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Griffin Manor:
Toughness 6, Size Small
Features:
Computer, Fire Prevention System, Library, Living Space, Security System 1
Power Points
Features 5 = 5 EP
Investigation/Well-Informed: (DC 5 if the character making the roll is based in Britain, due to Fame complication. DC 10 for everyone else on Earth.)
One Degree: He says that he got his powers from a near-death experience. He's a skilled swordsman and his opponents usually need an ambulance afterwards as well as the police! He can fly, resist small-arms fire without injury, see through illusions and speak any language (Which became even more useful since a recent wave of immigration into Britain from eastern Europe). He's currently wanted by the Ministry of Powers (The British government's super-human agency) for killing the Akimbo Assassin in Trafalgar Square.
Two Degrees: He keeps his word, and he takes the idea of honour seriously. He has killed before, but he only does it to other killers. He tries to minimise collateral damage, physical and mental. He tends to fight and patrol alone. He specialises in the more unusual jobs.
Three Degrees : Rumour has it, the reason he can do the unusual jobs while maintaining his sanity is because he isn't completely right in the head to start with. It might explain why he's not scared of anything. (This result may lead someone to roll Psychology.)
Four Degrees *: He's been seen talking to an older woman called Celia, and has apparently been taking advice from her.
Critical *: Said conversations usually happen shortly before and/or after he's been involved in a super-battle, no matter where he is. From the sound of it, Celia appears to have made the Griffin seriously indebted to her. All I know is, she might be the one person he's actually scared of! I mean, he's gotten into it with some hardcore villains without flinching, but this old lady just looks him in the eye and he just shuts up and listens!
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Psychology: (+2 to roll if character has Favoured Foe: ASD sufferers)
One Degree: There's definitely something 'not right' with him. (Untrained possible for this result.)
Two Degrees: He exhibits a few symptoms of ASD. Mainly in that he can't stand excessive noise and light. A flashbang might cause an overreaction.
By the end of 'Of Two Worlds', Griffin has the following stats raised: Dodge to 8 and Fortitude to 6. He has also removed the Activation flaw on Justice and given it the AE Storm of Steel: Strength-based Strike 6 with Multiattack and Affects Insubstantial 2, also giving both effects Improved Critical 1. Critical range for Justice is now 16-20. He has also earned Benefit 1: Friend of Equestria. He also has the Wanted complication: The Ministry of Powers wants a word with him after he killed the Akimbo Assassin, and he knows it. It often means that he has to use more expensive but discreet or cheaper but more dangerous means to get things done, in order to make it harder to track him down.












Pre-fight notes: I think that the Predator's Favoured Environment (FE) should work in a forest as well as the jungle. I reckon that Taunt ought to be used to try to anger your opponent, where Intimidate is used to scare them. Both parties will be using lethal force.
Location: Bostall Woods, in the London Borough of Greenwich. (If you know the place, you know that you do not want to fight a Predator there!)
The Predator is in the tree directly above Simon. Predator gets 19 on its Stealth Roll. Simon gets a natural 20 on Perception, for a roll of 26! He knows something's there alright.
Simon's True Sight bypasses the Predator's Concealment automatically. He uses Persuasion & Well-Informed to try to identify the unusual being in front of him (DC 10) and gets 18. Two degrees of success. He knows that the being is of an alien race commonly called "Predators" on Earth, who are effectively banned from the planet and like to take the heads off people they hunt. And the few that make the trip like to hunt supers like him!
Simon's trying to get into position without the Predator knowing that it's been found out. He rolls 9 for Deception, and Predator gets 15 on Insight! The Predator knows something's not right there, so it decides to aim its throwing disc.
Predator uses FE for attack rolls. He throws the disc. 31! Griffin's Surprised, and rolls to dodge. 26! But the disc doesn't bypass Simon's Impervious Toughness. Roll Initiative! Predator: 17, Griffin 5. Both have 1 HP and are both unharmed.
Predator FE: Attack. Predator fires. 19! Simon gets 18. Predator: 1 HP. Griffin: 1 HP, 1 Injured. This is why Favoured Environment gives you the edge!
Griffin reveals his sword, and tries to Taunt the Predator into coming down from the tree. Griffin rolls 16. Predator rolls 6 on Insight, and gets 2 HP for the Honour and Temper Complications. Predator: 3 HP. Griffin: 1 HP, 1 Injured.
Predator FE: Attack. It's Impaired and Charges at the Griffin! That's a -2 modifier in total. Predator rolls 18, just hitting him! But it doesn't bypass the Impervious Toughness.
Griffin Intimidates the Predator. 16. The Predator gets 22 and resists.
Predator FE: Attack. Predator spends a HP to get a clue. He fires his cannon and gets 25. Griffin gets 29! Predator: 2 HP. Griffin: 1 HP, 1 Injured.
Griffin rolls to attack with Justice... 26 to hit! Predator rolls 24 to resist.
Predator FE: Attack. 24. Griffin gets 29 to resist.
Griffin goes for a full All-out Attack, and gets 30 (non-crit)! Predator rolls 13, and is hit and Dazed! Predator: Dazed, 2 HP, 1 Injured. Griffin: 1 HP, 1 Injured.
Predator FE: Attack. 27 on attack roll. Simon gets 17 and is hit. Predator 2 HP, 1 Injured. Griffin: 1 HP, 2 Injured.
Griffin attempts to Smash the Cannon! He gets 14, spends his HP to re-roll and gets 29 (non-crit)! The Cannon gets 21. One degree of failure. Predator: 2 HP, 1 Injured, Cannon 1 Injured. Griffin: 2 Injured.
Predator FE: Attack. Predator fires again, natural 1! It gets to do a Homing check next turn. Both fighters get a HP for the Complication of the sudden forest fire, and Griffin gets another for his Temper Complication. Predator: 3 HP, 1 Injured, Cannon 1 Injured. Griffin: 2 HP, 2 Injured.
Griffin goes for a full All-out Attack & Power Attack, 20. He hits, and the Predator has to resist DC 28. He gets 20 and is hit! Predator: 3 HP, 2 Injured, Cannon 1 Injured. Griffin: 2 HP, 2 Injured.
Predator FE: Attack. Predator fires again, as per his Homing bonus, and gets 21. Griffin rolls 13. He's hit and Dazed! Predator fires again, and gets 22. Griffin resists with 25. Predator: 3 HP, 2 Injured, Cannon 1 Injured. Griffin: Dazed, 2 HP, 3 Injured.
Simon goes for a normal attack, 21. Predator rolls 12! Hit and Dazed! Predator: Dazed, 3 HP, 3 Injured, Cannon 1 Injured. Griffin: 2 HP, 3 Injured.
Predator attacks, 28. Griffin rolls 14, spends a Hero Point to re-roll. Gets 28 and resists. Predator: Dazed, 3 HP, 3 Injured, Cannon 1 Injured. Griffin: 1 HP, 3 Injured.
Griffin does a full All-out Attack & Power Attack. Natural 20, Critical scored! Griffin uses the critical to Power Stunt the following: Affliction 10: Vulnerable, Defenceless, Incapacitated. Resisted by Fortitude. The Predator rolls a 12 and is Incapacitated and out of the fight. As both sides were using lethal force, this means the Predator just took a mortal wound to the throat. Winner: The Griffin!
Post-fight notes: That was a tough fight! Griffin really needs to improve his Dodge.



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