Avenger Assembled Posted January 10, 2013 Posted January 10, 2013 The Interceptors + Dragonfly deal with some problems.
Ecalsneerg Posted January 13, 2013 Posted January 13, 2013 Burn a HP (lowering him to 3 HP), to Power Stunt off the Pitchoo's main cannon: Magnetic Control 10 (Effective Strength 50 [12 tons], Power Feats: Subtle) and ready to catch the bus! Initiative, since AA said we'd be rolling it soon. (1d20+12=24)
Fox Posted January 14, 2013 Posted January 14, 2013 For when it's needed: Initiative Roll (speed of thought) (1d20 + 7=20)
Gizmo Posted January 14, 2013 Posted January 14, 2013 Jack of all Blades: Initiative. (1d20+9=24) Jill O'Cure: Initiative. (1d20+4=7)
Avenger Assembled Posted January 15, 2013 Author Posted January 15, 2013 OK: With his efforts to dislodge the bus defeated, Jerry goes ahead and swats at Geckoman. 26 Nat-20, whoops! His stats are here: OK, well, that's a DC 40 Tou save for the Pitchoo with the Pitchoo? Um. I think it's dead, Jim. In any event, I'll subtract the Pitchoo's Tou and say Chris only needs a DC 26 save. Geckoman: 24 Jack of all Blades: 24 Dragonfly: 20 Willow: 8 Jill O'Cure: 7 Jerry: 2 Geckoman is up. Maybe down! But up. So as I don't forget, Dragonfly's Knowledge: Technology gives her the following: Jerry's armor has a weakness; if she or Chris (using the Pitchoo's computer) can hack into its systems, the passenger compartment can be ejected even if the driver' area is completely intact
Ecalsneerg Posted January 16, 2013 Posted January 16, 2013 Toughness save against giant smashing hand (1d20+9=11) Woops. Spend 1 of his HP on a re-roll: Re-rolled DC 26 Toughness (1d20+9=16), +10 for a re-roll, so 26 on the nose! Down to 2 HP. Move Action: Leap forth from the wreckage. Move Action: While in air, use Swinging + Speed to leap onto the giant robot's arm and stick to it using Wall-Crawling.
Avenger Assembled Posted January 16, 2013 Author Posted January 16, 2013 The deed isdone! JoAB! is up
Avenger Assembled Posted January 16, 2013 Author Posted January 16, 2013 OK, Everyone who isn't Kill O'Cure, take an HP! Jill's stats are adjusted upwards to PL 14 caps. Jack is still up.
Avenger Assembled Posted January 16, 2013 Author Posted January 16, 2013 Ed: As they are not normal villains, the wrathful have exactly _2_ HP they may spend.
Dariusprime Posted January 17, 2013 Posted January 17, 2013 Sorry for the delay. Just give me a heads up when I can jump in, AA. Thanks!
Avenger Assembled Posted January 17, 2013 Author Posted January 17, 2013 Go ahead and roll initiative, Darius, but you don't have to enter combat when you show up. maybe the Interceptors will be able to talk Ellie down!
Gizmo Posted January 17, 2013 Posted January 17, 2013 Jack of all Blades Full Round Action: Inspire 5.
Avenger Assembled Posted January 17, 2013 Author Posted January 17, 2013 Since everyone in this thread is a Ref, I trust you guys can handle yourselves OK. Dragonfly is up, and you guys are good to go, yo.
Dariusprime Posted January 18, 2013 Posted January 18, 2013 Sounds good, sounds good. Initiative AATM (1d20+1=13)
Fox Posted January 18, 2013 Posted January 18, 2013 Melee Attack Roll vs. Jill O'Cure (dimensional pocket) (1d20 + 11 + 5=31) The saddest roll. DC20 Reflex for Jill, assuming she has less than +22 defense at the moment. Not that it's likely to hold her for long, but Dragonfly's not going to come out swinging and really just needs to buy time here to sort things out.
Gizmo Posted January 18, 2013 Posted January 18, 2013 Reflex Save vs. DC 20. (1d20+10=16) Ugh. She'll spend the first of her two HP to pass that.
Gizmo Posted January 18, 2013 Posted January 18, 2013 I figure Fulcrum can join the fight or intervention or whatever next round. 24 - Geckoman - Uninjured, 5HP 24 - Jack of all Blades - Uninjured, 5HP 20 - Dragonfly - Uninjured, 5HP 13 - Fulcrum - Uninjured, 2HP8 - Willow - Uninjured, 2HP 7 - Jill O'Cure - Uninjured, 1WP
April Posted January 19, 2013 Posted January 19, 2013 Punch (1d20+12=22) @ Jill. Forgot about Inspire. Total is 27 vs Jill Defense. Willow will Interpose for whomever Jill targets with an attack (aside from herself of course)
Gizmo Posted January 19, 2013 Posted January 19, 2013 Jill currently has Defense 29 and +9 Toughness, because of reeeaaasons. Jill O'Cure Hero Point: Stunting off of her implied PL14 Array for: Damage 14 (Extras: Alternate Save [Fortitude], Area [General, Cone], Range [Perception, +2]; Flaws: Action [Full Round Action]; Power Feats: Incurable, Indirect) [58PP] (force field bubbles in your blood stream, @$%s) Full Round Action: Well, you can probably guess. Everybody present (not Fulcrum) give me a DC 29 Fortitude save. Don't forget the Inspire! Jack of all Blades Fortitude Save vs. DC 29. (1d20+10=15) I'll wait to see how everyone else does to decide whether or not to reroll!
Fox Posted January 19, 2013 Posted January 19, 2013 Fortitude Save vs. Bubbles o'Death, DC29 (Inspired +5) (1d20 + 7 + 5=31) For extra irony, her Fort save would be lower if she didn't know Erik and Ellie.
Ecalsneerg Posted January 20, 2013 Posted January 20, 2013 DC29 Fortitude save vs force field bubbles (1d20+14=22) Dammit, fail by 7, and thus Gizmo, your total is wrong in the initative order, Geckoman has only 3 HP (having spent 1 to stunt a giant magnet, and 1 to reroll Toughness against the Pitchoo being turned into shrapnel). However, I'm happy spending another to remove his Dazed! Geckoman - 2 HP, Bruised, Injured (italics signify Incurable)
Gizmo Posted January 20, 2013 Posted January 20, 2013 24 - Geckoman - Bruised, Injured, 2 HP 24 - Jack of all Blades - Staggered, Disabled, Dazed, 5HP 20 - Dragonfly - Uninjured, 5HP 13 - Fulcrum - Uninjured, 2HP 8 - Willow - Uninjured, 2HP 7 - Jill O'Cure - Uninjured
Ecalsneerg Posted January 20, 2013 Posted January 20, 2013 Move Action: Move at full tilt along the giant robot's arm as a run-up. Free Action: Extra Effort on Leaping, making it rank 3 (x10). This multiplies his running jump distance while using Skill Mastery Acrobatics by a further factor of 5: 230 feet. Standard Action: Use the epic leap of epicness in a Charge attack, while All-out Attacking for 2, and Power Attacking for 2. This will give a DC20 Toughness save from the punch (DC22 if you deem Sneak Attack to apply ) (1d20+17=32)
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