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Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

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