.
Roll using whatever. I trust you.
Save defenses, damage checks:
You need to calculate some additional stats for your character - specifically, in relation to their saving throws, some powers, and attacks. In all cases these are derived stats - meaning that you cannot spend power points directly on these stats to raise them. However, they all derive simply from one or more existing character statistics that can be raised with power points. If any statistic these new statistic derives from is changed, temporarily or permanently, these stats are recalculated.
Saving throws:
You need to mark down new save defenses to go with your existing saving throws. One save defense exists for each saving throw, for a total of four. A save defense is equal to 10 + its related saving throw bonus.
Powers:
Be sure to write down the bonus to a power check for any power. For this system, some powers that did not previously require a power check may do so.
Attack bonus and Defense:
These do not change.
Damage:
For any power, attack, or ability that would involve a Toughness saving throw and have effects on the damage track, record a damage check bonus. This damage check bonus is equal to the power or ability's damage bonus + 5.
Here are the very simple ways the rules change:
-Any power that would call for a saving throw instead has the power's user roll a power check for that power, with a DC of the related save defense.
-When Toughness would be rolled to determine an attack or power's damage, the power or attack's user instead rolls a damage check. A damage check is 1d20+that attack or power's damage check bonus against a DC of the target's Toughness save defense. Results are per this table:
-If a modifier would be involved in either of the proceeding rolls, apply the modifier as follows:
*If it is a temporary modifier that only applies to the roll in question, invert the modifier (changing positive to negative or vice-versa) and apply it to the stat being rolled. For example, repeated uses of Mind Control in one combat on one person usually grant that person a +2 on their saving throws for each use after the first on them. Instead apply a -2 to the power check of whoever is using Mind Control for each use after the first on that person.
*If it is a temporary modifier that lasts longer than the roll in question, mark it down as a temporary modifier to the save defense in question. For example, each application of the Bruised condition applies a -1 to the Toughness save defense of that individual until it is healed or otherwise removed.
*Impervious is checked as normal.
All characters gain Ultimate Effort for free as a bonus feat. However, each of you must take it for a different action, skill, or power. This gives everyone their own significant niche or role, and helps to distinguish you as true heroes a little. Additionally, Ultimate Effort may be used once per story/adventure for free without spending a Hero Point.
Everyone should list a calling for their character - the reason, purpose, or motivation that drives them specifically to heroism. This can be a concept (patriotism or responsibility) or a specific event or background (Thom's character's problems with Trinity, for example). Callings act like complications - if they cause problems for you, you gain a hero point. Additionally, if you stick to a calling under duress or roleplay it well, you can earn hero points for that.
I'm going to be very generous in terms of handing out hero points and may even hand out free uses of extra effort (without fatigue) in return for exciting stunts, good roleplaying, and well-done description. This has the effect of making individual actions matter more - we're looking at you doing cool stuff more instead of just going through the motions.
Posts
"Coming around on approach."
"You have permission to land, RK-702."
"Roger. Flying by now."
Below, the great expanse of the Gulf of Mexico stretches to the horizon in all directions. Its waves are low and calm, azure ribbons cut up and thrown together by the orange setting sun. A white seagull wings across the water, its black shadow stretching for what looks like a mile.
The tranquillity is disrupted by the flight of a helicopter - the BRMMMMM of its motor and rotor cutting through the air, displacing wind, pushing the waves into a low crater. The helicopter itself is mostly white, emblazoned with red stripes and blue stars, bearing a surround of dark, tinted glass without reflection.
"Look down, Senator Hollings." The helicopter soars below and beyond, coasting up and towards a pylon of gray steel flecked with orange and green in the distance. As it nears, the pylon grows in vision and opens up - the nearest section a hollow, choked with boats of myriad colours and shapes crossing to and fro, from large green military tankers to tiny white speedboats. A raft of moored boats clings to one of the pylon's arms, rusting steel gone to green choked with wooden planking and rope bridges. The helicopter flies over the raft, seeing a host of people milling about below, then crosses over an arm of the pylon, all shiny seamed steel. On the far side, another thicket of dwellings dominates the view - yellows and orange this time, ramshackle slums built out of salvage and end pieces. A long laundry line bearing bright red shirts is tied between what were once metal masts; at its base, people cluster around an open-air barbecue, ashen smoke drifting up into the air. The helicopter glides over another steel arm, revealing neat terraces of red brick houses interspersed with groomed and kept brown and green mangrove trees. As the ground lowers towards the edge of the pylon - the thick ring that keeps the sea from rushing in - the houses dwindle out, the mangrove trees filling to a partially flooded forest.
The helicopter rises again, aiming for a small landing platform extended from the side of the massive steel-and-glass central pylon. A neat yellow H marks the steel there, and refueling paraphernalia and a handful of people wait at the edges. The helicopter hovers over the center of the platform, its dark shadow extending over the figures below. As it lands, the BRMMMM lowers to a rrrrm and then nothing, the tock tock of the slowing rotors left behind.
One of the figures approaches, a tall man in bulky black security armor, crossed with bright red lines and triangles. He lets his assault rifle drop, swinging on its sling, and opens the door to the helicopter. "Welcome to Trinity City Citadel, Senator Hollings." The senator takes the man's gloved hand - black armor against worn and wrinkled yellowed skin, a gold Rolex watch - and assistance in exiting the helicopter. "I'm Kent Hastings, Director of Security and Police Services."
2100 hours.
"Doo doo doo." The guard whistled as he paced the corridor, red livery standing out against the antiseptic white walls, potted shrub, and low blue lighting. Flourescents cut into the ceiling tiles and set low down by the floor glance off the glass doors that cut into the walls.
The guard keeps pacing.
Creak goes the glass, a small panel between two metal frames popping out, a furred yellow-green tail snaking through. The tail reaches around blindly, quirking in the air then striking out for the side of the guard, wrapping around a length of black cord. A pull, and an access card comes free, red on white swiping through a black card holder. It glows green, then the tail suddenly retracts as a click echoes down the hallway.
"Wha?" The guard turns, the loose card thwapping him on the leg. "How'd that come free?"
From behind, the potted shrub changes. It grows and warps, the branches wrapping around each other and forcing the leaves to the outside, forming a long ropy tendril with a thick head. The shillelagh strikes out at the guard, slamming into the back of his helmet. Urk goes the guard, crashing down on the floor with a "krak!"
Two figures left the cells.
2120 hours.
"bzzt. Agent Haddock, two subjects have escaped the Level C holding cells. Overwatch puts them as heading towards the upper slums. You are cleared to pursue and use non-lethal methods to return. klik."
The radio went silent again, a man in muted black armor shrugging on his gear and heading out along the catwalks to the outside of the Citadel.
2130 hours.
"Shadow, this is Astrid. Something is going on. Two people just exited the Citadel through retaining vent D, heading towards the slum district. They look unusual, perhaps test subjects associated with the biology group.
Additionally, satellite footage shows fires breaking out in the slums and an unusually high amount of conflicts. Please be careful." A tall, muscled man nodded, clicking a button on a wrist communicator, a yellow light dying with the end of communication.
He stepped into a nearby shadow...
...and appeared elsewhere, the flickering flames nearby cascading over his armour. The shadowy figure crossed to the edge of a rooftop, looking into the courtyard below. The crowded, ramshackle buildings leave narrow alleyways, now filled with burning trash. Down in the courtyard, a woman in a green dress is pushed against a tree, five men circling her. "Help!" she screams. "Mommy!" calls out a frightened child, jammed in a nook at the edge of the courtyard. Two of the men turn, circling in on the child.
The shadowy man on the rooftop looks up again, only to see three more figures on the opposing, uneven roofs - a catlike woman, something that looks like a plant, and the man in black industrial armor.
What do you do?
Powers currently active:
Force Field
Damage
Teleport
Powers: Grow or Shrink
Powers:
Wooded Armor
Entangling Arrow
Action 1: Teleport to the girl.
Action 2: Teleport to the mother.
Action 3: Teleport back to the roof.
Power check=1d20+6=13 verse their reflex.
http://invisiblecastle.com/roller/view/2878433/
Damage 1d20 +5 +4 = 26
http://invisiblecastle.com/roller/view/2878492/
Down in the courtyard, the gangsters shout "What the fuck was that?" They grab their weapons, sliding steel pipes and Tec-9s out from under their olive alligator-skin jackets, metal reflecting in the fires. "Come out wherever you are!" the one with the pipe shouts - tallest, biggest, thick with muscle. When the ground shakes with a great craaaack and roots begin to spasm, spurting brown tendrils, they cry again: "Jesus!"
Finally, the shadowed Trinity operative on the far rooftop takes a clean shot. Rat-tat-a-tat echoes through the air, stilling the sounds of looting in the distance, and one of the gangsters falls, his machete bouncing with a klang! His alligator jacket is dirtied with crimson blood.
The Shadow 23 D 15 F 20 R 20 W 20 T 22
Enemies 21
Gang Member D 18 F 17 R 15 W 15 T 17 (Unconscious, Minion)
Gang Member D 18 F 17 R 15 W 15 T 17 (Minion)
Gang Member D 18 F 17 R 15 W 15 T 17 (Minion)
Gang Member D 18 F 17 R 15 W 15 T 17 (Minion)
Gangbanger D 18 F 18 R 15 W 15 T 18 (Impervious 4)
Gang Lieutenant D 19 F 18 R 18 W 18 T 18
James 19 D 16 F 14 R 15 W 15 T 14
Pine 18 D 20 F 17 R 18 W 14 T 22
Jessica 10 D 25 (17+8 size) F 17 R 18 W 18 T 17 (Shrunk to Fine)
Up next: The Shadow (Thomamelas)
Attack: 1d20 + 7 = 10 Missing both of them.
One of them wheels, firing off a spurt of fire towards James. Tat-tat-tat goes the Tec-9, the hail of bullets missing entirely. The masked gangster turns to the Shadow, the long barrel of a shotgun resting in his hands. He raises it and fires - boom! His aim is true, but something around the Shadow stops the slug in midair, smashed metal bouncing to the ground with a ringing klink. The two other gang members step up next to their leader, pulling down on their triggers. Their bright yellow muzzle flashes illuminate what is surely, from this close, the hero's doom.
Except it isn't - again, something in the air stops their bullets in their tracks, bits of golden metal tinkling down, bing-bing-bing.
"What the fuck are you?" the alligator-head screams. "Don't worry boss, I got this!" rumbles the giant, leaping at the Shadow with his length of pipe out-stretched.
His overhead strike hits the embattled hero - thwok - but looks to have no effect, the Shadow not even flinching.
The Shadow 23 D 15 F 20 R 20 W 20 T 22
Enemies 21
Gang Member D 18 F 17 R 15 W 15 T 17 (Unconscious, Minion)
Gang Member D 18 F 17 R 15 W 15 T 17 (Minion)
Gang Member D 18 F 17 R 15 W 15 T 17 (Minion)
Gang Member D 18 F 17 R 15 W 15 T 17 (Minion)
Gangbanger D 18 F 18 R 15 W 15 T 18 (Impervious 4)
Gang Lieutenant D 19 F 18 R 18 W 18 T 18
James 19 D 16 F 14 R 15 W 15 T 14
Pine 18 D 20 F 17 R 18 W 14 T 22
Jessica 10 D 25 (17+8 size) F 17 R 18 W 18 T 17 (Shrunk to Fine)
miss, hit (no damage), crit (no damage), hit (no damage), hit (no damage)
Next up: James! (desc)
Firing on the shooter. (1d20+10=22) vs. [strike]R15[/strike] D18 on a minion.
Damage on shooter. (1d20+9 =17)
Attack roll=1d20+10=26,
Entangle Roll=1d20+6=17
Feint: 8 bluff + 2 Charisma modifier + 8 attack bonus + 1d20 rolls of 5 and 10 = 23 and 28 versus Wills of 18 and 15
Used Move-by Action feat to travel to and away from the goons bookending action
1d20+7: 20 [1d20=13]
Attack 1: 1d20+10: 14 [1d20=4]
Attack 2: 1d20+10: 30 [1d20=20]
"I wonder if you ever got over your fear of things that go bump in the night." Darkness swirling around him as his cape flutters in the breeze.
1d20+1: 2 [1d20=1] Not so terrifying.
On the ground, the Shadow strikes out at his attackers. One knife fails to penetrate a gangster's thick alligator coat, the other knocking at a pressure point. "Oof!" the gang member goes, falling down like dead weight.
Pine's arrow catches the remaining standing gang member unawares, tearing through the leg of his jeans, a thicket of vines spilling out and tying him to the ground. "Hey!"
Jessica's acrobatics spin the gangbanger and Alligator-Head around. The masked gangster's gun goes off, firing wildly - missing both Jessica, his intended target, and his friends, the shots going "pok-pok-pok" against slum walls. The gangbanger regains his footing however, leveling a true strike against the Shadow. This time the hero's force field is not enough to save him, and he goes "oof!" with the pain from the clanging pipe bash.
The Shadow 23 D 15 F 20 R 20 W 20 T 21 (22 -1 for bruising) (Bruised)
Enemies 21
Gang Member D 18 F 17 R 15 W 15 T 17 (Unconscious, Minion)
Gang Member D 18 F 17 R 15 W 15 T 17 (Unconscious, Minion)
Gang Member D 18 F 17 R 15 W 15 T 17 (Unconscious, Minion)
Gang Member D 16 (18 -2 for being entangled) F 17 R 15 W 15 T 17 (Entangled, Minion)
Gangbanger D 18 F 18 R 15 W 15 T 18 (Impervious 4)
Gang Lieutenant D 19 F 18 R 18 W 18 T 18
James 19 D 16 F 14 R 15 W 15 T 14
Pine 18 D 20 F 17 R 18 W 14 T 22
Jessica 10 D 25 (17+8 size) F 17 R 18 W 18 T 17 (Shrunk to Fine)
Jessica receives one hero point for good roleplaying.
Next up: James! (desc)
Adjusting his position slightly, he peers down at the entangled gangster. Nonstandard weapons department gear, sure -- but what's growing all over him?
No time now. James braces the stock of the gun against his shoulder and pulls back the trigger.
The shot whizzes by the gangster as he writhes wildly against the vines.
"Damnit Jimmy, concentrate."
Okay, I used random.org and rolled ... 4. 4 + 10 < 16. darn you, random.org!
also one hero point for good roleplaying.
She lines up the shot releasing another arrow with a quivering vine on the end at the gangbanger with the pipe.
Entangle:1d20+6=18
I am using WoTC one, since it is built for the d20 stuff anyways.
Attack Bonus 8 + 1d20 = 27 against 19
Damage base 4 + 1d20 = 21
1d20+7: 26 [1d20=19]
1d20+15: 33 [1d20=18]
His voice a low rasp as he looks to gang leader, not bothering to watch the big thug sink to his knees "Tell me, are you afraid of the dark?" Laughing as darkness begins billowing out of his cape, filling the plaza.
Extra Effort
Standard action: Extending the darkness to my maximum rank. So a 50 x 50 x 50 cube of darkness fills the area.
And I move over three feet to my left.
"Urk!" goes the gangbanger, dropping his pipe as Pine's tendrils tie him to the ground, just before the Shadow knocks him unconscious, going limp in his verdant prison.
"Fuck this shit! I'm getting out of here!" The head yells out, running out of the plaza.
The tied up gang member gulps. "Boss? Boss?" He fires off a flurry into the darkness - *pop pop pop* - but misses the stealthy Shadow.
The Shadow 23 D 15 F 20 R 20 W 20 T 21 (22 -1 for bruising) (Bruised)
Enemies 21
Gang Member D 18 F 17 R 15 W 15 T 17 (Unconscious, Minion)
Gang Member D 18 F 17 R 15 W 15 T 17 (Unconscious, Minion)
Gang Member D 18 F 17 R 15 W 15 T 17 (Unconscious, Minion)
Gang Member D 16 (18 -2 for being entangled) F 17 R 15 W 15 T 17 (Entangled, Minion)
Gangbanger D 16 (18 -2 for being entangled) F 18 R 15 W 15 T 18 (Unconscious, Impervious 4)
Gang Lieutenant D 19 F 18 R 18 W 18 T 17 (18 -1 for being bruised) (Bruised)
James 19 D 16 F 14 R 15 W 15 T 14
Pine 18 D 20 F 17 R 18 W 14 T 22
Jessica 10 D 25 (17+8 size) F 17 R 18 W 18 T 17 (Shrunk to Fine)
Jessica receives one hero point for good roleplaying.
Next up: James! (desc)
James hastily slings his weapon across his back and tugs the strap tight as he begins sprinting after the fleeing gangster. Leaping across a rooftop patchwork of orange and gray corrugated metal, he manages to close the gap as the thug zig-zags left down a narrower alley.
http://invisiblecastle.com/roller/view/2881345/
1d20+20=35 acrobatics
Attack roll:1d20+10=30 (I rolled a natural 20, felt odd posting it cause it seems like cheating)
Move action to catch up with gang leader
Intimidate check: 8 ranks in Intimidate +2 Charisma modifier + 4 Huge versus Medium + 1d20 = 20 against gangster's Intimidate/Sense Motive/Will
Free action: Changing to teleport power.
Move Action: Teleport in front of him
Standard Action: An attack via my damage power.
1d20+7: 12 [1d20=5]
The running gang leader collapses as Jessica and the Shadow bear down on him. "Who are you? What do you want?!"
Reappearing on the rooftop he started from, he reaches out to the mother and child. "Lets get you somewhere safe for the night. And I promised ice cream." Taking their hands and stepping into the shadows with them, they appear in his well lit headquarters. "Astrid, there are two people with me. Give them access to the living areas." His mask stilled, looking like a simple cloth mask. "You can spend tonight here and we'll find you somewhere very safe tomorrow morning. And there is ice cream in the freezer. "
The mother turns to you, clutching her daughter tightly, tears running down her face. "Thank you. But - who are you?"
He turns and smiles at the pair. "You can call me The Shadow. I'm afraid I still have some other things to do tonight. In the morning we can figure out something more long term." With a dramatic flourish, he wraps his cape around himself and it just seems to fold into space as he teleports to the rooftop. Finding a nice dark spot, he fades from view.
Diplomacy check-15+1d20=30