Gizmo Posted June 3, 2011 Share Posted June 3, 2011 Midnight's going to spend his first HP to do terrible, surprise round things: Full Action: Move All-Out using his gaseous form to make it inside the first helicopter. Free Action: Switch to supersaturated muscles AP. Free Action: Arrange Gadgets: Reinforced Collapsible Bo Staff Strike 5 (Extras: Autofire 1, Power Feats: Extended Reach, Mighty, Subtle) [13PP] Extra Effort: Surge. Standard Action: Reinforced Collapsible Bo Staff Attack; Power Attack 5, Sneak Attack. (1d20+10=23, 1d20+10=25) Put the second roll in there in case Takedown Attack comes into play. That's DC 15 + 5 Strike + 8 Strength + 2 Sneak Attack + 5 Power Attack = 35 (Plus any applicable Autofire bonus). Link to comment
Avenger Assembled Posted June 3, 2011 Author Share Posted June 3, 2011 As they are PL 3 soldiers, the pilot and copilot of the middle chopper are unconscious via Takedown Attack. I can't see any reason why you wouldn't be able to hit the chopper too, so: it has TOU 9 and DEF 6, so assuming it gets a 19, your Autofire bonus is just enough to destroy it. I'll say it starts spiraling out of control. Spend another HP to steer it places. Link to comment
Gizmo Posted June 3, 2011 Share Posted June 3, 2011 Well, Corbin and Eve should have no trouble with the other two choppers (and they should get to do cool flying stuff!) so, he'll being the chopper down on the tanks. Ranged Attack... with a helicopter. (1d20+9=28) He'll also use one of those unassigned Gadgets PP for Slow Fall, essentially adding it to his grapple. Link to comment
Avenger Assembled Posted June 3, 2011 Author Share Posted June 3, 2011 20 OK, it's injured. Link to comment
KnightDisciple Posted June 3, 2011 Share Posted June 3, 2011 CT will spend an HP to act in ye olde Surprise Round. Move Action to get over to the Un-Damaged, Midnight-less chopper. Standard Action to use a Strike! 15! 1 off! I shall Hero Point to reroll! Now I get the 27... That'll be a DC 24 Toughness Save from the blasted Nazi Helicopter! Link to comment
Avenger Assembled Posted June 3, 2011 Author Share Posted June 3, 2011 It has a TOU of 9; so it's injured. Link to comment
April Posted June 3, 2011 Share Posted June 3, 2011 Sage, spending an HP. Move: Fly to Midnight Manor (I assume from the wording of the posts it's reasonably close) Free Action: Extra Effort: Power Stunt off Psi-Talents Array: Create Object 12 (Feats: Progression 3 (Object Size 50'), Selective, Extras: Impervious 12, Flaws: Feedback) This gives Sage 12 50 ft. cubes to work with. This should be enough to enclose the Manor, I hope. The 'telekinetic shield' is selective, allies can enter and leave and their attacks will go through. Standard Action: Create a telekinetic dome around the Midnight Manor Link to comment
Electra Posted June 3, 2011 Share Posted June 3, 2011 Wander is charge power attacking the tank, which I'm assuming is not going to be able to dodge that well. A critical 18, for a total of 30! That'll be a DC 40 toughness save, plus any autofire that may apply, up to a max of 10. Her defense is at -2 for the rest of the round. Also, Trevor is a complication. Link to comment
Avenger Assembled Posted June 3, 2011 Author Share Posted June 3, 2011 With the distance the tanks are at, and because they're minions, that'll be enough to destroy all the tanks. Link to comment
Gizmo Posted June 4, 2011 Share Posted June 4, 2011 Midnight II Hero Point: Shrug off Extra Effort from last round. Free Action: Arrange Gadgets: Stun 7 (Extras: Area [General, Burst], Ranged, Flaws: Action [Full], Distracting, Power Feats: Sedation) [15PP]Full Action: Throw the flash-bang! Now, if somebody who can fly wanted to catch him and/or guide the chopper to the ground, that'd be swell! Link to comment
Avenger Assembled Posted June 4, 2011 Author Share Posted June 4, 2011 They are both dazed, and will land Link to comment
KnightDisciple Posted June 4, 2011 Share Posted June 4, 2011 Midnight II Hero Point: Shrug off Extra Effort from last round. Free Action: Arrange Gadgets: Stun 7 (Extras: Area [General, Burst], Ranged, Flaws: Action [Full], Distracting, Power Feats: Sedation) [15PP]Full Action: Throw the flash-bang! Now, if somebody who can fly wanted to catch him and/or guide the chopper to the ground, that'd be swell!Cobalt Templar can catch Midnight, but his TK or CO aren't powerful enough (yet) to catch a full helicopter. So, I'll have him fly in and snatch Midnight; the chopper's close enough to the ground it ought to be okay, but Trevor's not as ideally placed. Link to comment
April Posted June 5, 2011 Share Posted June 5, 2011 Sage is going to use her Mental Corrosion power to deep scan one of the pilots. Pretty much the things Midnight asked her to check. That's Mind Reading 12 + Drain Wisdom 12 and since they're helpless she's just going to coup de grace. Link to comment
Avenger Assembled Posted June 8, 2011 Author Share Posted June 8, 2011 Everybody, take an HP for the Fiat. (Don't worry, there are good things to come.) Edge Seizes Initiative Red Eagle goes on 16 The Owl goes on 16 Madame Blitz goes on 14 Sea-Wolf goes on 11 Link to comment
KnightDisciple Posted June 8, 2011 Share Posted June 8, 2011 Cobalt Templar gets 11; his Dexterity is 14, to help determine "tiebreaker". Link to comment
Electra Posted June 8, 2011 Share Posted June 8, 2011 Wander goes on 27. Hope she's got a book tucked away for while she's waiting for the bad guys. Link to comment
April Posted June 8, 2011 Share Posted June 8, 2011 Init: (1d20+5=21) Sage goes on a 21. Link to comment
Avenger Assembled Posted June 8, 2011 Author Share Posted June 8, 2011 Edge: Seized Initiative (8 HP) Wander: 27 (5 HP) Sage: 21 (1 HP) Red Eagle: 16 The Owl: 16 Archeville: 16 Midnight: 19 (5 HP (+1 from Midnight complication) Madame Blitz: 14 Sea-Wolf: 11 Cobalt Templar: 11 (2 HP) In a sign of just how much he's advanced in his time at Claremont, Edge recognizes Madame Blitz from his history books and knows her electrical powers are a serious threat around here. He blasts her with his Telekinesis. That'll be a DC 30 Tou save for her. 12 Okay, Madame Blitz is out and Wander is up. Link to comment
Electra Posted June 8, 2011 Share Posted June 8, 2011 Wander is going to let her flying and ranged-attack friends deal with the flying types and go straight for the guy in charge. Move Action: Fast Acrobatic Bluff, DC 28 with skill mastery Standard Action: Charge attack against Archeville, moving to grapple. That' a +2 to attack, -2 to defense. 1d20+17=36. Assuming that is successful, the Grapple Check is a 45. Link to comment
April Posted June 8, 2011 Share Posted June 8, 2011 Move Action: Moving Standard Action: Attack with Mind Spike: (1d20+12=16). That's terrible. Reaction: Spend Hero Point to improve roll: Attack with Mind Spike: (1d20+12=22), rolled a 10, add +10 to roll for +32 result. Sage used: Drain Will 12 (Feats: Slow Fade, Subtle, Extras: Alternate Save [Will]) + Strike 6 (Feats: Mighty, Extras: Alternate Save [Will]) (Mind Spike; mutant, mental) That is, I think, two DC 22 Will saves Link to comment
Avenger Assembled Posted June 8, 2011 Author Share Posted June 8, 2011 9 That's enough to drop his Wisdom to 0 as well as knock him out. Midnight is up. Link to comment
Gizmo Posted June 9, 2011 Share Posted June 9, 2011 Midnight II Free Action: Arrange Gadgets:Razor Throwing Disks Damage 15 (Extra: Area [General, Cone], Flaw: Action [Full]) [15PP]Full Action: Strike Die Ãœbersoldaten and their zip lines. Free Action: Switch to Insubstantial AP so it can be activated as a reaction. Link to comment
Avenger Assembled Posted June 9, 2011 Author Share Posted June 9, 2011 16: Sea Wolf 21: Die Eule Sea-Wolf rolls vs DC 30 Unconscious! Die Eule has Evasion 2, so he saves vs. half. He's also well outside his weightclass here vs. DC 22 He's bruised. BUT Their lines break, since they're Equipment. Die Eule falls 40 ft A shockingly high Acrobatics reduces it to 20 ft 19 Link to comment
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