Dr Archeville Posted October 21, 2010 Author Posted October 21, 2010 Dok 'ported KC and himself to the shore, as KC instructed. The Squrm is half a mile (~2,500 feet) off shore. (International waters!) Even if KC flew all-out, that'd get him 400 feet closer. He still wouldn't be able to even see it, and even if he could, his Blasts can only reach a max of 800 feet. Would you like to change your IC post?
Dr Archeville Posted October 26, 2010 Author Posted October 26, 2010 Dok Move Action: Reconfigured Gadgets to Move Object 5 (tractor beam; Str 25, enough to carry KC as a light load) [10/15PP] Stand Action: Grab KC Extra Effort to SURGE and gain another action Move Action: Fly to Squrm with KC in tow. Mobs... either break free of the control (Asylum) or have no one to target (Beach) Squrm Standard Action: Attempts to use Mind Control on Dok Mind Control check (1d20+8=21) As I pointed out in the first post, Dok's had his Enhanced Wis up. ... Rule of Drama takes precedence, Dok fails the initial save. Wander is up.
Electra Posted October 26, 2010 Posted October 26, 2010 Wander is going to make a double move action and then surge to attack. First move action, activate beacon and teleport to the beach. Second move action, leap out in a high arc towards the melee over the water, aiming for the Squrm as soon as possible Surge Action: Take 10 to attack, which gives her a 24, which should hit if its defense is 18 like the other. Autofire adds 3, for a DC 31 toughness save. She'll follow it down, since there's not much else she can do.
Dr Archeville Posted October 26, 2010 Author Posted October 26, 2010 That hits, and (being a Minion), it's KO's. KC, save her!
Dr Archeville Posted October 27, 2010 Author Posted October 27, 2010 Actually, we're out of init phases now, since the last Squrm's been KO'd. Unless no one does anything to it in the next ten rounds, at which point it may regain consciousness.
alderwitch Posted October 28, 2010 Posted October 28, 2010 Is there any way to figure out what is going on with Doc between arcane lore and my detect magic spell?
Dr Archeville Posted October 28, 2010 Author Posted October 28, 2010 Indeed so, and I'm PMing you what she finds.
alderwitch Posted November 2, 2010 Posted November 2, 2010 Nullify Field 10 (40 Feet) (All Powers; Extras: Area [50-ft. Burst, General], Duration [Concentration]; Flaw: Range [Touch]; Drawbacks: Only Magical and Dimensional Descriptors -1) {39}
Dr Archeville Posted November 2, 2010 Author Posted November 2, 2010 Roll a Nullify check, see if you can beat the Mind Control's check. Power check vs. Phantom's Nullify (1d20+8=18) And since Phantom's Nullify doesn't have the Selective Attack extra, she's nullifying KC's mojo, too (as I'm assuming he's not 40 feet away from her, but with her at Dok's side). Need a power check from him for his Preternatural Array, Enhanced Con, Enhanced Wis, and Flight (maybe Erin will get dunked after all!)
alderwitch Posted November 2, 2010 Posted November 2, 2010 15 Oh, invisible castle, my old friend. HP to reroll. 30!
Dr Archeville Posted November 2, 2010 Author Posted November 2, 2010 That frees Dok from the horrible mind control! It also definitely frees Blake Salazar from his Flight (as the best he can get on the opposed roll for that is 21), so he's falling!
Lone Star Posted November 4, 2010 Posted November 4, 2010 http://invisiblecastle.com/roller/view/2752506/ His Magic Array check. http://invisiblecastle.com/roller/view/2752507/ Enhanced Con check http://invisiblecastle.com/roller/view/2752513/ :shock: Enhanced Wisdom.
Dr Archeville Posted November 5, 2010 Author Posted November 5, 2010 Kid Cthulhu falls, needs to make a Toughness save, DC 18. Erin falls with him, but she's got enough Impervious it doesn't matter.
Lone Star Posted November 5, 2010 Posted November 5, 2010 http://invisiblecastle.com/roller/view/2752822/ KC handily makes the save.
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