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Posted

Round Three

 

43 Slipstream 1 HP (unharmed) 
23 Dormouse (unharmed) 
17 Bill the Lizard (fatigued) 
14 Seraphim 3 HP (unharmed)
11 Jack 0 HP (unharmed)
9 Golden Star 1 HP (bruised)
5 Alice (Unharmed) 
 

Slipstream is running over to Alice and using Power Thief (with a power attack -2/+2), hitting with a 17, DC 20 Will save: 18, well, barely fails, but still loses a rank of Growth.


And then Slipstream activates Mimic and uses Growth on herself!

 

Dormouse will try to Stun Golden Star, getting a 13, which I believe hits as Golden Star used All-Out-Attack, so DC 21 Will save @Poncho Then Dormouse will open a portal on the wall next to him.

 

Bill the Lizard will try to punch Arctus, 19, so DC 27 toughness save for Arctus @Jack

 

 

 

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Posted

Alice will step up to attack Slipstream, hitting with a 18
DC 26 toughness save, Slipstream gets a 21 so bruised and dazed.
 

Round Four

 

43 Slipstream 1 HP (bruised, dazed) 
23 Dormouse (unharmed) 
17 Bill the Lizard (fatigued) 
14 Seraphim 3 HP (unharmed)
11 Jack 0 HP (unharmed)
9 Golden Star 1 HP (bruised)
5 Alice (Unharmed) -2 PP from Growth (round 3)

 

Slipstream will spend her last HP to shake off the daze, and punch Alice back: 21, DC 27 toughness save for Alice: 24 so she is bruised as well.

 

Edit: Forgot there would have been some level of knockback, making Slipstream off balance, but she will use acrobatics to right herself (and not lose her move action): DC 20: 33

 

Dormous will target Seraphim with his stun, hitting with a 23, DC 21 Will save @Spacefurry

He will close the portal behind the ice and try to hide again, 32

 

Bill the Lizard will try to punch Golden Star, missing with a 10!
 

@Spacefurry Depending on the result of that Will save, it will be Seraphim's turn.

Posted

Hmm, I think I might use a HP to stunt a power.

 

Super-sense 19 Everything the Light Touches... (Mental [1r], Ranged [1,000 feet]; Accurate [2r], Acute [1r], Counters Concealment [2r], Counters Illusion [2r], Counters Obscure [5r], Extended 2 [2r], Radius 1 [1r], Ranged [1r], Rapid 2 [2r]; Drawback: Weakness [Darkness]) [18PP]

 

Range should cover the interior of the room I hope and Rapid 2 lets her process what she 'senses' at x100 speed

She going to try to locate Dormouse.

 

I'll probably add this as an official AP later. 😛

Posted

@Spacefurry Yeah, as mentioned on Discord, more than enough to cover the atrium and beyond. Still need to make a Notice check vs. his Stealth roll though. With Rapid 2, will say you can Take 20 as a move action, so a 30 on your Notice check. Which does not beat his 32 Stealth Check.


You still have a standard or move action left.

Posted

Okay, Alice is apparently thrown off by Michael's display, as she misses Slipstream with an 11

 

Round Five

 

43 Slipstream 0 HP (bruised) 
23 Dormouse (unharmed) 
14 Seraphim 2 HP (unharmed)
11 Jack 0 HP (unharmed)
9 Golden Star 0 HP (bruised, fatigued)
5 Alice (bruised) -2 PP from Growth (round 3)
 

Slipstream will attack Alice again, hitting with a 19, DC 27 toughness save: 24, so a second bruise to her.

 

So, Dormouse will reappear, next to Bill the Lizard, @Spacefurry Seraphim can take her readied action!

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