trollthumper Posted January 19, 2013 Share Posted January 19, 2013 Standard Action: Cannonade starts playing catch with the stones to aid Cobalt Templar in preventing further civilian damage. Move Action: Cannonade Leaps out of the hole in the roof and takes a place at the mouth of the station, right next to Midnight and Edge. Free Action: Cannonade scans the perimeter for signs of Wander's passage. Skill Mastery gives him 20. Extra Effort: Another Move Action to take off after Wander by Leaping, if possible. If he can't tell, he won't carry on. If he does, I'll spend a Hero Point from the CRAZY! to negate the Fatigued. Link to comment
Avenger Assembled Posted January 19, 2013 Author Share Posted January 19, 2013 He can't reach her this round, but he can head in her direction,y eah. Link to comment
Avenger Assembled Posted January 20, 2013 Author Share Posted January 20, 2013 Sage: 35 Wander: 26 Cobalt Templar: 24 Cannonade: 21 Midnight: 20 Edge: 17 Flying Brick: 17 Redbird: 13 Link to comment
Gizmo Posted January 20, 2013 Share Posted January 20, 2013 Midnight Move Action x2: Ride the Night Cycle with Renard on board to catch up with Wander. Whee! I'll leave it at that for now to draw things out a little longer. Link to comment
Avenger Assembled Posted January 20, 2013 Author Share Posted January 20, 2013 Edge: Clinging to Trevor on the back of the motorcycle, Edge attempts to grab Wander with his Move Object. Grapple: 39 Link to comment
Electra Posted January 20, 2013 Share Posted January 20, 2013 Ah, fail! Wander blows her other HP for a reroll that she cannot possibly lose. Zoom! Link to comment
Avenger Assembled Posted January 20, 2013 Author Share Posted January 20, 2013 Flying brick punches the wall with all out power attack, inflicts a DC 35 Tou save on the already damaged structure, and starts to bring it down. The whole place requires a combined total of STR 100 to hold up or it will come down on the heroes and the last trickle of civilians at the end of the next round. Link to comment
Avenger Assembled Posted January 21, 2013 Author Share Posted January 21, 2013 Sage: 35 Wander: 26 Cobalt Templar: 24 Cannonade: 21 Midnight: 20 Edge: 17 Flying Brick: 17 Redbird: 13 Link to comment
Electra Posted January 21, 2013 Share Posted January 21, 2013 Okay, since Sage is dropping out of initiative to go do investigaty things, Wander is going to go hunting for bad guys. She knows where there are lots of them, so we'll head there. All-out move action will take her eight miles, which added to the running she's already done should just about get her through Riverside Park, across the bay and under the Centery Bridge, into Port Royal and over to Providence. Link to comment
Avenger Assembled Posted January 21, 2013 Author Share Posted January 21, 2013 Woof, good thing there's a teleporter/vehicle booster chasing her. OK, go ahead and post IC. Link to comment
Avenger Assembled Posted January 21, 2013 Author Share Posted January 21, 2013 Cobalt Templar is up. Link to comment
KnightDisciple Posted January 21, 2013 Share Posted January 21, 2013 Right then. Free Action: Talk the whole time, as well as think at Sage for a moment. Free Action: Extra Effort Extra Effort: Stunt Super Strength 2 off of Fires of Creation. That gives me an Effective Strength of 104. Fluff will be him using CO to make stuff to help hold up the roof. This Stunt will be maintained until everyone's evacuated. Move Action: Get to center of platform. Standard Action: Make like Big Bad John and hold the whole thing up long enough for everyone to get out. Current Hero Point Count: 4 Count Next Round: 3, to prevent Fatigue. Link to comment
trollthumper Posted January 22, 2013 Share Posted January 22, 2013 Move Action: Cannonade Leaps to attempt and intercept. Somehow I doubt that will happen, given how fast Wander is running and how many rounds it takes Joe to Leap at that point, but if by some freak chance it does... Standard Action: If he can reach Wander without taking a full-round action, then attempt to Grapple her. 29, which I doubt will work, but... just in case. Link to comment
Gizmo Posted January 23, 2013 Share Posted January 23, 2013 Redbird and Midnight hold their actions until after Edge so he can Inspire them. Link to comment
Avenger Assembled Posted January 23, 2013 Author Share Posted January 23, 2013 Mark Inspires as a full-round action. Link to comment
Gizmo Posted January 23, 2013 Share Posted January 23, 2013 Redbird Full Round Action: Enhance Vehicle: Speed 3 (Rank 9 Total, 5000MPH, ~9.5 mile/Move Action; Power Feats: Move-By Action) [4PP] Snare 0 (Power Feats: Tether) [1PP] Super-Movement 1 (Water Walking; Flaws: Limited [While Moving]) [1PP] Super-Strength 7 (Effective Strength 55, +12 Applications of Strength) [14PP] Midnight II Free Action: Arrange Gadgets: Furion Shock Vice. Damage 10 (Extras: Autofire, Linked [+0], Penetrating; Flaws: Action [Full Round]; Limited [Objects], Limited [Electronics]) [5PP] + Drain Toughness 10 (Extras: Affects Objects, Autofire, Linked [+0]; Flaws: Action [Full Round], Limited [Objects], Limited [Electronics]) [5PP] + Paralyze 10 (Extras: Linked [+0]; Flaws: Action [Full Round], Limited [slow]) [5PP] + Snare 10 (Extras: Linked [+0]; Flaws: Action [Full Round], Range [Touch]) [5PP]Standard Action: Evasive Maneuvers. With Skill Mastery, Master Plan and Inspire, his Drive check is 10 + 15 + 3 + 5 = 33. Extra Effort: Surge. Full Action: Charge Wander with Furion Shock Vice; +2 Charge, +5 Inspire, +3 Master Plan, -5 Power Attack 5. (1d20+19=22) Hero Point: Charge Wander with Furion Shock Vice; Hero Point ReRoll; +2 Charge, +5 Inspire, +3 Master Plan, -5 Power Attack 5. (1d20+19=35) Alright, that's a DC 25 Fortitude Save vs. Drain Toughness and a DC 30 Toughness Save for any electronics on or inside Wander, along with a DC 25 Will Save against being Slowed and a DC 25 Reflex Save against being Entangled or Bound. The Night Cycle's Defense this round is 31. Link to comment
Electra Posted January 23, 2013 Share Posted January 23, 2013 Okay, Wander makes the fortitude save. She fails the toughness save by 1 and is bruised. She fails the Will Save (surprise, surprise) and is Slowed. She totally bombs the Reflex Save and is Bound. And Mark is doing his Mark thing so I have to reroll that toughness save. Bruised and Dazed. Well, so much for that Wander! Link to comment
Avenger Assembled Posted January 23, 2013 Author Share Posted January 23, 2013 DC 25 Tou save for the punch, then another one for the falling rocks (which still weigh about STR 100 to lift, Corbin). Have an HP! DC 20 Reflex save vs hand-flamey death (i.e., flash burns) for the group near the Erin-candle. 23 Mark is fine. Go ahead and post IC, guys. Link to comment
KnightDisciple Posted January 23, 2013 Share Posted January 23, 2013 Hero Point Count: 4 Punch, DC 25: 19. Hero Point Reroll: 33 Collapse, DC 25: 20 So, no-sell on the punch, but Dazed+Bruised on the rocks. Hero Point Count: 3 Link to comment
Avenger Assembled Posted January 24, 2013 Author Share Posted January 24, 2013 We are officially out of initiative. Link to comment
April Posted January 29, 2013 Share Posted January 29, 2013 Stunting flight off small array, using HP to kill fatigue. TK from big array to snag blond chick. Link to comment
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