shazam Posted February 13, 2008 Posted February 13, 2008 Okay, using all-out attack to hopefully tag Megastar, then move-by action to fly towards the Nazis. Wonder's flight/super-strength array is currently set at Flight 5, Super-Strength 1.
shazam Posted February 13, 2008 Posted February 13, 2008 Okay, using all-out attack to hopefully tag Megastar, then move-by action to fly towards the Nazis. Wonder's flight/super-strength array is currently set at Flight 5, Super-Strength 1.
shazam Posted February 13, 2008 Posted February 13, 2008 Okay, using all-out attack to hopefully tag Megastar, then move-by action to fly towards the Nazis. Wonder's flight/super-strength array is currently set at Flight 5, Super-Strength 1.
MarkK Posted February 13, 2008 Posted February 13, 2008 Nice. Hope to GM for ya soon! BTW, is Lilac bringing Celestia in as well? Not sure, but would be easy for her to catch up to Emissary if he'd ranged ahead while they were out flying a patrol or the like if she does want to join in.
MarkK Posted February 13, 2008 Posted February 13, 2008 Nice. Hope to GM for ya soon! BTW, is Lilac bringing Celestia in as well? Not sure, but would be easy for her to catch up to Emissary if he'd ranged ahead while they were out flying a patrol or the like if she does want to join in.
MarkK Posted February 13, 2008 Posted February 13, 2008 Nice. Hope to GM for ya soon! BTW, is Lilac bringing Celestia in as well? Not sure, but would be easy for her to catch up to Emissary if he'd ranged ahead while they were out flying a patrol or the like if she does want to join in.
MarkK Posted February 14, 2008 Posted February 14, 2008 Okay.. as Emissary's got no idea what's up with the hero on hero fighting, he's just going to cut off the Shadow agents and punch some of them up, and hope it sorts itself out. Guy has takedown attack at 2, so that should allow for him to both effectively cut off the group, and to lay the beats down on several of them as he moves from one to the next. Considering an ability to take 10 on attacking em, and Emissary's non lethal damage code.. I suppose just feel free to say he gets in some knockouts on however many you find story appropriate. Oh, for combat order purposes, his initiative is... http://invisiblecastle.com/roller/view/1493082/ 18 total.
MarkK Posted February 14, 2008 Posted February 14, 2008 Okay.. as Emissary's got no idea what's up with the hero on hero fighting, he's just going to cut off the Shadow agents and punch some of them up, and hope it sorts itself out. Guy has takedown attack at 2, so that should allow for him to both effectively cut off the group, and to lay the beats down on several of them as he moves from one to the next. Considering an ability to take 10 on attacking em, and Emissary's non lethal damage code.. I suppose just feel free to say he gets in some knockouts on however many you find story appropriate. Oh, for combat order purposes, his initiative is... http://invisiblecastle.com/roller/view/1493082/ 18 total.
MarkK Posted February 14, 2008 Posted February 14, 2008 Okay.. as Emissary's got no idea what's up with the hero on hero fighting, he's just going to cut off the Shadow agents and punch some of them up, and hope it sorts itself out. Guy has takedown attack at 2, so that should allow for him to both effectively cut off the group, and to lay the beats down on several of them as he moves from one to the next. Considering an ability to take 10 on attacking em, and Emissary's non lethal damage code.. I suppose just feel free to say he gets in some knockouts on however many you find story appropriate. Oh, for combat order purposes, his initiative is... http://invisiblecastle.com/roller/view/1493082/ 18 total.
Veiled Malice Posted February 14, 2008 Author Posted February 14, 2008 Only fifteen left! Yay! Okay, The Emissary, Sonic and Captain Wonder are all in the same area with the SHADOW people, while Megastar has been left behind, shaking off good ol' Fred's blow. The initiative order is as follows: Captain Wonder, with an inhuman 27, Sonic next with a fairly superhuman 19, The Emissary after that with a no less superhuman 18, Megastar, though superhuman, has a less sensible 14, and the skulk-in-their namesake SHADOW troops have a 13. Don't worry about posting in order. Just tell me what you're going to do, and I'll make some allowances if you both go after the same target. (Like that naughty bazooka guy.)
Veiled Malice Posted February 14, 2008 Author Posted February 14, 2008 Only fifteen left! Yay! Okay, The Emissary, Sonic and Captain Wonder are all in the same area with the SHADOW people, while Megastar has been left behind, shaking off good ol' Fred's blow. The initiative order is as follows: Captain Wonder, with an inhuman 27, Sonic next with a fairly superhuman 19, The Emissary after that with a no less superhuman 18, Megastar, though superhuman, has a less sensible 14, and the skulk-in-their namesake SHADOW troops have a 13. Don't worry about posting in order. Just tell me what you're going to do, and I'll make some allowances if you both go after the same target. (Like that naughty bazooka guy.)
Veiled Malice Posted February 14, 2008 Author Posted February 14, 2008 Only fifteen left! Yay! Okay, The Emissary, Sonic and Captain Wonder are all in the same area with the SHADOW people, while Megastar has been left behind, shaking off good ol' Fred's blow. The initiative order is as follows: Captain Wonder, with an inhuman 27, Sonic next with a fairly superhuman 19, The Emissary after that with a no less superhuman 18, Megastar, though superhuman, has a less sensible 14, and the skulk-in-their namesake SHADOW troops have a 13. Don't worry about posting in order. Just tell me what you're going to do, and I'll make some allowances if you both go after the same target. (Like that naughty bazooka guy.)
shazam Posted February 14, 2008 Posted February 14, 2008 Taking 10 on the attack on the minion, and rolling an impressive natural 20 in the Strength check to divest him of the big gun.
shazam Posted February 14, 2008 Posted February 14, 2008 Taking 10 on the attack on the minion, and rolling an impressive natural 20 in the Strength check to divest him of the big gun.
shazam Posted February 14, 2008 Posted February 14, 2008 Taking 10 on the attack on the minion, and rolling an impressive natural 20 in the Strength check to divest him of the big gun.
MarkK Posted February 15, 2008 Posted February 15, 2008 Same deal as before, since Captain Wonder took out the bazooka guy, freeing me up for continued mook takedown. However many you feel that takes out. 5-10 ish I suppose?
MarkK Posted February 15, 2008 Posted February 15, 2008 Same deal as before, since Captain Wonder took out the bazooka guy, freeing me up for continued mook takedown. However many you feel that takes out. 5-10 ish I suppose?
Veiled Malice Posted February 16, 2008 Author Posted February 16, 2008 Oh sure. Just name a number, no problem. Why not all fifteen while you're at it? :D
Veiled Malice Posted February 16, 2008 Author Posted February 16, 2008 Oh sure. Just name a number, no problem. Why not all fifteen while you're at it? :D
MarkK Posted February 16, 2008 Posted February 16, 2008 Oh sure. Just name a number, no problem. Why not all fifteen while you're at it? Oh :P
MarkK Posted February 16, 2008 Posted February 16, 2008 Oh sure. Just name a number, no problem. Why not all fifteen while you're at it? Oh :P
shazam Posted February 16, 2008 Posted February 16, 2008 All-Out Attacking and Power Attacking on this one. Like ya do. Still doing non-lethal damage, though, because that's the way they did it in the High Golden Age.
shazam Posted February 16, 2008 Posted February 16, 2008 All-Out Attacking and Power Attacking on this one. Like ya do. Still doing non-lethal damage, though, because that's the way they did it in the High Golden Age.
Veiled Malice Posted February 16, 2008 Author Posted February 16, 2008 For the full +15 damage, I assume. It'll work, but how in the heck are you still doing non-lethal damage when you could crack a battleship in half with that hit? :)
Veiled Malice Posted February 16, 2008 Author Posted February 16, 2008 For the full +15 damage, I assume. It'll work, but how in the heck are you still doing non-lethal damage when you could crack a battleship in half with that hit? :)
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