Avenger Assembled Posted January 1, 2010 Share Posted January 1, 2010 Edge, Hellion, Psyche, Phalanx, Wander, and Geckoman take a little trip Link to comment
Ecalsneerg Posted January 3, 2010 Share Posted January 3, 2010 As the Pitchoo isn't being used, I'm going to reallocate my equipment list! Armoured Geckoman Costume: Protection 4 (4 ep) Camo clothing (jungle) (1 ep) Geckoman Mask: Commlink, flash goggles (1 ep) Tear gas grenades [Visual Dazzle and Nauseate Explosion 4] (21 ep) AP: Flashbangs [Visual + Auditory Dazzle Burst 4] AP: Pepper Spray [Visual Dazzle + Stun 5] AP: Smokebombs [Obscure Visual 2, Independent] Utilities: Cell phone, digital audio recorder, flash-light, GPS receiver, lock release gun, mini-tracer, multi-tool, night vision goggles (3 ep) This will increase his Toughness to +8, due to the wonder of not hitting PL caps! His Stealth will also increase to +17 in jungle. Let's assume he has 45 more utility belt APs :P Link to comment
Avenger Assembled Posted January 5, 2010 Author Share Posted January 5, 2010 Gimme a Physical Sciences check, alder. DC 25. Link to comment
alderwitch Posted January 5, 2010 Share Posted January 5, 2010 1d20+12=21 Although if I get to use my eiditic memory bonus which seems appropriate as I think I know what this is and Psyche has seen that energy before, that would be a 26. Link to comment
Avenger Assembled Posted January 11, 2010 Author Share Posted January 11, 2010 We're in rounds. The UNISON agents go first; the lizardmen go last. Edet goes on 24 Link to comment
angrydurf Posted January 11, 2010 Share Posted January 11, 2010 1d20=18 Phalanx is paying attention this time around ;) Link to comment
alderwitch Posted January 11, 2010 Share Posted January 11, 2010 1d20=17 As is Psyche :D Link to comment
Cyroa Posted January 11, 2010 Share Posted January 11, 2010 init (1d20+2=7) Hellion's not ;) Link to comment
Electra Posted January 11, 2010 Share Posted January 11, 2010 Wander is really, really, really paying attention. 31 Link to comment
Ecalsneerg Posted January 11, 2010 Share Posted January 11, 2010 GECKOMAAAAAAAAN (1d20+5=17) Link to comment
Avenger Assembled Posted January 12, 2010 Author Share Posted January 12, 2010 UNISON agents Wander Edet Phalanx Geckoman Psyche Hellion Lizardmen innocently Wander, you're up. Link to comment
Electra Posted January 12, 2010 Share Posted January 12, 2010 Erin's going to bat the nearest lizardman, and if she succeeds in knocking him down, she will continue with takedown attack. They are minions, so she is taking 10, for a 23. And keeping going! Link to comment
Avenger Assembled Posted January 12, 2010 Author Share Posted January 12, 2010 And yes, we are out of rounds. TOUGHER MINIONS NEXT TIME. Link to comment
alderwitch Posted January 12, 2010 Share Posted January 12, 2010 Mind Reading Check: 1d20+11=26 Link to comment
Avenger Assembled Posted January 13, 2010 Author Share Posted January 13, 2010 Hunts-With-Poisoned-Claw joined his clutchmates on the hunt for the mammal from the sky mostly just to fit in; he'd much rather have been pursuing the gorgeous females in estrus back at the nest near the rockpile. But Stabs-Cunningly-From-Behind is frightened by the strange actions of the metal men in the volcano, and so he's sent his scouts out to try and bring back these latest arrivals to the Land-Where-People-Live. Hunts fears the metal men as well; hunters from the nest who've gone near the volcano have disappeared with screams as their only tombstone. He hopes the Gate of Light, recently active after being so long quiet, will stay open long enough for his people to return safely. Link to comment
Avenger Assembled Posted January 13, 2010 Author Share Posted January 13, 2010 Everyone, take an HP. Link to comment
alderwitch Posted January 13, 2010 Share Posted January 13, 2010 1d20+13=17 I will use one of those HP to reroll: 1d20+13=27 Much better Using ESP to check out the path to the gates and the gates. Link to comment
Avenger Assembled Posted January 13, 2010 Author Share Posted January 13, 2010 The paths to the Gates are clear. it looks like the Serpent-People carried away any of their number they didn't lose during Wander's initial attack. The gates themselves look just like pictures of dimensional gates you've seen in school textbooks and old movies. Link to comment
Avenger Assembled Posted January 23, 2010 Author Share Posted January 23, 2010 Durf, give me a DC 15 Stealth check. Link to comment
angrydurf Posted January 23, 2010 Share Posted January 23, 2010 "stealth" check (1d20=1) Yea that pretty much sums it up. Link to comment
Avenger Assembled Posted January 24, 2010 Author Share Posted January 24, 2010 D'oh! Fortunately, nothing bad happens. (That Phalanx is aware of.) Carry on. Link to comment
angrydurf Posted January 24, 2010 Share Posted January 24, 2010 If I'm using the current sheet Phalanx has infra-vision, ultra-vision and extended 2 on vision, If not he can't see anything more than the people on the ground probably. So I see anything boss? Link to comment
Avenger Assembled Posted January 27, 2010 Author Share Posted January 27, 2010 Durf, that's a DC 29 Tou save and a Nullify check (all powers) vs 31. Have an HP for advancing the plot! (Go ahead and make the Tou save before the Nullify; I'm not trying to incinerate Phalanx here.) :D Link to comment
angrydurf Posted January 27, 2010 Share Posted January 27, 2010 Toughness Save (1d20+16=26) Bruised Enhanced Strength VS nullify (1d20+26=32) Good Enhanced Con VS Nullify (1d20+26=31) Good Impervious VS nullify (1d20+11=18) Nullified rest of his powers can't beat a 31 nor can his will and so are nullified Now if I have a move action available I can reactivate flight Otherwise ... He falls Assuming he's high enough for terminal velocity (200') thats a DC 35 toughness save If no one can/does catch him I'll blow that HP for ultimate toughness and Just make it with a 35 (counting the -1 for the bruise) Of course that includes his link to Psyche ;) Link to comment
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