 the time to read. A useful ability fitting a messenger of the gods.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Okay.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Happy New Year to everyone as well.

Hoping you change your mind and stick around. The mechanics analysis is done.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Parker is technically replying during his next turn (while he is freefall scouting for additional threats and looking for the Big Bad. As he can see there are no civvies near his teammates, they hear his (still unmodulated/changed) voice over their comms.

"Cages, man and woman are on roof of police station. Woman ranting they will keep coming after her. I am looking for where the big bad went to."

On the next round, Parker will be (1st move action) porting 1,000 feet above the city and making an active Perception check (2nd move action), with no penalty to his Perception check for distance due to 2 ranks of Senses (Extended Visual). His Perception modifier is +0. When he increases the base power of his Messenger of the Gods power array, he will be adding Enhanced Trait (Perception) to his Freefalling AE. He can see things on the ground as if they were within 10 feet of him, but not very good at spotting stealthed/hidden foes...yet.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Freefall ports to the top of the cage in the park that contains the man (first move action) and teleports himself, the cage (with the man inside) to a 'safe to land' location on the roof of the police station. (second move action)

He then changes to his Freefalling alternate power of his Messenger of the Gods power array.

Nearly instantaneously after porting the second cage to the roof, he blinks out from view. (Technically the first action of his next turn, but from the man in woman in the cages, he was only there for an instant.)


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Some powers I think might look at degrees of success on the attack roll (not sure), but for baseline damaging powers, I think it is all or nothing result for the attack roll (by 3E default rules (I think) and I do not have a copy of the 4e beta test rules).

Unless Ironperenti wants us to treat extra degrees on an attack rolls (for damaging effects) (that do not already have different effects for different degrees of success for the attack roll) as adding extra levels of success/failures to the effect/resistance rolls.

If so, there should be results for scoring more than the same number of degrees of failure on the attack rolls (that have effects that are not all or nothing, such as baseline 'punch and damage, as opposed to effects that are 'all or nothing', such as Teleport Attack.

A potential group rule could be:

For attacks that result in Toughness saves to determine the number of Toughness hit points a target loses (and which conditions they gain).

IF every 3 degrees of success or failure on the attack check (of damaging effects) reduces the degrees of success on the prompted Tougness save by 1 degree, and every 3 degrees of failure on the attack roll causes the attack to become 'off-kilter':

Working with the above suggestion using Atlastic's +10 attack (8 damage punch). The extra degrees of failure would not cause the attacker to take Toughness hit points, but could cause him to gain the Dazed or Staggered condition (i.e. Jimmy Olsen trying to hit a thug and not just missing but threw his balance out of whack trying to hit the thug).

Atlastic rolls the lowest tally on his 3d6 pool to hit a goatman (DC 17 to hit) so Atlastic (+10 attack) needs a minimum of 7 on the dice pool. If he were to roll 16 on the dice pool (netting 3 degrees of success), the goatman's Toughness roll would have a bonus degree of failure (to Atlastic's favor for connecting with his punch so well).

Should Atlastic roll a 3 on the dice pool (netting 2 degrees of failure, he does not gain a negative condition - he's just too damn good!)

Now should Freefall attempts to punch the goatman (not Teleport/Disarm), to gain one degree of success against the goatman (DC 17) Freefall (+0 attack) would need to roll a 17 or higher with the dice pool to effectively hit goatman that might hurt it.

If Freefall's total with the dice pool to attack the goatman was 8 or less, Freefall through himself off-balance (or hit something else, etc.) that causes Freefall to gain the Dazed condition because he netted 3 degrees of failure on his attack roll. As he cannot gain 6 degrees of failure when trying to punch the goatman (as that would be DC 0 (which he can only roll as low as a 3 on the dice pool). Someone with a -3 Fighting skill would have the possibility of staggering themselves trying to hit the goatman.

In summary, if treating every 3 levels of success on the attack roll (of a damaging effect), the number of degrees of success of the target's Toughness save is reduced by 1 degree. Failing the attack check by 3 degrees of success would cause the attacker to gain the Dazed condition. Failing the attack check by 6 degrees of failure would cause the attacker to gain the Staggered condition.

Atlastic could never daze (or stagger) himself simply trading punches with a goatman.

Freefall (attack +0 with basic punch) would need to roll a 17 on the dice pool to hit the goatman (in a way that might hurt it), and if Freefall rolls a 8 or less on the attack roll, he causes himself to become Dazed (he tried to hit a 'brick wall' with his bare hand - trust me, that can daze a person.) Freefall could never cause himself to become staggered trying to hit a goatman (as that would require him rolling a 0 on the 3d6 dice pool). But someone with a Fighting rank of -3 and no ranks in Close Combat could stagger themselves trying to hit a goatman (if they roll a 3 on the dice pool).

Now, for the thematics, average (or lacking) fighting skill baddies could wind up dazing themselves by trying to hit Atlastic. :) if we make it so extra degrees of success/failure on attack checks (of damaging effects) can affect how effective the successful hit is (or how off-kilter the attack made the attacker if failed with 3 or more degrees of failure).

Apologies for the repetitiveness. Only got about half a night's sleep.

For every 3 degrees of success an attack gains on an attack roll (of damaging effect): Target reduces degrees of success of Toughness check by 1 degree.

For every 3 degrees of failure that an attacker gains on an attack roll (of a damaging effect) he gains a condition depending on how many degrees of failure he gaines on the attack roll: 3 degrees of failiure (Dazed), 6 degrees of failure (Staggered).

The Dazed/Staggered condition the attacker gains works for close combat. For ranged attacks, not so much.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Happy New Year to you (and everyone) as well.

While looking at Atlastic's profile to see if he got the numbers of his rolls right, (still waking up, so might find the answer after I make a coffee and it starts to take effect).

Atlastic's Rubbery Punch used a +10 attack modifier, with a +10 effect modifier (DC 21 for goatman's Tougness save).

From Atlastic's profile:

Strength (STR) 8 [Close Damage • 16PP] [Powerlifting 4 grants STR 12 for lifting only = 100 tonnes]

Fighting (FGT) 6 [Close Attack Checks, Parry Defence • 12PP]

Grab +6 (Normal) / +12 (Elongation)
Unarmed Attack (Close): +10 to hit, Damage 8 (STR), Reach 120ft.
Slamming Strike (Close): +8 to hit, Damage 10 (STR), Power Attack
Big Finish (Close): +10 to hit, Damage 10 (STR-based), Crit 17-20
Roll Up! Roll Up! (Close): +10 to hit, Damage 10 (STR-based), Move (Movement) Action required
Stretching Wrap (Close): +10 to hit, Affliction 10 (Hindered and Vulnerable; Defenseless and Immobile), Resisted by Dodge, then Damage 10
Ranged (Thrown): +6

Close Combat (Malleablities) +10 [FGT • 4RANKS/2PP]
Close Combat (Unarmed) +10 [FGT • 4RANKS/2PP]

Power Attack

Malleablities (34PP Array)
• Elasticity: Elongation 6 (extends 120 ft), Reach 2 (unarmed attacks) (10 PP)
• [AE] Roll Up! Roll Up!: Movement 2, Attack , Linked Damage 2, Activation (requires 1 Move Action to provide momentum), Quirk (Has to roll into a compact ball) (1PP)
• [AE] Big Finish: Damage 2 (Strength-based), Improved Critical 3, Limited to 1/encounter (1 PP)
• [AE] Stretching Wrap: Affliction 10 (Resisted by Dodge; Hindered & Vulnerable, Defenceless & Immobile), Extra Reach 2 (1 PP)
• [AE] Slingshot Leaping: Leaping 6 (120 ft standing long jump), Feature 1 (slingshot manoeuvre) (1 PP)
• [AE] Alley Oop!: Movement 2 (Safe Fall, Swinging) (1 PP)
• [AE] Blimp Form: Flight 4 (30 MPH), Feature 1 (Inflates to become a giant balloon), Subtle 1 (Can deflate/re-inflate quickly) (1 PP)
• [AE] Titanic Grip: Enhanced Strength 4 (Limited to Grabbing checks), Growth 2 (Limited to hands only, Innate) (1 PP)
• Rubberlike Resilience: Protection 4, Sustained 2 (6 PP)
• Dense Form: Immunity 10 (Bludgeoning Damage), Limited to half effect (5 PP)
• Pliable Physique: Immunity 5 (Entrapment, Ropes, Snares, Grabs), Feature 1 (can squeeze through tight spaces) (6 PP)

Atlastic's baseline attack/effect for punches is:

attack +10 (Close Combat (malleables) +10
effect +8 (Strength score)

Unarmed Attack (Close): +10 to hit, Damage 8 (STR), Reach 120ft.

What am I missing that makes the rubbery punch effect become 10 (without lowering the attack modifier)?

Are his rubbery punches applying the power attack? Lowering the attack modifier to +8 would make the damage strength 10.

edit: Was his rubbery punch Big Finish?

Big Finish (Close): +10 to hit, Damage 10 (STR-based), Crit 17-20

Big Finish: Damage 2 (Strength-based), Improved Critical 3, Limited to 1/encounter


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

@Atlastic

Remember to add 11 to the baddies' defenses to figure out the DC you are rolling against. Atlastic's Attack of 22 vs DC 17 resulted in 2 degrees of success on the attack roll (every three points you exceed the DC by is another degree of success).

The goatman's Toughness save netted two degrees of failure (which is the same as two degrees of success in Atlastic's favor), so yes, the goatman becomes staggered and loses 2 Toughness hit points.

I was going with the DC for the goatman's Toughness save being correct. How is it it Damage 10 for Atlastic's punch? See discussion for this query. From what I got from his profile page is +10 attack/+8 effect for his baseline punches with no way of getting a +10 attack/+10 effect punch (taking into account his various powers, skills and advantages). If it should only be 8 damage (making it a DC 19 Toughness save for the goatman), that would make the goatman's Toughness save result in 1 degree of failure ==> gaining the Dazed condition and taking 1 Toughness hit point of damage.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Creatures engaged so far:

Goatmen Dodge 6 Parry 6 Toughness 10
Imp Dodge 5 Parry 5 Toughness 3

@GM: What is the goatmen's Will defense?


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Freefall, currently 4,000 feet above the city, switches to his Divine Delivery I alternate power, teleports to the top of the cage containing the woman (first move action) then teleports the cage (and the woman) (second move action) to the rooftop of the police station, which will be easily seen by the people on ground in front of the front doors of the police staton.

The woman, startled at first, realizes that Freefall has removed her from the frightening predicament she was in and thanks him. Freefall points toward some people walking into the police station, and ports away technically his first action for his next turn, but storyline wise from the rescued woman's perspective, he points at the people on the ground then is no longer there). The woman yells down to get the attention of the people on the ground.

Messenger of the Gods base power:

Teleport (13 ranks; move action/turnabout: 30 miles; two move actions: 8,000 miles (more than the diameter of Earth)
Action: move
Range: rank
Base Cost/rank: 2
Accurate extra (+1/rank) --> 3/rank
Extended extra (+1/rank) --> 4/rank
Easy extra (+1/rank) --> 5/rank
13 ranks at 5/rank = 65 points
Change Direction extra (1 flat-cost) --> 66 points
Change Velocity extra (1 flat-cost) --> 67 points
Turnabout extra (1 flat-cost) --> 68 points

Divine Delivery 1 alternate power:

As base power (Messenger of the Gods) with following adjustments:

Remove the Easy extra (-13 points)
Remove the Turnabout extra (-1 point)
Add 14 ranks of Increased Mass extra (14 points)

Total Point Cost of Divine Delivery I: 68 points (reduced to 1 point for AE)

14 ranks is 400 tons
rank 14 mass examples (drilling rig)
rank 13 mass examples (747, fishing trawler)
rank 12 mass examples (767, cargo jet)
rank 11 mass examples (tank, locomotive)
rank 10 mass examples (APC, humpback whale)
rank 9 mass examples (fighter jet, semi, streetcar)
rank 8 mass examples (lear jet, subway car)
rank 7 mass examples (truck)
rank 6 mass examples (luxury car, van)

I do not know if the police station is on the current map, so I placed Freefall's token in the bottom left grid square of the map.

On his next turn, Freefall will (first move action) teleport to top of cage with the man inside, and then (second move action) teleport that cage (and man inside it) to the roof of the police station, near where the roof access door is (out of way of path from door to edge of roof by front door entrance to police station, where the cage with the woman now is). I take it will take a few rounds for the police to get to the cages and bust the locks of the cages.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

One important thing to take into consideration if we use passive defenses, is that we are rolling 3d6 (not 1d20) for our attack and effect rolls (which maxes out at a potential DC of overcoming a targets defenses by using a base of 8 (NOT 10) for the passive defense DCs as is the case in 3rd edition.

typical 3rd edition:

A PL 10 hero with a +10/+10 power against a target that has a 29 (or 30) defense in one or both relevant defenses.

The hero meets or beats the resistance DC if they roll a 19 (or 20) on the d20.

Using 3d6 instead of 1d20, the same hero is incapable of landing an effective action on a taget with a 29 or 30 defense.

So, if we swap to using passive DCs, we should use 8 as the base, and not 10 or 11. With heroes (if you want to give a slight advantage to the heroes over the foes), using a base of 9 instead of 8.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

One advantage of using passive DCs, is once we (the players) know a baddie's resistance against the attack strength of our actions and the baddies' resistance against the effect strength of our actions, we can edit our posts to account for our successful and unsuccessful actions.

I suggest using a base of 10 for both defenses. If you want to give the heroes a slight advantage, you could make it that baddies use base of 10 to determine their defense DCs and you use a base of 11 to determine our heroes' defenses against the actions of the baddies.

Using passive defense DCs for both the heroes and baddies will speed up game play (less random dice scripts for everyone to type).

You do not have to wait for us to post defense rolls and we (the players) do not have to wait for you to post defense rolls.

If you are willing to give us the baddies' defenses DCs or modifiers, we could use either the passive defense DCs of the baddies or script the baddies' random defense rolls (slightly longer to type per post, but gives you the playtest you wanted for rolling both the attack side and the defense side of actions) while speeding up gameplay.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Ironperenti wrote:

I know you guys probably understand my combat tracker but I'll break it down anyway.

Atlastic 11/12; (standard action remaining)<<< The three arrows signify I am waiting for an action from you. In this case I'm tracking Atlastic still has a standard action remaining
Freefall 7/7; Here I will keep track of your remaining hits, any timed modifiers, and any conditions.

Voltage. wrote:
Just for future reference, does the <<< indicate I should go?

Yes, the three arrows indicate that.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Voltage does not have a circle around him (for easy spotting) and players cannot move his token.

Are both people in the same cage?

How big is/are the cage/s?

Where is/are the cage/s on the map?

If only one person in each cage, how many people can each cage hold?


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Posting Freefall's turn now. Late night and do not want to hold up the game by waiting for me later.

Freefall switchs to his Tandem Skydive AE and attempts to get the goatman in the NW corner of the park up in the sky via doing a Turnabout Teleport Other attack (1 mile high, as he tends to port foes, and so it will be higher above the first falling goatman.

Close Combat (Teleportation array): 3d6 + 12 ⇒ (4, 6, 6) + 12 = 28
Teleport effect roll: 3d6 + 8 ⇒ (5, 1, 5) + 8 = 19


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Here's hoping Santa visits you all and Krampus does not.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Now that there is a map up and I am working with what Freefall knows about the layout of the park and what he had seen of the baddies there...all the baddies he teleports up will land (if they fall straight down) into the middle of the pond in the park. Atlastic to the on the ground at the south edge of the pond (as that is most central of the park around the edge of the pond.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
*Gust* wrote:
Before I take my action: is it ok to spend a hero point to temporarily give my Affliction power an area effect quality? Want to blast a group of baddies with a cone. (Which honestly is probably how I should have built the power to begin with.)

I suggest taking the area modifier as an alternate effect (as it will be less ranks than it will be for only targeting a single target), so you have both the 'mini cyclone' and the 'concentrated targeted air blast'.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

The falling goatman will reach the ground on the 6th round after Freefall teleported him.

Freefall is teleporting Atlastic, not himself to the park.

Freefall teleported the goatman 1 mile above the ground so that when he lands he will be 120 feet away from the location Freefall saw the monstrous beast was at, (so the goatman will be farther away from downtown than where the demonic beast was.

Telporting Atlastic will be Freefall's first action on the following turn (as he already used his actions for the current turn) will be to friendly teleport other Atlastic, to where the falling goatman will be landing 5 rounds after Atlastic arrives in the park. Depending on how far the beast has moved since Freefall first spotted it 3 rounds earlier, it could still be within Atlastic's elastic reach.

Freefall will then switch back to his Freefalling power and teleport 5,000 feet back up above the city (downtown, not the park) to look for more goatmen to 'corral' back to the park.

The cop and spectators might notice that Atlastic 'blinked out' a split second before Freefall did.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

The rest of the heroes know Freefall can hear them over the comms but has yet to speak over the comms himself (due to his complication about not risking any of the public recognizing his Kiwi accent and figuring out his secret identity). He has been teleporting to other countries and looking (as Kenny) to purchase a voice modulator to incorporate into the microphone of his helmet. He is most definitely not going to by one state-side (so there is no footage of Kenny buying such a thing) and so far has not found a place that sells them that does not have some sort of traffic camera/store cameras yet that would not show people entering/exiting the shop.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

@GM:

Regarding Freefall's active power of his teleportation array.

Default power active is Freefalling (the one with the reactive teleport).

On turns he swaps to Tandem Skydive (Turnabout Teleport Other Attack power), he of course needs to use a free action at the start of that turn to change the active power from Freefalling to Tandem Skydive so he can make the attack.

At the beginning or end of the following turn, he free actions to swap back to Freefalling (to regain use of the reactive teleport, with the only exception is when he free actions at the start of that turn to swap to a different power of the array instead (base power of the Messenger of the Gods power array, Divine Delivery I or Divine Delivery II).

So depending on the situation, when he first attempts to Turnabout Teleport Other attack, he has to 'drop' his reactive teleport, but on the next (or a later round) he can get back into 'reactive teleportation mode'.

He always uses a free action (when allowed) at the end of his turn to resume the Freefalling power of the power array.

The only times he will not have the reactive teleport are during turns (and until the start or end of his next turn, when he swaps back to Freefalling) whenever he uses a free action to swap to another power of the array, which is for doing one of following things: teleporting more than 1 mile; teleporting more than one person, teleporting more than 50 lbs; using Dimensional Travel or Space Travel.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
ATLASTIC wrote:
GM/Freefall: With me failing Dodge but succeeding in Toughness am I right Ol' Billy Goat has grabbed Atlastic but its kick effectively bounces off his rubber skin? If so when Freefall teleports goatman will Atlastic be teleported too?? Will delay my reaction to Freefall pending what the situ is :)

See the discussion tab regarding if Atlastic might be teleported away or not. He should not be at risk of being teleported along with the goatman with the current power Freefall is using of his Teleportation power array.

As the goatman was attempting to kick (strike) you away, I do not think you are in physical contact after the attempted kick (strike). The goatman would have to release its grip on Atlastic to (attempt to) kick him away. :)


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
ATLASTIC wrote:
GM/Freefall: With me failing Dodge but succeeding in Toughness am I right Ol' Billy Goat has grabbed Atlastic but its kick effectively bounces off his rubber skin? If so when Freefall teleports goatman will Atlastic be teleported too?? Will delay my reaction to Freefall pending what the situ is :)

You should not be taken along due to the following reasons:

1) With the Teleport Attack power (Tandem Skydive) of the power array active, Freefall does not have any ranks in the Increased Mass extra modifier (which means single creature of any size or (and/or?) an object (objects?) (that is not on his person) that weighs no more than 0 mass ranks (50 lbs).

and probably the following reason as well, but could be adjudicated otherwise by the GM

2) As Freefall is willing the goatman to be teleported (it uses its Will defense to resist being teleported against his will) and Freefall was not envisioning teleporting Atlastic with the goatman.

Now if I were using one of the other teleportation powers of the array to attempt to teleport the goatman away, the attack power for Freefall to get his hand on the goatman would be considerably less (+0 attack strength), but the ranks of Teleport would be higher (so if did succeed in touching target, harder to resist Freefall's will).

@GM/Atlastic: Atlastic's query made me think of the following situation:

If, while using one of his Teleportation powers of the power array that has sufficient ranks in the Increased Mass extra modifier; and Atlastic is currently grabbling/grappling a foe, if I touched Atlastic to bring him with Freefall when he teleports, since the foe is in physical contact with Atlastic, and the foe's extra weight is easily within the extra mass Freefall can teleport, would the foe automatically not get teleported OR would it get an defense roll (opposed Teleport ranks/Dodge or Will defense). In this case, Dodge could make sense as the defense if you view it as whether or not the foe is unable to get out of Atlastic's grip, or Will defense as normal for Freefall mentally willing where he is teleporting the group of them to.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Ironperenti wrote:

Using the teleport profile and reading some other stuff I think you have to hit the target so 3d6+atk bonus vs their 3d6+parry bonus. Then they would get a resistance check 3d6+Will vs your 3d6+teleport ranks. Since teleport is an all or nothing, they will either get hit with the full distance or not at all.

Did I answer the question?

You did. Thanks. I figured that was the case (like it is for 3E). As I do not have the 4e playtest rules, I did not know if they had applied such a potential way to nerf the effective ranks of powers that did not use degrees of success in 3e.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Freefall quickly teleports above and behind the goatman and reaches out to touch the back of its head Turnabout Teleport with the intent to teleport him a mile above the ground and half a mile closer to Cypress Hill Park.

Close Combat (Teleport Array) vs goatman's parry: 3d6 + 12 ⇒ (6, 6, 1) + 12 = 25
effect roll vs goatman's will: 3d6 + 8 ⇒ (2, 4, 3) + 8 = 17

If Freefall successfully teleports the goatman, Atlastic open this:

Freefall, "You'll have to finish the show later. He's in the sky falling and closer to the park. I will do what I can to corral the large ones to the park so they're concentrated at the park for you and the others to knock out.

Freefall pauses before continuing, "Do you want me to teleport you to the park?"


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Sigil and Gust: I think you both posted your third round turn actions. All the baddies have not taken their second round turns yet. Ironperenti is using <<< to the right of our names to show which turns are waiting to be posted. The last time he posted the initiative, all our PCs, except for Atlastic, did not have the <<< beside our heroes' names, because the four of us had already posted our turns for the round.

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