Avenger Assembled Posted July 27, 2010 Author Posted July 27, 2010 Given that they have no Sense Motive at all, I'm not even gonna try on that one. Centuritron 2 is as Taunted and Set-Up as all heck. Psyche is up.
alderwitch Posted July 27, 2010 Posted July 27, 2010 Okay, well, Psyche will talk as a free action and then ready an action to psychic blast Hiroshima Shadow when he pops up through the floor. That's a DC26 will save for damage. It is perception ranged.
Darksider42 Posted July 27, 2010 Posted July 27, 2010 Rift turns on his Force Field as a free action, then moves over to the Terminal Mark mentioned and starts hacking away And the results are a Natural 20 = 30!
Avenger Assembled Posted July 27, 2010 Author Posted July 27, 2010 Have some plot info! You'll be able to issue commands as a move action on your turn. Midnight 2 is up.
Gizmo Posted July 28, 2010 Posted July 28, 2010 Midnight II Move Action: Configure Gadgets. Immunity 5 (radiation damage, Extras: Affects Others, Area, Flaw: Limited) [10PP] Standard Action: Ready DC 30 Demoralize w/ Intimidate Skill Mastery against Hiroshima Shadow. It won't protect the team from his drain, but it'll give them an edge against his blasts.
angrydurf Posted July 28, 2010 Posted July 28, 2010 Free action: Heroic Feat to get an alt power on the paragon array. Alt power: Autofire 1 on unarmed damage [16], Speed 3 (pfs: Move by attack)[4] Move: Move to the Bot Gecks set up for me, Standard: Power attack 5 (For free cus I got Inspired!) Power attack 5 attack (1d20+10=28) DC 36 to start +1 for every 2 I exceed defense by up to +5 (at beating defense by 10) Remainder of move: return adjacent to as many of the others as I can in preparation to interpose (particularly Psyche and Edge )
Avenger Assembled Posted July 28, 2010 Author Posted July 28, 2010 OK, that's a DC 41! Ouch, a good roll on the robot's part! 34 Luckily, Mike's good buddy Mark is there, and Mark spends HP like candy! Aaand a 34 again Mark is now at 3 HP. Centuri-bot 2 is injured and stunned. Hiroshima Shadow is up.
Avenger Assembled Posted July 28, 2010 Author Posted July 28, 2010 Okay, he is bruised and stunned. Hellion is up.
Cyroa Posted July 29, 2010 Posted July 29, 2010 Using: Strike 12 (Extras: Penetrating x3; PFs: Accurate x3, Affects Insubstantial 2) [20PP] link with Drain Toughness 8 (Extra: Affects Objects) [16PP] attacking stunned shadow (1d20+10=17) Surging (w/ my free HP ) w/ same attack (hopefully it'll work) stabbing Centuribot! (1d20+10=22) EDITED BY AA: Cy, don't forget to note that your attack inflicts a Toughness save of 27 and Fort save of 18. Don't make me chase down your sheet, plz. ;)
Avenger Assembled Posted July 29, 2010 Author Posted July 29, 2010 Hiroshima Shadow passes the Drain But is thoroughly pwned via the stabbing Centuritron 2 passes the Drain And is unhurt by the stabbing OK, Hiroshima Shadow is out. (For the moment!)
Avenger Assembled Posted July 29, 2010 Author Posted July 29, 2010 The 3 remaining Centuritrons attack Wander, Phalanx, and Rift. (aka; the two that attacked them successfully and the one standing next to the control panel) Cent 3: hits Wander: Crit! DC 36 Tou save Cent 4: hits Phalanx: DC 31 Tou save Cent 5: hits Rift: DC 31 Tou save Mark will spend (not give) an HP for Rift so he can reroll his Tou save if necessary, since him staying conscious is vital and he's squishier than Erin or Mike. OK, make those rolls, please. Don't forget your Inspire bonuses. I'm omitting Knockback for the moment, because the Centuritrons are programmed not to do anything to damage the Sanctum.
angrydurf Posted July 29, 2010 Posted July 29, 2010 Toughness save DC 31 (1d20+18=34) For my save. And HP to Interpose for Rift Interpose! DC 31 Toughness Save (1d20+18=28) Bruised
Avenger Assembled Posted July 29, 2010 Author Posted July 29, 2010 Hellion: have an HP for my putting an Accident complication on y'all. Everybody else, this is your standard Drain Constitution 11 (Extra: Burst Area) (Flaw: Touch Range) (22 pp) that Hiroshima Shadow popped before disappearing. DC 21 Reflex save, followed by a DC 21 Fort save. Shouldn't be too tough, given the average PL around here, but I wanted HS to be able to do something after getting whipped so thoroughly by you guys. :mrgreen: Mark passes. We're technically out of initiative (which is why HS got to act), so go ahead and react once you roll your saves. You are still Inspired for these checks (don't forget to add the +5 bonus!). This is not technically how Inspire works, but if anyone wants to roll without that +5, go ahead.
Electra Posted July 29, 2010 Posted July 29, 2010 Erin passes the reflex save and has enough evasion not to need the other one.
angrydurf Posted July 29, 2010 Posted July 29, 2010 ooh inspire! I didn't get bruised from the intercept. Ref followed by fort (1d20+1=16, 1d20+18=29) Unharmed (I didn't use the inspire bonus on that one )
Gizmo Posted July 29, 2010 Posted July 29, 2010 Oh hey, a non-damage radiation effect. Stupid carbon particulates... Reflex Save vs. DC 21. (1d20+10=19) Nuts. Fortitude Save vs. DC 21. (1d20+9=11) Nuts. Rerolled Fort Save vs. DC 21. (1d20.minroll(11) + 9=21) Trevor be outta HP. Weaksauce, M2, weaksauce.
alderwitch Posted July 29, 2010 Posted July 29, 2010 Reflex Save: 1d20+7=24 (+5 for inspire, +2 for bonus) Fort Save: url=http://invisiblecastle.com/roller/view/2628588/]1d20+7=8 Ouch! Rerolled Fort Save: 1d20+7=20
Cyroa Posted July 29, 2010 Posted July 29, 2010 Behold my mighty awesome rolling! reflex save + inspire (1d20+15=16) will spend my free HP on that one I think... reflex save + inspire w/ HP to reroll (1d20+15=21) Well, with the +10 and evasion, James is fine...
Darksider42 Posted July 29, 2010 Posted July 29, 2010 Rift narrowly fails his Reflex Save by 1, getting a 20 However, Rift passes his Fort save using his inspire bonus at 22 :D
Ecalsneerg Posted July 29, 2010 Posted July 29, 2010 This is not technically how Inspire works, but if anyone wants to roll without that +5, go ahead. I'll bite. Evasion! Then Drain! (1d20+10=15, 1d20+6=18) Ok, -3 to Constitution. Fair is fair.
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