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The Mars Connection OOC


RocketLord

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  • 2 months later...
Posted

Turning on Electro Vision with Ultra Girl's Variable Power so she can make out any distinct electro-magnetic radio signals along with her normal Extended Visual and Auditory senses to see if anything weird is going on. 

 

She's Taking 20, so that's a 28 Notice check.

  • 3 weeks later...
Posted

Well, you get them down from Hostile to Unfriendly. 

 

@Cubismo Give me a DC15 Notice check, read the spoiler if you pass

Spoiler

One of the Ultio Suits is red and seems to be a woman, but she's holding back right now

 

  • 2 months later...
Posted

Ultio Suits Initiative: 20

Ultio Red Initiative: 20

Justice Initiative: 12

 

Ultio Red holds back

The 7 Ultio Suits start attacking Ultra Girl

Standard action x4: Aid action to the last 3: 21 9 15 21

3 successes, +2 ATK to the three Ultio Suits attacking you

Standard action x3: Attack in melee: 27 16 16

All hit, that's 3xDC21 TOU saves.

 

You're up.

 

20 - Ultio Red - Unharmed

20 - Ultio Suits x7 - Unharmed

15 - Ultra Girl - 3HP - Unharmed

12 - Justice - 4HP - Unharmed

Posted

Toughness Save #1 vs. Attack 27: 20. Fail. 

Toughness Save #2 vs. Attack 16: 19. Also Fail. 

Toughness Save #3 vs. Attack 16: 19. Triple Fail. 

 

Not great, but terrible either. Don't plan on using any Luck to re-roll those. Ultra Girl can attack the Bruises! For now...

 

Standard Action: Attacking the closest Ultio-Suit with her Enhanced Strength on her Weapons Systems Array. She'll also try to get the other two in melee with her with her Takedown Attack if the first one goes down. Got a 20 on the Attack. That's a DC 25 vs. Toughness.

Posted

That's a hit, TOU: 17

Counting as a minion, so he's down.

 

Just keep rolling for your takedown attacks vs. the other two, if first one fails I'll just disregard the second one.

 

20 - Ultio Red - Unharmed

20 - Ultio Suits x7 - 1 down

15 - Ultra Girl - 3HP - Bruise (x3)

12 - Justice - 4HP - Unharmed

Posted

Second is a hit: 13KO

Attack vs. number 3 misses!

 

Justice

Move Action: Drive onto the scene!

Free Action: Henshin! M.O.D. System set to Extra Armor, M.O.V.E. System set to Armor Plating for DEF+5/TOU+15, Imp. Tou 10

Standard Action: Blast one of the flying Ultio Suits with the Justice Buster: 24, hit!

TOU save vs. DC21: 25, nope!

 

Ultio Red

Move Action: Get in close with Ultra Girl

Standard action: Attack at close range with a blast: 13, miss!

 

Ultio Suits

Blaster and 2xFliers go for Justice!

Blast attack: 21, hits Justice, blocked by Imp. Tou

Fliers moving in close and attacking: 15 19, both hit, blocked by Imp. Tou

Stealth creates a 25 ft. Normal Vision obscure effect, lasting 3 rounds

Tank tries to punch Ultra Girl again: 21. That's a hit, give me a DC21 TOU save.

 

And you're up!

 

20 - Ultio Red - Unharmed

20 - Ultio Suits x7 - 2 down (1x Tank, 1x Blaster, 1x Stealth, 2x Flier)

15 - Ultra Girl - 3HP - Bruise (x3)

12 - Justice - 4HP - Unharmed

Obscure - Normal Vision - 3/3 rounds, at Init 20

Posted

Toughness Save: 32. That's a big nope on the Tank punch. 

 

Standard Action: Using Takedown Attack and using her Enhanced Strength again. First attack will be against Ultio Red. Got a 19. Second attack will being going towards Ultio Tank if Red goes down. Got a 8. Both are once again DC 25 vs. Toughness but if I think you ignore the second attack lol.

 

Ultra Girl's Infravision should be able to see through the Normal Vision Obscure, I think. If not, I'll spend a Free action to gain Counters Obscure [Darkness] through her Variable Power.

Posted

Remember the -3 to your TOU from the bruises (but you still tank that tank punch, of course!)

That's a miss vs. Ultio Red!

And yes, that sees through the smoke!

 

 

 

Justice

Defense status: M.O.V.E. System set to Armor Plating for DEF+5/TOU+15, Imp. Tou 10

Move Action: Set Gadgets power to Full Spectrum Goggles: Super Senses 5 (Infravision, Ultravision, Analytical Full Vision, Microscopic Vision 1 [dust-sized]) {5/5PP}Free Action: Switch Z-Space Arsenal to Justice Strikes.

Standard Action: Attack the 2 fliers with Takedown Attacks: 28 21, the first is a crit, both hit if first is a KO.

TOU vs. DC30: 15KO

TOU vs. DC25: 20KO

 

Ultio Red

Standard action: Attack at close range with a blast again: 19! That's a hit!

Give me a DC26 TOU save.

 

Ultio Suits

Blaster shoots at Justice!

Blast attack: 20, hits Justice, blocked by Imp. Tou

Stealth uses Aid action to help tank with hitting: 12, +2 to tank's attack.

Tank tries to punch Ultra Girl again: 14. That's a hit, give me a DC21 TOU save. Then takes a move action to get out of close combat.

 

And you're up!

 

20 - Ultio Red - Unharmed

20 - Ultio Suits x7 - 4 down (1x Tank, 1x Blaster, 1x Stealth)

15 - Ultra Girl - 3HP - Bruise (x3)

12 - Justice - 4HP - Unharmed

Obscure - Normal Vision - 2/3 rounds, at Init 20

Posted

Toughness vs. Ultio Red Blast: 12. Oh wow, no. Let's try that one again with a Luck expenditure. 29. Much better

Toughness vs Tank Ultio: 12. Also not great! 

 

Move Action: Move to get into range with Tank Ultio again.

Standard Action: Punching him again with Enhanced Strength. Got a 23. DC 25 vs. Toughness as always.

Posted

Actually! Failing by 9 means you're bruised and dazed and will have to spend your turn clearing that daze!

 

Give me an IC and I'll follow up

 

20 - Ultio Red - Unharmed

20 - Ultio Suits x7 - 4 down (1x Tank, 1x Blaster, 1x Stealth)

15 - Ultra Girl - 2HP - Bruise (x4), Dazed

12 - Justice - 4HP - Unharmed

Obscure - Normal Vision - 2/3 rounds, at Init 20

Posted

Justice

Defense status: M.O.V.E. System set to Armor Plating for DEF+5/TOU+15, Imp. Tou 10

Free Action: Set Z-Space Portal to Combat Teleport

Move Action: Teleport into melee

Standard Action: Justice Strike vs. Tank: 28, that's a crit, DC30 TOU for tank. He can't make that, so KO

 

Ultio Red

Standard action: Attack Ultra Girl at close range with a blast again. She's singleminded in that!: 29! That's a crit!

Give me a DC31 TOU save.

 

Ultio Suits

Blaster shoots at Justice!

Blast attack: 9, that's a miss.

Stealth attacks Justice in melee: 26, that's a crit! DC26 TOU save for Justice

TOU Save: 35, tanked

 

And you're up!

 

20 - Ultio Red - Unharmed

20 - Ultio Suits x7 - 5 down (1x Blaster, 1x Stealth)

15 - Ultra Girl - 2HP - Bruise (x4)

12 - Justice - 4HP - Unharmed

Obscure - Normal Vision - 1/3 rounds, at Init 20

  • 2 weeks later...
Posted

Toughness vs. Ultio Red Blast: 15. Not a fan of that. It's not possible to make the save but let's see if we can dull the hurt a little with another Luck expenditure. Got a 11! Which is awful but with Luck it becomes a 21. Also awful but slightly less so. Unless I'm mistaken Ultra Girl is now Staggered and Dazed, so that's no actions from me. 

 

Posted

Justice

Defense status: M.O.V.E. System set to Armor Plating for DEF+5/TOU+15, Imp. Tou 10

Standard Action: Justice Strike vs. Ultio Red: 16, miss.

Spending a HP to reroll that: 27, that's a hit.

TOU Save from Ultio Red vs DC25: 13, staggered and dazed. 

Free ActionSurge to get another Standard Action.

Standard Action: Justice Strike vs. Ultio Red: 25, that's a hit.

TOU Save from Ultio Red vs DC25: 18

She's down.

Move Action: Move in between Ultra Girl and the two Ultios.

 

The last two Ultios stop attacking at that, not really knowing how to proceed.

 

You're up.

 

20 - Ultio Red - Unconscious

20 - Ultio Suits x7 - 5 down (1x Blaster, 1x Stealth)

15 - Ultra Girl - 1HP - Bruise (x4), Staggered

12 - Justice - 3HP - Unharmed, Fatigued on next turn

  • 2 weeks later...
Posted (edited)

A Diplomacy check to see if the last two Ultio-Suits are going to lay down their arms and chill: 14.

 

Not great! I'm give it a re-roll with a hero point: 14. Ha! Got another four but it fortunately becomes a 24 with the hero point. 

 

 

Edited by Cubismo
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