Ecalsneerg Posted April 2, 2010 Posted April 2, 2010 Quark! Breakdown! Phalanx! Edge! Seraph! Reason to be in cafeteria! Interaction! Go!
Sandman XI Posted April 14, 2010 Posted April 14, 2010 Device 11 (Dark Star Suit; hard to lose): Insubstantial 3 (Extra: Duration/Continuous, Flaw: Permanent) [15dp], Flight 1 [2dp], Blast 17 (Power Feat: Precise 2) [36dp], Super-Senses 7 (gravitic field sense [accurate, extended, radius, ranged, mental sense], direction sense, radio) [7dp]
Avenger Assembled Posted April 17, 2010 Posted April 17, 2010 Mark power-stunts the following off his Probability Control array: Nullify 12 [all firearms] (Extras: Duration [Concentration], Burst Area, Selective) (Flaws: Distracting) (PFs: Progression 6 on Area, Precise, Subtle) (60 pp) This should shut down every gun in the bank!Mark will spend every HP he has (he has 7 base and several more from his complications to his Young Freedom allies like Eddie, Mike, and Chris) to make any guns inside the bank that pass the save fail with Luck Control. Boo-yah!
quotemyname Posted April 17, 2010 Posted April 17, 2010 Music Mastery Speed 10 [10pp] Strike 12 (PF: Accurate 4) [16pp] Enhanced Feat: Takedown Attack 2 [2pp] Impervious Toughness 7 [7pp] It's a Holiday in Cambodia. It's rough here, but that's the life :/ This is for later: [groove]20816653[/groove]
quotemyname Posted April 29, 2010 Posted April 29, 2010 I'm basically waiting for everyone to say their ready, or for a go ahead from either the GM or Edge to just start his plan. Should we roll initiative? initiative (1d20+10=11) Just in case. Wow IC hates me today.
Avenger Assembled Posted April 29, 2010 Posted April 29, 2010 8 Init Eddie knows perfectly well that Edge is uncapable of making plans. That's right, I said uncapable.
quotemyname Posted May 3, 2010 Posted May 3, 2010 Due to my workload and stuff, I'm just trying to play keep up right now in all my threads. BD is waiting for something to happen.
Ecalsneerg Posted May 5, 2010 Author Posted May 5, 2010 Thugs initiative, Geckoman initiative (1d20+1=10, 1d20+9=27) Quark - 37 - 5 HP - Unharmed Geckoman - 27 - 2 HP - Unharmed, delaying Phalanx - 16 - 3 HP - Unharmed Breakdown - 11 - 3 HP - Unharmed 9 Thugs - 10 - 1 down, 5 in group around hostages, 2 at bags, 1 with wallets Edge - 8 - 6 HP - Unharmed Seraph - 4 - 1 HP - Unharmed Geckoman delays. Phalanx is up.
angrydurf Posted May 6, 2010 Posted May 6, 2010 Take ten for a 19 to hit the thugs by the hostages DC 30 Toughness if it hits using take-down attack to get as many of them as I can.
Avenger Assembled Posted May 7, 2010 Posted May 7, 2010 If Phalanx doesn't hit, Mark spends an HP to let him reroll.
Ecalsneerg Posted May 10, 2010 Author Posted May 10, 2010 Defence 20 Thugs? What kind of game do you run!? Phalanx takes out all the thugs near the hostages, but the other 3 aren't close enough. He hits automatically, they fail even on a 20. Woot. Breakdown is up. Quark - 37 - 5 HP - Unharmed Geckoman - 27 - 2 HP - Unharmed, delaying Phalanx - 16 - 3 HP - Unharmed Breakdown - 11 - 3 HP - Unharmed 9 Thugs - 10 - 6 down, 2 at bags, 1 with wallets Edge - 8 - 6 HP - Unharmed Seraph - 4 - 1 HP - Unharmed
quotemyname Posted May 10, 2010 Posted May 10, 2010 Music Mastery Speed 10 [10pp] Strike 12 (PF: Accurate 4) [16pp] Enhanced Feat: Takedown Attack 2 [2pp] Impervious Toughness 7 [7pp] It's a Holiday in Cambodia. It's rough here, but that's the life :/ This is for later: [groove]20816653[/groove] Breakdown is going to run in and try to clean up after Phalanx All out Attack 5, Power Attack 5, vs three remaining thugs. Using Speed 10 and Takedown Attack 2 to reach all of them. (1d20+10=22, 1d20+10=20, 1d20+10=24) Since the DON'T have Def 20, I believe that means I hit all of them. My DC actually comes in higher than Phalanx after Power Attack. I hit for DC 32 on all attacks.
Ecalsneerg Posted May 11, 2010 Author Posted May 11, 2010 Yep, you hit them all. And could easily have done taking 10 against the minions They can't save against it, so they're down. I'll put up an IC post saying so later tonight.
quotemyname Posted May 11, 2010 Posted May 11, 2010 I had actually forgotten to do that. I was planning on it, but hey, it worked out anyways :D
Ecalsneerg Posted May 13, 2010 Author Posted May 13, 2010 DC 32 punch from Geckoman against Breakdown (1d20+5=11) *Fiat*. you didn't expect that! Flat-footed. It hits, take a HP :venom: Quark - 37 - 5 HP - Unharmed Phalanx - 16 - 3 HP - Unharmed Breakdown - 11 - 4 HP - Unharmed, DC 32 save needed Geckoman - 27 - NPC - Unharmed Edge - 8 - 6 HP - Unharmed Seraph - 4 - 1 HP - Unharmed
quotemyname Posted May 13, 2010 Posted May 13, 2010 Betrayal! Toughness Save DC 32 (1d20+12=17) Ugh! Well, there goes that HP! Toughness Save DC 32 (1d20.minroll(11)+12=28) I take a bruised!
Avenger Assembled Posted May 15, 2010 Posted May 15, 2010 Spent 3 HPs there, but I think it did the trick. Remember to add ten to his attack and nullify because of the HP expenditure.
Ecalsneerg Posted May 18, 2010 Author Posted May 18, 2010 Quark - 37 - 5 HP - Unharmed Phalanx - 16 - 3 HP - Unharmed Breakdown - 11 - 4 HP - Unharmed, DC 32 save needed Geckodrone - 27 - NPC - Unharmed, undisguised Edge - 8 - 6 HP - Unharmed Seraph - 4 - 1 HP - Unharmed Seraph is up.
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