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Ecalsneerg

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Everything posted by Ecalsneerg

  1. Equinox lifted her right hand, and casually flicked it towards the wand in the faerie queen's hand. "Kinesi!" she barked. The wand jerked out of the fae woman's hand, and with another casual flick of the hand, it flew to the witch's waiting grasp. "I use it," continued Equinox in a level tone. "Because otherwise I've got too much power to actually focus it in one point." She leveled the wand back at the queen. "Like so." A beam of white light erupted forth from it and encased the woman in a white glow, rigid and immobile.
  2. Let's **** stuff up... Free Action: Maintain Sensory Link and Force Field as free actions. Standard Action: Telekinetic disarm! Roll to disarm the queen, roll to hit, then opposed TK vs Strength roll to disarm (1d20+7=12, 1d20+14=19) Well, that's not going to hit, so I'll reroll the to-hit. Reroll to hit. (1d20+7=27) Yay, a 20! If you can disarm with critical hits, and I'm unsure if you can, that bumps up the disarm roll to 24. This next bit is dependent on the results of that action, so... I'll need it before posting IC Move Action: Use Move Object. To pull the wand into Equinox's hand. Kablam. Free Action: Extra Effort: Surge Surged Standard Action: Telekinetic grapple! Roll to hit, roll to grapple (1d20+11=19, 1d20+21=24)
  3. Equinox's initative, Hayley's initiative (1d20+1=14, 1d20+3=8)
  4. Equinox just grinned, power gathering and whirling around her in a corona of whiteness. "You've been down here too long, your majesty," she drawled, voice dripping irony. "Tell me, magical theory 101." She lifted her right hand, and flexed the fingers. "What is the difference between the magical signature of an active spell..." Her hand ignited into scarlet flames. "That of stored magic, and that of an object that's just had a lot of magic near it?" Siobhan lightly flicked her palm and tossed the flame up and caught it in her hand as one would catch a tennis ball. "There's not any magic in that wand, genius."
  5. Geckoman Interceptors: Eden (3) Public Anomie (1) I've not been around enough lately to warrant a Ref pp, so I'll pass there.
  6. Skill Mastery beats the feint, and thus he dodges the strike. HoS Swashbuckler Move Action: Acrobatic Bluff vs. Geckoman. (1d20+10=13) Standard Action: Attack Geckoman. (1d20+14=25) That's DC 21 Toughness. DC21 Toughness save (1d20+9=15) GRRR. Alright, I'm not sitting out another round, so burn 1 of his last 2 HP on re-rolling... DC21 Toughness save, round 2 (1d20+9=12) It hates me. It truly hates me. But the reason I re-rolled instead of just peeling off the Dazed is so that, quite simply, the minimum result of 11 means that the lowest I could roll is DC 20. This roll adds 10, for 22, and he's unharmed.
  7. Geckoman reeled backwards as the blade bit into his shoulder, slashing through his costume and leaving a line in his shoulder. Shocked at the speed of these people, he reeled back slightly with his hand on his shoulder. The woman who'd struck him scared him slightly. Someone that good at cutting things up at a sword probably shouldn't be someone who enjoyed doing it, if only for the safety of his internal organs. He was remarkably attached to those. Which he demonstrated by having to hurriedly dodge the swords raining in on him from the flunkies, pivoting and ducking and flipping over and under weapons without much thinking about having to do it. And when he finally turned around back to the female, he drew himself up into a loose and ready stance which showed that under the torn fabric, the sword wound had already healed.
  8. Well, I'll spend that HP to clear the Fatigued, but bear in mind, he's still Dazed. His Bruise will peel off, though.
  9. DC21 Toughness save (1d20+9=14) Bruised + Dazed. I'll suck up the Dazed, to avoid emptying my HP reserve so fast. In any case, it's not like he's not going to just recover immediately from the Bruised next round.
  10. "Listen, Doctor!" shouted Geckoman at Wilkins as he blasted at Silhouette. "We can see what you're doing! And I have to say, not a fan of it, not at all. Seriously, man, when a group of armed superheroes busts into your practice to shut you down, can you in all honesty say you have no doubts? You're damaging people! Like, in their heads!" He held out his hands, trying to placate the mad psychologist. "What would your daughter think of all this? These people you're trying to rewire, it's not their fault, do you think you'd have wanted you to do all this? Really? This can't bring her back!"
  11. I'm going to use my Full-Round Action to make Diplomacy at a -10 penalty. I'll burn a HP on a Challenge feat so he can do it quickly, at a -5 instead of -10 penalty. And... Diplomacy! (1d20+10=14)
  12. Geckoman felt spurred on by Fulcrum descending behind him. He didn't glance round to her, knowing that'd a) show weakness, and b) expose his back to sword wounds. Which hurt. He just fixed his gaze on the lead swordsman, not taking his eyes off him. All the while he gently sniffed, knowing that if anyone moved to attack him or Fulcrum, he'd scent them coming well before they got into striking range. Freeing him up for a little light mocking. Leaning on his back foot, to allow himself to surge forwards to punch with a little more urgency, he grinned at the leader. "So, you heard the lady. Clear off, goatee. And for future reference, nobody trustworthy has a goatee. If you didn't think of that when trying to talk your way past us, well..." He waved one hand non-committally, leaving the 'you idiot' unspoken.
  13. Let's do this. I'm'a re-roll this initiative like hell. (1d20+12=17) And... it hates me. Thankfully, 17+10=27, so Chris goes first! And... can't attack because they've not actually done anything yet. So... time to deploy the animal cunning! Standard Action: Total Defence action, bringing his Defence up to 29. They're probably not going to be hitting him any time soon. Free Action: Extra Effort to Surge Move Action: Use Fast Taunt on the leader dude (the dude with a goatee is clearly the evilest of dudes), at 31 on the Bluff using Skill Mastery. Standard Action: Ready - if he moves to attack Geckoman, Geckoman is going to punch him in his face. Power Attack for 2 Unarmed, brings DC up to DC20. (1d20+13=15) ... he tried. Honest. I'm about 95% sure I can re-roll, since while you do get 1 re-roll a turn, the initiative roll is not during your turn. If not, eh. If yes... yay (and Chris is burning out fast) and Work, damned fists, work! (1d20+13=30) BOOM. End of round... 3 HP, and about to suffer Fatigue from Extra Effort next round.
  14. Initiative! Speeding bullets! (1d20+12=14) Did... did Mona just move faster than Chris? :oops:
  15. How far away from Cannonade and Ironclad is Geckoman?
  16. "Oh. Dear. God." Geckoman slapped his forehead with one palm. "Now, seriously, you seem to know about me. That's not that surprising. I fly around in a giant green pillbox. Neon signs are more subtle than me. So you'll know this whole..." He waved his hands vaguely at all the swords and longcoats. "Overblown shebang won't intimidate me. Now, Mr Blades is somewhat busy right now, but I'll be filling in for him." The young man rolled his neck until it clicked. "People who want to talk don't knock out the power and then come armed. Walk away. This isn't worth the fight you'll get."
  17. Equinox instinctively moved her hands to cover her ears, the muffling of the horrifying sounds flooding her ears letting her fight off the nausea they inspired long enough to roll with the blow and not lose her focus. Similarly, Ghost Girl's assuming of the visage of death didn't phase her. She had no real fear of death, especially not when she knew it was just a somewhat excitable ghost of a young woman. But she did know if they didn't end this soon, they might be in real danger of harm. So, with a cry of "Cesset dolis! Domina cogunt vos!" She surged forward on a blast of wind, wand lengthening and sharpening into a metal blade even as she swung it in a vicious two handed arc down upon Judgement's trumpet. "Gladium Cernunnos!"
  18. DC22 Reflex to half, followed by DC 22 Fort (1d20+6=25, 1d20+6=11) So, the Fort DC is halved to 16. She fails by 5, stunning her. Which would suck, and she has 4 HP, so I'll reroll that DC 16 save. DC16 Fort save (1d20+6=8) Add +10 for it being an abysmal roll, and she's safe! DC22 Will save from the ghost (1d20+12=30) Also, Canadian undead fail miserably. So Equinox uses a Free Action to switch her Array to swording out, and her Standard charging Judgement and Power Attacking for 2. Charging Power Attack for 2 with magic sword; and Nullify Magic roll. Followed by DC 27 Toughness save (1d20+11=20, 1d20+13=23) Just barely misses, but I'll use Extra Effort to increase that to-hit to a 22 (By adding a Power Feat, i.e. Accurate, to her sword, so the net effect is the same). So Equinox is down to 3 HP and will be Fatigued as of her next action.
  19. Chris reacted swiftly to the outages, yanking out his earpiece and tossing it aside even as he shucked out of his jacket and darted to where he'd hung his belt. He returned to the living room with his mask and goggles on, as he buckled his belt of tricks on. "Hold on, testing..." He rapidly pressed a few buttons on the side of the belt, to no effect other than some metallic clicking noises. "Nope, I'm apparently down to blunt objects and springs. And I can't call down the Pitchoo, since its remote and doors work on electric motors." He paused in his babbling, and looked sharply about the room. "Right, guard Willow, I'm going to investigate." And with that, he bolted for the front door.
  20. The laptop is dead. Or wishes it was. It makes horrible screaming beeping noises upon start-up. Which leads me to believe some keys are stuck, so I'm going to try some deionised water up in this hizzy. Either way, not gonna be about at all for a couple of weeks.
  21. Equinox had stood back slightly from the brawl, wand held out perpendicular to her body, the tip glowing incandescent white and blue with heat. Her fine control was really, really good, but in a packed melee, that still wasn't always good enough. Hurling around explosive fire, tsunami waves and ripping the earth asunder was never going to be the easiest way to avoid collateral damage and friendly fire. But finally, she found her angle, and aimed a lance of flame at the chariot, a searing gout of heat and light which exploded into a small fireball upon impact.
  22. Standard Action - Flaming Blast on the Chariot, Accurate Attacking for 2... DC24 flaming Blast on the Chariot (1d20+13=30) Move Action - need to find something to do with this build >.>
  23. "I think my little black book will suffice on its own, dude." Geckoman pointed to the old little silver YF communicator he kept on his belt for old time's sake. "Hell, I've got Midnight on speed dial. Could probably even call in the Raven and the Freedom League in a crisis. And yeah, I've got Vince. Who I could... oh god, actually no, not patching him into the Pitchoo." He put his finger up to temporarily shut off his computer. "Like the guy, not handing him a flying nuclear reactor." He took his finger down. "So... father, huh? I'm not sure if I ever offered proper congrats, what with the... you know. Congratulations!"
  24. I'm actually at the point of needing to use K, G and the ever-elusive Q. (Equilibrium constant, Gibbs free energy, and the reaction quotient) :P
  25. Geckoman sauntered into the living room, nodding to Fulcrum on the way fast. "Eh, I've done all nighters before. It's nothing new." He gave a casual half-hearted salute to Erik. "Right, Jacko, I've got the world's most irritating computer progra-" "Hey!" shouted the communicator clipped onto his belt. "-m," continued Chris without missing a beat, "Locked and loaded. We'll handle any shouts we happen to get, so you can dedicate all your time and pacing about on hoping the kid looks more like her mother!" The younger man grinned broadly, and fiddled with his goggles with one hand before leaning in. He put a hand on Erik's back and spoke in a low voice so Mara and Gina'd have to strain to hear him say, "Chill out, man, I'm sure everything's gonna be fine. Ellie knows what she's doing, and techno girl's on hand to get help if anything goes wrong, which it won't. Don't stress."
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