Electra Posted April 4, 2010 Share Posted April 4, 2010 Thread with Midnight and Wander both enjoying their half immunity to sleep. Link to comment
Gizmo Posted April 6, 2010 Share Posted April 6, 2010 Oh noes! Initiative. (1d20+3=8) ...Trevor's a little slow on the uptake there. Link to comment
Electra Posted April 6, 2010 Author Share Posted April 6, 2010 Not a great roll, but Erin goes on 19 Link to comment
Avenger Assembled Posted April 6, 2010 Share Posted April 6, 2010 10 Wander Gamma Midnight Wander is up Link to comment
Electra Posted April 6, 2010 Author Share Posted April 6, 2010 Wander will do a full power attack with her bat. She spends a hero point to make up for a roll of a 2, and rolls a 1. Luckily, that hits, so it's a DC 33 toughness save. Link to comment
Avenger Assembled Posted April 6, 2010 Share Posted April 6, 2010 He is bruised! That's a crit, Wander. His Aura only does 4 damage by Ultimate Power rules, so your impervious will block that even with the Crit. DC 34 Tou. Midnight is up Link to comment
Electra Posted April 6, 2010 Author Share Posted April 6, 2010 Ouch, spending another HP to not get knocked unconscious in the first round in front of the new guy. Result is 32. She is bruised. Link to comment
Gizmo Posted April 6, 2010 Share Posted April 6, 2010 Uh, yeah, okay. Midnight uses 5pp of his Gadgets to come up with Immunity 10 (radiation, Flaw: half-effective) then uses his grapple to swing over to the fight. Link to comment
Electra Posted April 6, 2010 Author Share Posted April 6, 2010 Erin shakes the Bruised at the top of the round. She will use Fast Acrobatic Bluff against Gamma as her move action, with skill mastery the DC is 25. He can't hit that, so he is flat footed against her attack. Another full power attack. Finally got a half-decent roll, a 23. That's a DC 33 Toughness save. Link to comment
Gizmo Posted April 6, 2010 Share Posted April 6, 2010 Toughness save vs. DC 21 (1d20+8=25) Pfft, radiation? Whatever. So, how far back did Gamma get knocked? If he's a ways off, Trevor might want to see about getting the passengers of the Atomcar to safety, rather than chasing after him. Link to comment
Gizmo Posted April 7, 2010 Share Posted April 7, 2010 Alright, Midnight ends up blowing his sole HP to figure out just how the heck the Atomcar is locked: Knowledge (technology) check reroll. (1d20.minroll(11)+5=20) Turns out it's a magnetic lock! Crazy! He uses a standard action to put his remaining 5pp of Gadgets into 15 ranks of Disable Device and Skill Mastery (Disable Device). Then as a move action... he'll use it! That's a 27 Disable Device check, with his Intelligence included. Link to comment
Electra Posted April 8, 2010 Author Share Posted April 8, 2010 Erin's going to hit him again, but this time, no knockback, please! She's trying to keep him where she can continue hitting him without having to chase him all over. She's going to do an all-out power attack to try and polish him off. A roll of 25 succeeds, so that's another toughness save at 33 for him. Link to comment
Avenger Assembled Posted April 10, 2010 Share Posted April 10, 2010 Gamma is down for the count. Our order is Wander Grue 1 "Tesla" Midnight Grue 2 "Tim" Wander is up. Link to comment
Electra Posted April 10, 2010 Author Share Posted April 10, 2010 Erin is going after "Tesla," starting with an acrobatic bluff, with her Skill Mastery for DC 25. She will follow that up with a simple full Power Attack. Spending a hero point to get over that nat 1. =P Second roll is a 24. DC 33 toughness save. Link to comment
Gizmo Posted April 10, 2010 Share Posted April 10, 2010 Alright, Midnight will use HiPS to Skill Mastery Stealth for 28, then Power Sneak Attack! Power Attack 5 (1d20+9=12) Argh. He'll reroll with his sole HP: Power Attack 5 reroll (1d20.minroll(11) +9=22) *sigh* That should be DC 26. Link to comment
Avenger Assembled Posted April 10, 2010 Share Posted April 10, 2010 The giant Grue is bruised. Have an HP. That's a DC 27 Tou save for Trevor. Link to comment
Electra Posted April 10, 2010 Author Share Posted April 10, 2010 Erin is doing a full All-Out Attack to raise her very mediocre ranged attack modifier. Invisible Castle pwns me, and Erin is out of HP. But at least he didn't miss entirely... Link to comment
Gizmo Posted April 10, 2010 Share Posted April 10, 2010 Climb check. (1d20+2=14) Hahaha... yeah. Midnight gives the Grue a face full of midnight mist and oh my goodness that came out so very wrong. Link to comment
Electra Posted April 11, 2010 Author Share Posted April 11, 2010 Erin's going to do a move-by leaping action, she's going to jump up over the Grue's head, bat at his head, and keep going back down to the ground. She's going to do an all-out power attack for this one, trying to end it sooner. Woo-hoo! She rolls a 30, so that's a DC 33 toughness save from the Grue. Link to comment
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