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Posted

Argo the Ultimate Android: Initiative. (1d20+36=45) (Larceny Inc.'s combined powers.)

Get-Away: Initiative. (1d20+4=6) (Siren's powers.)

Grab: Initiative. (1d20+3=20) (Captain Thunder's powers.)

Smash: Initiative. (1d20+42=50) (Johnny Rocket's powers.)

Trap Door: Initiative. (1d20+7=27) (???'s powers.)

50 - Smash - Uninjured

45 - Argo - Uninjured

27 - Trap Door - Uninjured

20 - Grab - Uninjured

7 - Cobalt Templar - Uninjured, 3HP

6 - Get-Away - Uninjured

Corbin is already on the scene, of course. Eve and Sharl are fast enough to get to the fight in one round once they meet up and decide what they're doing. Riding on the paper airplane once Indira is changed, the others with take two rounds to get there.

Citizen's earlier Initiative roll of 24 stands; everyone else can hit me with their rolls to be added into the round as they arrive.

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Posted

Okay, basically, Corbin will take the actions necessary to move over to the Bauble and...I guess grab it with his TK, and start moving back to the water.

He's going to stay phased into the ground as much as possible.

EDIT: Let me know what, if any rolls need to happen. I'll add them to the thread and edit the IC as necessary.

EDIT2: Also, he's totes invisible. Because ghost powers. :o

Posted

Woo, Ghost Powers!

Get-Away

Standard Action: Visual Dazzle Argo.

This is an area attack, representing filling the air with shiny water droplets. Get-Away doesn't know it, but she's also catching the invisible Ghost!Corbin in the area of effect, too. That's a DC 20 Reflex Save for half effect then another DC 20/15 Reflex Save against the actual effect.

Argo the Ultimate Android

Reflex Save vs. DC 20. (1d20+5=20, 1d20+5=21) ...well, he's fine!

KD, hit me with some saves for Corbin. Sorus, I need an initiative roll for Eve; she and Sharl are joining the fight this round. Also feel free to get an IC post in responding to Sharl as they speed into battle!

50 - Smash - Uninjured

45 - Argo - Uninjured

27 - Trap Door - Uninjured

24 - Citizen - Uninjured, 3HP

20 - Grab - Uninjured

7 - Cobalt Templar - Uninjured, 3HP

6 - Get-Away - Uninjured

?? - Sage - Uninjured, 5HP

Posted

50 - Smash - Uninjured

45 - Argo - Uninjured

27 - Trap Door - Uninjured

26 - Sage - Uninjured, 5HP

24 - Citizen - Uninjured, 3HP

20 - Grab - Uninjured

7 - Cobalt Templar - Uninjured, 3HP

6 - Get-Away - Uninjured

I'll get the IC up and continue on once I get the Reflex Saves for Cobalt Templar.

Posted

Rocket!Smash

Standard Action: Attack Argo the Ultimate Android. (1d20+7=13) That's a miss.

Argo the Ultimate Android

Standard Action: Attack Smash. (1d20+10=27)

Rocket!Smash

Toughness Save vs. DC 35. (1d20+5=11) Unconscious! Or should I say smashed?

Liberty!Trap Door

Move Action: Fly after the Bauble.

Standard ActionL Grab it! This is a contested Strength check against Cobalt Templar's Telekinesis' effective Strength (Telekinesis 2 = Strength 10 = +0).

Contested Strength Check. (1d20+9=15)

50 - Smash - Unconscious

45 - Argo - Uninjured

27 - Trap Door - Uninjured

26 - Sage - Uninjured, 5HP

24 - Citizen - Uninjured, 3HP

20 - Grab - Uninjured

7 - Cobalt Templar - Uninjured, 3HP

6 - Get-Away - Uninjured

I need a contested check from Corbin but Eve is arriving on the scene!

Posted

Oh well! She'll just have to settle for one villain per round, I guess.

50 - Smash - Unconscious

45 - Argo - Uninjured

27 - Trap Door - Unconscious

26 - Sage - Uninjured, 4HP

24 - Citizen - Uninjured, 3HP

20 - Grab - Uninjured

7 - Cobalt Templar - Uninjured, 3HP

6 - Get-Away - Uninjured

Posted

Argo the Ultimate Android

Toughness Save vs. DC 28. (1d20+15=21) Dazed and Bruised!

Thunder!Grab

Move Action: Get some height above the battle.

Standard Action: Area Damage 10, hitting Argo and Citizen. DC 20 Reflex, DC 25 Toughness.

Argo the Ultimate Android

Reflex Save vs. DC 20. (1d20+5=21)

Toughness Save vs. DC 20. (1d20+14=15) Not a good round for Argo!

50 - Smash - Unconscious

45 - Argo - Bruised x2, Dazed

27 - Trap Door - Unconscious

26 - Sage - Uninjured, 4HP

24 - Citizen - Uninjured, 3HP

20 - Grab - Uninjured

7 - Cobalt Templar - Uninjured, 3HP

6 - Get-Away - Uninjured

Posted

Siren!Get-Away

Move Action: Catch up with the 'floating' Bauble.

Standard Action: Snare Bauble (and Cobalt Templar). (1d20+9=21)

That net does have Affects Insubstantial on it, so that's a DC 19 Reflex Save for Corbin.

Electra, Fox, hit me with some initiative rolls.

Ghost Girl: Initiative. (1d20+3=17)

50 - Smash - Unconscious

45 - Argo - Bruised x2, Dazed

27 - Trap Door - Unconscious

26 - Sage - Uninjured, 4HP

24 - Citizen - Uninjured, 3HP

20 - Grab - Uninjured

17 - Ghost Girl - Uninjured, 4HP

7 - Cobalt Templar - Uninjured, 3HP

6 - Get-Away - Uninjured

?? - Wraith - Uninjured, 2HP

?? - Papercut - Uninjured, 5HP

Posted

Cobalt Templar is bound and helpless! He's still invisible, but since the net treats him like he's solid, it's pretty obvious there's someone in there with the Bauble.

Argo the Ultimate Android

Dazed, passes his turn.

50 - Smash - Unconscious

45 - Argo - Bruised x2

27 - Trap Door - Unconscious

26 - Sage - Uninjured, 4HP

24 - Citizen - Uninjured, 3HP

20 - Grab - Uninjured

17 - Ghost Girl - Uninjured, 4HP

9 - Wraith - Uninjured, 2HP

7 - Cobalt Templar - Uninjured, Bound/Helpless, 3HP

6 - Papercut - Uninjured, 5HP

6 - Get-Away - Uninjured

Posted

Argo the Ultimate Android

Can't pass that Feint!

Toughness Save vs DC 31. (1d20+13=30) Another bruise!

50 - Smash - Unconscious

45 - Argo - Bruised x3

27 - Trap Door - Unconscious

26 - Sage - Uninjured, 3HP

24 - Citizen - Uninjured, 3HP, +5 on next Attack vs. Argo (Aid + Teamwork 3)

20 - Grab - Uninjured

17 - Ghost Girl - Uninjured, 4HP

9 - Wraith - Uninjured, 2HP

7 - Cobalt Templar - Uninjured, Bound/Helpless, 3HP

6 - Papercut - Uninjured, 5HP

6 - Get-Away - Uninjured

Posted

Argo the Ultimate Android

Toughness Save vs. DC 28. (1d20+12=19) Bruise and a Daze!

Toughness Save vs. DC 33. (1d20+11=20) Staggered!

50 - Smash - Unconscious

45 - Argo - Bruised x4, Dazed, Staggered

27 - Trap Door - Unconscious

26 - Sage - Uninjured, 3HP

24 - Citizen - Uninjured, 1HP

20 - Grab - Uninjured

17 - Ghost Girl - Uninjured, 4HP

9 - Wraith - Uninjured, 2HP

7 - Cobalt Templar - Uninjured, Bound/Helpless, 3HP

6 - Papercut - Uninjured, 5HP

6 - Get-Away - Uninjured


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