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Michuru81 wrote:Saffron's build is as simple as her mind: shift into something and tear apart what she can before she's dropped. Unfortunately, Saffron isn't bright enough to take full use of a variable power like Shapeshift--instead she uses it like a glorified Morph and impersonates people.
I suspect I'll be back to edit her again this November, when the core New Vindicators game returns from hiatus... One of my players has expressed an interest in ensuring the only way to leave the Affiliation is in a pine box so... whether or not Saffron is able to escape will have to remain unseen...
Michuru81 wrote:I don't much like Shiva.
Michuru81 wrote:This is Ichigo after realizing his own Shinigami abilities. During this period Ichigo was constantly in his Shinigami state and as such has none of the drawbacks he previously possessed.
By this point, he’s trained extensively with Urahara in zanjutsu- the style of sword fighting utilized by the Shinigami. As a result, he has a little more finesse with the sword. He’s not just wildly swinging away, as shown in his fights with Ikkaku and Renji upon reaching Soul Society.
Speaking of his second match against Renji, Ichigo has a new trick up his sleeve in the form of his hollow powers. At this point, he’s not fighting to keep it in check… but it still demonstrates its presence in the creepiest of ways. The mask pops up to protect Ichigo from some serious injuries and after the battle, Ichigo bounces back… largely thanks to Hanatarou’s expertise in the area of healing but also courtesy of his dormant power here.
The biggest change is that Ichigo is no longer using powers borrowed from Rukia; Ichigo has his own zanpakuto now: Zangetsu. Zangetsu’s spirit is a calm man with infinite patience for Ichigo. The old man brings a lot to the table- starting with his knowledge of the world of the Shinigami and their methods of fighting. Additionally, Zangetsu has taught Ichigo valuable lessons- often in the middle of combat. During Ichigo’s fight with Zaraki Kenpachi he even stopped Ichigo’s bleeding. I opted to interpret this as enhanced skills and feats- augmenting Ichigo’s own natural aptitude for reading people’s movements in battle and adding lacking knowledge. Further, if needed he can inspire competency in this series’ main character or remove some conditions.
luketheduke86 wrote:great Ichigo build Michuru!! expecially like the Inspire and leadership to represent the Zangetsu
Thorpacolypse wrote:luketheduke86 wrote:great Ichigo build Michuru!! expecially like the Inspire and leadership to represent the Zangetsu
No doubt. Keep those Bleach builds a'comin'!
Michuru81 wrote:The eighth of September is an important day in my campaign world. It was September 8, 1945 when the world first learned of the existance of Neo-Sapiens. It was September 8, 2001 when the Vindicators VII disbanded, leaving the world for the first time in over six decades without heroes. It was September 8, 2006 when Drew Jenkins found himself plunged into the world of the New Vindicators Academy and it was September 8, 2007 that my players honored me by once again sitting down for a session of this campaign...
We marked the occassion by keeping track of everything. We recorded what everyone rolled and did- all with the intention of presenting this, once the narrative reached this crucial point in our campaign's history.
Five months later we present to you the play-by-play of the fights that compossed New Vindicators #30. Here goes nothing...
The Set-Up wrote:Alan and Courtney Dressel (PL 5), two teachers at the New Vindicators Academy of America, have just witnessed a glow descend upon the campus and rush to investigate. Upon arrival they come face-to-face with Terahertz (PL 6), a villainous villainess who is no stranger to the institution.
All of the involved parties are aware of each other. Each has one hero point. Initiative is rolled. Courtney Dressel rolls a 14 (giving her a 24 with her +10 bonus), placing her in the top of the order. Alan Dressel and Terahertz both roll a 6 and both have a +2 bonus to their initiative (due to tied Dexterity bonus). Normally, the tie would be thrown to whomever has the higher Initiative bonus but in this case, we give the go ahead to Alan Dressel, as he is player controlled.
Courtney Dressel is played by Aaron (Fathom, Coup Field, Gabrielle) while Alan Dressel is in the hands of Tribe (Frostbite, William Benson, Bluetooth). The GM (that’d be me) is handling Terahertz (duh).
ROUND ONE wrote:Courtney uses a free action to active her Container. Immediately she charges and rolls a 12. Normally, she’d only have a +2 bonus here, but because she’s charging she’s hitting 16 and higher. Terahertz is presently flat-footed, giving her a Defense of 10. Courtney’s attack connects and forces a DC 21 Toughness save from Terahertz.
Terahertz rolls a 14; flat-footed as she is, this only gives her a 17, resulting in a bruise and injury (as Courtney’s talons are lethal damage). Still, our villain has an Energy Aura up, which forces Courtney to make a DC 18 Toughness save against the radiation bleeding from her body.
Alan then charges as well and lands a critical hit with his punch. Still, factoring the educator’s strength into the equation, he doesn’t come off any more threatening than his wife. Terahertz rolls an 18 and now only has only a +2 bonus thanks to the bruise she received from Courtney. The save DC is 21, meaning Terahertz has failed and now has another bruise.
It’s now Terahertz’s turn to do some damage and she opts to use an area blast and evokes a DC 16 Reflex save from both to leap clear of the area. Courtney easily makes it, rolling a 15 (and possessing a +8 bonus here). Her husband on the other hand rolls a 4, giving him a whopping 7 on his save. Confident his impervious rank is higher than the blast’s power, he opts to keep the roll. Given that Courtney has Evasion in her avian form, she ignores the threat as well.
ROUND TWO wrote:Courtney swings again and rolls a 4 (6 altogether)- missing Terahertz by a mile. Alan mimics his wife’s movements and misses by rolling a natural 1.
Terahertz opts to ignore the agile Courtney and concentrates on Alan instead. She moves to blast him and rolls a 14. With her +6 bonus, this is a hit, however Alan’s eight ranks of Impervious allow him to ignore the villain’s Blast 6.
ROUND THREE wrote:The teachers have little in the way of options and swing again. Courtney rolls a 10 while her husband rolls an 8. With their bonuses, neither is enough to hit Terahertz now.
Terahertz, frustrated that this has gone on even this long, instead switches to her Drain power. Targeting Alan, she rolls and 18 on her attempt (a hit) and Alan is forced to make a DC 16 Fortitude save. He rolls a 14 and is forced to lose two points of his constitution.
ROUND FOUR wrote:Courtney rolls a 17 and connects but Terahertz rolls a total of 22 on the DC 21 Toughness save. Courtney is then forced to save against Terahertz’s Energy Aura (Toughness save, DC 18) and rolls a 14- exactly what she needed. Alan swings into Terahertz and misses. In his frustration he burns off his hero point to reroll and gets an 11; with his bonus it’s still not enough.
Once more, Terahertz lands the touch (rolling an 11 and receiving a +2 bonus to the roll) and Alan gets a total of 8 on the Fortitude save. He fails the DC 16 save by 8, but the effect is Drain Constitution 6, so he only loses 6 more points off his health.
ROUND FIVE wrote:Courtney opens the round by rolling a 10 on her attempt to attack Terahertz. Recognizing that he’s yet contributed to their cause, Alan opts to use the aid action on his wife. He rolls a 10 exactly, granting her a +1 to her attack or defense. Recognizing that Terahertz is concentrating on Alan at the moment, Courtney applies it to her attack instead.
Terahertz then goes for the touch attack and botches- sparing Alan’s fading health for another round.
ROUND SIX wrote:With her mighty +3 to attack, Courtney swings and rolls a 19 (for a total of 22) and hits. Terahertz is forced to make a DC 21 Toughness save. With her +7 bonus (+6 after factoring her previous injury) she needs only a 14 to escape unharmed. She rolls a 17 and things look much darker for the couple. Courtney rolls a 18, giving her a 22 on her Toughness save against Terahertz’s Energy Aura.
Again Alan uses the aid action and lands a natural 20 for his attempt to help his wife. In honor of the roll we give him a favorable +2 bonus to the aid, giving Courtney +3 to her next attack.
Terahertz, seeing Alan wobbling feebly, opts to switch things up for her drain bursts. Courtney rolls a 4 (12 after factoring in her +8 bonus) on her Reflex save, meaning she fails to halve the damage (against all odds). Alan rolls a 2 (for a total of 4) and senses his end nearing. The two do little better on their Fortitude saves- with Alan making a 10 (rolling an 8) and his wife failing with a 7 (rolling a 3).
Courtney burns off her hero point to reroll and lands a 6. The rules on spending hero points turn that roll into a 16 and her +4 bonus helps her laugh in the face of the DC 16 save. Her husband, on the other hand, is as low as he can humanly go.
ROUND SEVEN wrote:Courtney’s player asks for clarification: the player knows that Terahertz can fly, but isn’t sure if Hourglass or Blur relayed this information to the others after their respective battles with the villain. The GM points out that the Dressels saw Terahertz land at the edge of the campus and Courtney’s player prays I leave this part out of the play-by-play.
In an attempt to draw Terahertz’s attention from her husband, Courtney takes to the skies and speeds off. She makes a bluff check to goad Terahertz into giving chase and rolls a 14. With no ranks in the skill, she has only her Charisma modifier to add- giving her a 15 when all else is said and done.
Terahertz opposes with her Sense Motive check (+5 bonus) and rolls a 12. She beats Courtney’s bluff and opts instead to finish off Alan. Though his Constitution is so low that he has a -5 penalty to his saves, he still possesses Impervious 8 and nothing Terahertz has can harm him. So, after Alan botches an attack roll, Terahertz pulls out her Nauseate power. Alan rolls a 9 which means he only landed a 6 on the save. That means he fails the DC by 10, leaving him officially helpless.
ROUND EIGHT wrote:Courtney screams at the sight of her husband falling prone and dives into a wild charge. For the complication of having her spouse downed (both have the Responsibility complication as they are responsible for each other) she earns a new hero point. Once more, she charges and she rolls a 14 on her attack roll, giving her 20 when all is said and done. It’s enough to hit Terahertz, forcing her to make a DC 21 Toughness save and forcing Courtney to make a DC 18 save against the aura. Terahertz rolls an 18, letting her beat the DC 21 Toughness save with room to spare (having rolled a 24 after all is said and done). Courtney rolls another 14, saving her from the aura once more.
Alan rolls his Fortitude save to recover from the Nausea and fails with a 3 (rolling a 6).
Terahertz grins at the thought that her prey saved her the trouble of chasing her down. She rolls a natural 20 on the touch attack (which fails to up the DC on her Drain) and watches as Courtney rolls a 5. Burning the newly won hero point means Courtney can reroll. She gets 13, letting her pass after applying her +4 bonus.
ROUND NINE wrote:Courtney hits after rolling a 16 and Terahertz rolls a 9 for her save. When all is said and done, she only makes 17 on the DC 21 Toughness save, giving her a second injury and a third bruise.
Once more, Alan fails his recovery check- this time with a 7 (having rolled a 9).
Going for another attempt on Courtney’s health, Terahertz rolls a 14, letting her hit the now-grounded Courtney. Courtney rolls a 6, giving her a 10 on the DC 16 fortitude save. Courtney loses six points off of her Constitution.
ROUND TEN wrote:Rolling a 15, Courtney lands a hit on Terahertz, but seeing a natural 20 on my Toughness save doesn’t make the player happy. I roll another natural 20 in my attempt to grab Courtney and she rolls her Fortitude save. Courtney rolls a 17 on her Toughness save against the aura, but she’s also just lost six points off of her Constitution score- leaving her with only a +1 bonus to her Toughness save and helping her to beat the DC with her bonus.
The cumulative bonus to the recovery isn’t helping Alan beat his nausea (+3 bonus to recover versus the -4 penalty his Constitution imposes). When all is said and done he has rolled an 11, one less than needed to overcome his current condition.
Her Constitution now at 8, she only gets a +1 bonus to the roll. She rolls a 10- giving her an 11. She fails, but not completely. This time, she only loses five points, putting her Constitution score at 3.
ROUND ELEVEN wrote:Courtney attacks and rolls a 16. Even without the +2 bonus she gets to the attack, she’s hitting. Terahertz rolls a 13 on the DC 21 Toughness and her +7 bonus is now only a +5 thanks to her previous injuries. With only an 18 total, she fails by three, giving the young villain a new injury and bruise. Courtney however finally fails a Toughness save, rolling a 5 against the DC 18 Energy Aura. Thing is, her Toughness save is at -2 thanks to her lost Constitution.
With a total of 3 on her save, Courtney has failed by 15 and is now out of commission.
Alan now has a +4 bonus to his attempt to recover from his nausea; he also sports a -4 to his Fortitude saving throws due to the Drain effect on his Constitution. He rolls a 12- still not enough to overcome the effects of Terahertz’s powers.
Realizing she can do little else to Alan and recognizing him as non-threatening to her, Terahertz leaves him to tend to his wife, having more important things to tend to…
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