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At the Mountains (OOC)


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Posted

You guys have strength enough to punch your way down to the corridor where the Crime League members are: this'll give you time to make Master Plans/Inventions and such.

Hellion, have an HP for your Teleport being blocked by the doors.

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Posted

The darkness effect only lasts a round; it'll be gone by the time you guys have a chance to react. It does not obscure Communication Links or sound, so you do have time to communicate that way.

I need a Reflex save from everybody to pick what tunnel segment you're going to wind up in. Don't worry, you won't be split up forever, just for a scene or so. (Or sooner!) :D

Mark takes the auto-nine from his Probability Control and gets 16. He can't help you guys, though, since he can't accurately perceive any of you.

Posted

In Mind-Control-Oh-No, we're going

Edge (now with 2 HP, gah!)

Wander

Midnight

Hellion

Medea

Mark takes a full round to Inspire (+5) his teammates, except Wander. He could Inspire her, giving her a bonus on the vs. Mind Control check she'll make next round, but since he can't apply that bonus selectively...yeah, not so much.

WAnder is up.

Posted

Okay, Edge's talking to her got Wander's attention, though not in the way he might have liked. She's attacking him first.

Acrobatic bluff for the move action, to catch him flat footed. He can't beat the DC 28 check.

Bat power attack on Edge: 1d20+9=25 Since she's using the bat, she has autofire, which adds +3 to the DC for a total of 37.

Since he's unconscious after the knockback, she will not surge to hit him again.

Posted

Midnight II

Free Action: Active +3 Master Plan.

Free Action: Midnight Mist!

Free Action: Arrange Gadgets:

  • Dazzle 10 (Auditory) [10PP]

Standard Action: Auditory Dazzle. (1d20+17=24) That's a DC 20 Reflex save.

Move Action: Stealth 38 w/ Skill Mastery, Inspire and Master Plan.


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