CollateralKid Posted March 12, 2008 Posted March 12, 2008 It should effect the entire group as far as i know. And it takes place whenever i decide to implement it either out of combat or in combat, it gives bonuses to skill bonuses and attack rolls.
MBCE Posted March 13, 2008 Posted March 13, 2008 I will describe what the inside of the dimensional pocket looks like once someone enters it. By the way, Red Queen's Magical Awareness should be going bonks with Ghost nearby right now. With his concealment and shield on, he simply radiates magic. Oh and describe away as Ghost jumps in.
MBCE Posted March 13, 2008 Posted March 13, 2008 I will describe what the inside of the dimensional pocket looks like once someone enters it. By the way, Red Queen's Magical Awareness should be going bonks with Ghost nearby right now. With his concealment and shield on, he simply radiates magic. Oh and describe away as Ghost jumps in.
Heritage Posted March 17, 2008 Posted March 17, 2008 I tired to get all caught up in posting tonight, but I still owe a post here - look for one early tomorrow. ;)
Heritage Posted March 17, 2008 Posted March 17, 2008 I tired to get all caught up in posting tonight, but I still owe a post here - look for one early tomorrow. ;)
CollateralKid Posted March 31, 2008 Posted March 31, 2008 I think the master plan effects both groups since it's a coordinated effort and it takes place in or out of combat as it gives bonuses on attack rolls AND skill rolls, it just happens whenever i put it into play. +2 for the first round to skills and attack rolls, then +1 the next.
Heritage Posted April 8, 2008 Posted April 8, 2008 I didn't think I should post again so soon after my last one, but in the interest of keeping this thread active, I will do so later today.
CollateralKid Posted April 8, 2008 Posted April 8, 2008 Yeah i was just waiting for someone to give Collateral the signal to start bustin stuff up as a distraction...
nareik123 Posted April 10, 2008 Posted April 10, 2008 Can someone please PM when Dryad finally gets action. Waiting while everybody else does something isn't highly entertaining.
Heritage Posted April 20, 2008 Posted April 20, 2008 Nice justification for RQ's crappy roll, MBCE :D
MBCE Posted April 21, 2008 Posted April 21, 2008 Well it does make sense....She's a teleporter so why would she need to sneak around like normal follk? The sad thing is that she's as good as Ghost. :cry:
Heridfel Posted April 23, 2008 Author Posted April 23, 2008 And now we get into the initiative part. Everybody gets to roll there, even the people outside. Something may be happening out there shortly enough. Ghost, can you give me an idea of what you're looking for? I'll edit my post once I have a better sense of what you want to use against the guards.
MBCE Posted April 23, 2008 Posted April 23, 2008 Ghost Initiative (1d20+1=9) I'm pretty much just looking for the type of descriptors he can use for his powers. I would assume there are more than enough displays that can fall on people. There are lights I would assume for an electrical descriptor or two. Maybe a fire preventation system for foam or water descriptors. If there are any different types of common descriptors that might be in the area that I can use, that would be great.
Heridfel Posted April 23, 2008 Author Posted April 23, 2008 Going strictly by damage descriptors, you have your physical (bludgeoning, slashing, and piercing), electrical, and water (sprinkler system above breaks, dumping water on someone's head). If you choose to power stunt, you have more options, such as a "floor was recently over-waxed" for a Trip, light and water for a Dazzle or Obscure effect, and I'm sure you can think of others. I'm willing to let you say something happens, and unless it's either a) very unlikely or interfering with fiendish plans I already have, I'll incorporate it into the story.
MBCE Posted April 23, 2008 Posted April 23, 2008 Bludgeoning attack on one of the guards. Toughness DC 20
CollateralKid Posted April 23, 2008 Posted April 23, 2008 Imposters Inititive roll:initiative (1d20+2=17) Collateral's Initiative roll :Initiative (1d20+1=20)
Heritage Posted April 23, 2008 Posted April 23, 2008 Red Queen's Initiative is...taking forever! I think there must be something wrong with da Castle; will try to get a roll in later tonight EDIT: And well worth the wait! :P
MBCE Posted April 24, 2008 Posted April 24, 2008 Looks like Ghost and RQ are in the same boat way too much! Glad to see he won't be alone though in moving last. :D
Heridfel Posted April 25, 2008 Author Posted April 25, 2008 The two guards have initiatives of 10. It seems like Imposter goes before them, while the Red Queen and the Ghost will go after. Dryad, I think that you and Collateral are still outside, so you wouldn't be able to run up behind the guards. I do need both of you two to make Notice checks for me, though. Edit: Figures that the guard just happens to be Jackie Chan, eh? The taser is per M&M, so it's a Fortitude save for the Ghost. Red Queen still has her action for the round, then back to the top with Imposter.
MBCE Posted April 25, 2008 Posted April 25, 2008 Yeah, and just my luck that he got hit with it. Well he's stunned for a while. Should be interesting to see what happens next. :D
CollateralKid Posted April 25, 2008 Posted April 25, 2008 notice (1d20+10=18) Collateral's Notice also I'm going to have Imposter Double back and do a flying kick on the guard with the taser. Its up to you if i can add my 2 ranks of sneak attack to this roll as well...keep in mind he's disguised as a guard. also i'm using my Elusive target feat in case the other guard attempts to shoot me...and taking 2 off my attack and adding it to my defense using Defensive strike making his defense a total of 20 BTW I doubting that the guard has a 25 AC, so it should be a toughness save of 19, i think its 21 if you want to include sneak attack.
Heridfel Posted April 30, 2008 Author Posted April 30, 2008 I'll allow the Sneak Attack here for Imposter, since he was hidden prior. He only gets one lucky save. Your attack has knocked him out. Meanwhile, if the first guard is Jackie Chan, the second one is Jackie Chan's twin. Another impossible save made. That one guard is up, and Ghost will end his Stun this round without a roll.
Heridfel Posted May 1, 2008 Author Posted May 1, 2008 The inside crew is out of rounds for the moment. We'll keep the same initiative rolls if we head back in. Meanwhile, the folks outside just made their presence known to Next-Gen. Imposter, Red Queen, and Ghost can all start moving towards the gems (though I suspect Imposter will be staying put for now). If you're doing anything special to try to avoid guards or cameras, let me know. Bolt's Initiative: 19 Megastar's Initiative: 6 This means the order will be: Collateral Bolt Dryad Megastar The two villains had their surprise round. The heroes are still flat-footed, and oh my gosh Bolt needs to get Uncanny Dodge pronto. Collateral, if you are thinking about starting the fight by attacking him, PM me before you make your rolls.
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