Electra Posted July 23, 2009 Posted July 23, 2009 Erin does not see through Chris's trick, so she drops him like he's suddenly caught fire.
Avenger Assembled Posted July 25, 2009 Author Posted July 25, 2009 Wander tells me that she's holding her action till the bad guys go. Breakdown, you're up.
quotemyname Posted July 25, 2009 Posted July 25, 2009 Can I borrow an HP? Even if I can't I've got an extra...POSTING! Edit: Free action:jazz form move action:outside stadard: calm Candy HP Surge - Standard: Calm Dee-Dee HP Reroll the crappy one on Candy: hp reroll v candy (1d20.minroll(11) 6=22) hopefully those two HP's were well spent for now, because now I am out!
alderwitch Posted July 26, 2009 Posted July 26, 2009 I'll go for the mind control again and I'll use extra effort to bump up my mind control to a DC 18 will save.
quotemyname Posted July 26, 2009 Posted July 26, 2009 Right after I just calmed them down We could have followed them to see where their hideout was! :P
Avenger Assembled Posted July 26, 2009 Author Posted July 26, 2009 Dee-Dee resists your untoward advances! But Edge comes in for the save and luckily makes it easier! Psyche, her brain is yours.
Avenger Assembled Posted July 27, 2009 Author Posted July 27, 2009 OK, since issuing commands is a move action, you won't be able to issue commands till next turn. Geckoman is up.
Avenger Assembled Posted July 27, 2009 Author Posted July 27, 2009 Even reduced by 2, Candy's Impervious is enough to make the Toughness save automatically.
Avenger Assembled Posted July 27, 2009 Author Posted July 27, 2009 Edge inspires as a full-round action, giving everyone +3 on their rolls next round until his turn in the initiative. He spends an HP on Wander's behalf to help her with the coming attack/grapple check.
Electra Posted July 28, 2009 Posted July 28, 2009 Erin tries to make a painless grapple, just to keep Candy from schooling the little lech. ;-) Using a full all-out attack, she rolls 26 on the attack. With the bonus from all-out and Edge's help, she grapples for 43.
Avenger Assembled Posted July 28, 2009 Author Posted July 28, 2009 It's a DC 15 Notice check. Easier than normal because of how she's acting.
angrydurf Posted July 28, 2009 Posted July 28, 2009 Notice check to notice the mind control (1d20=8) Mike just don't know whats going on.
quotemyname Posted July 28, 2009 Posted July 28, 2009 I think it's my action after Wander, so I am going to try to control the other girl. Lets see if we can end this without a fight. Maybe we can get them to tell us what they've been up to / or even get them to turn themselves in. EDIT: So thats a free action to switch to Trance Standard: Hypnosis (perception range) DC 16 will save Move Action: Issue commands if she fails the save. If she passes the save then I'll just pass the rest of my turn.
angrydurf Posted July 28, 2009 Posted July 28, 2009 I think you're actually the top of the initiative now since wander held her action till after the bad guys went. Not that I'm doing anything really :)
quotemyname Posted July 28, 2009 Posted July 28, 2009 My bad... sorry about that. I won't bother changing the post though since it sounds like cool with spending your action to go "Bhwaaaa?"
quotemyname Posted July 28, 2009 Posted July 28, 2009 post edited to include commands as a move action
Sandman XI Posted August 27, 2009 Posted August 27, 2009 No new IC posts since July 30th. Just checking in :)
Avenger Assembled Posted August 29, 2009 Author Posted August 29, 2009 Go ahead and close this one down, Sand.
Recommended Posts