Gizmo Posted December 17, 2012 Share Posted December 17, 2012 Knowledge [Arcane Lore] check. (1d20+10=23) Kimber sees what you're doing there, with your apocalyptically named bio-weapons. Link to comment
Fox Posted December 20, 2012 Share Posted December 20, 2012 Tagging this before I forget it, because that's a thing I do. Link to comment
Electra Posted December 20, 2012 Share Posted December 20, 2012 Who ordered the Nazi deathacopters? Anyway, Koshiro's going to spend an HP to stunt off his origami magic array. Now he's got quite a good Disable Device check, so if he could just get close enough to those copters, he could wreck them up pretty good. Luckily, it has stopped raining, so he has some friends who can do the work for him. Stunting Nullify Flight 8 (Extras: Area [Cone, Targeted], Autofire, Flaw: Action [Full]) [24/24PP] And it's a 20, but hopefully that will be enough to do something. The Nullify check, on the other hand, is a very respectable 27. Link to comment
Avenger Assembled Posted December 20, 2012 Author Share Posted December 20, 2012 None of them can beat that, so they all start falling. Go ahead and post, Electra: initiative time, everybody! Link to comment
Electra Posted December 20, 2012 Share Posted December 20, 2012 Wow, Koshiro goes on 24 Link to comment
Thunder King Posted December 20, 2012 Share Posted December 20, 2012 27 on initiative! Link to comment
Fox Posted December 20, 2012 Share Posted December 20, 2012 Initiative Roll (1d20 + 7=11) Link to comment
Scuffles Posted December 20, 2012 Share Posted December 20, 2012 Initiative: 10. Slow Glow is slow. Link to comment
Gizmo Posted December 20, 2012 Share Posted December 20, 2012 Initiative. (1d20+3=23) Man, Kimber is on the ball for this mission. Making friends, not getting anyone shot, translating doomsday labels... Link to comment
Avenger Assembled Posted December 22, 2012 Author Share Posted December 22, 2012 Crimson Tiger: 27 Papercut: 24 Ghost Girl: 23 Nazi Commando Team #1: 14 Nazi Commando Team #2: 14 Wraith: 11 Nazi Commando Team: #3 Glow: 10 I'll keep track of your HPs. Crimson Tiger is up first as soon as I make a GM post. Link to comment
Thunder King Posted December 22, 2012 Share Posted December 22, 2012 Crimson Tiger's going to move up to the first Nazi she sees and take a swing; 29 She has takedown attack 2 if it matters, but otherwise, her damage DC is 21 Link to comment
Avenger Assembled Posted December 23, 2012 Author Share Posted December 23, 2012 With Speed 1, she can get to Group #1 in a move action. Number 1 fails! and is unconscious, being a minion Do you want to keep going? She can hit all of group 1 if she takes 10 on her attack... Link to comment
Thunder King Posted December 23, 2012 Share Posted December 23, 2012 yeah, sure, I forgot about taking 10. Go for the whole crowd then. Link to comment
Avenger Assembled Posted December 23, 2012 Author Share Posted December 23, 2012 Two left standing Okay, two left of Group #1 Link to comment
Avenger Assembled Posted December 23, 2012 Author Share Posted December 23, 2012 Papercut is up Link to comment
Electra Posted December 24, 2012 Share Posted December 24, 2012 Okay, Koshiro's going to use the "Walking attack" option on his autofire to try and get both of those guys. Since they're together on adjacent blocks, I think it's just a -2 penalty to the attack roll for that. And hey, they are minions, so taking 10 gives a 20 for both. DC 23 toughness saves Link to comment
Avenger Assembled Posted December 25, 2012 Author Share Posted December 25, 2012 They're both down, with the bonus from Autofire Link to comment
Avenger Assembled Posted December 27, 2012 Author Share Posted December 27, 2012 Ghost Girl is up Link to comment
Gizmo Posted December 27, 2012 Share Posted December 27, 2012 Ghost Girl Move Action: Fly out toward the remaining commandos. Standard Action: Siobhan’s Shroud (100' cone visual Obscure) to buy some time. Since that's from her secondary array, she'll actually remain invisible for the time being. What a crazy, sudden weather pattern, huh? I'll wait for Papercut's IC post to hit that up. Link to comment
Avenger Assembled Posted December 28, 2012 Author Share Posted December 28, 2012 Nazi Commando Team 1 is down! Nazi Commando Team 2 will make a break for it towards the source of the obscuring effect. Wraith is up as soon as I make a Gm post Link to comment
Fox Posted December 29, 2012 Share Posted December 29, 2012 Move action: Shapeshift! Enhanced Feat (Takedown Attack, to Takedown Attack 2) [1pp] Super-Senses 2 (Accurate Normal Auditory) [2pp] Speed 1 (10mph / 100 feet per Move Action) [1pp] Strike 4 (Feats: Mighty, Power Attack) [6pp] [1+2+1+6 = 10/10pp] Wraith can heaaaaar youuuuuuuuu. Move action: Close in on the nazis. SURGE: Standard action: Some Nazis want to get into a fight for their country. Oblige them. Wraith's attack bonus is +11; with a full power attack that's +6, which should be just enough to hurt some fools while taking 10. DC30 Toughness, using Takedown Attack 2 (if possible) to nail as many of them as she can. Link to comment
Avenger Assembled Posted December 29, 2012 Author Share Posted December 29, 2012 Group 2 is DOWN, as the elite Nazi minions turn out to be just minions. Link to comment
Avenger Assembled Posted December 29, 2012 Author Share Posted December 29, 2012 Team 3 advances 30 feet forward! Glow is up. Link to comment
Scuffles Posted December 29, 2012 Share Posted December 29, 2012 Move action: Fly up a little for a nice view where any remaining bad guys will be able to see her. And shoot at her. Standard action: Glow can take ten on an attack roll with her area-effect Telekinesis 7 power (with +1 power attack) for a 16 to hit the whole group at once. Toughness save would be DC23. Link to comment
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