Semi-Autogyro Posted January 17, 2013 Posted January 17, 2013 Tagged. Myrmidon is using his armors' Radio Sense to see if there's anything being broadcast locally that can give him some more intel on the situation.
Electra Posted January 19, 2013 Posted January 19, 2013 Fleur is going to use the distraction of GK's reasonable speechifying and her own Indirect 3 to try and catch Star Knight flatfooted with a snare. It's always nice to get a good roll for once! It's a 26. DC 28 reflex save!
Avenger Assembled Posted January 20, 2013 Author Posted January 20, 2013 26 She is entangled, not snared.
Fox Posted January 20, 2013 Posted January 20, 2013 Guessing we're gonna need this: Initiative Rolls, GK and Tiamat (1d20 + 0=8, 1d20 + 1=15)
Avenger Assembled Posted January 21, 2013 Author Posted January 21, 2013 Initiative: Star Knight: 14 Myrmidon: 34 Fleur: 19 Tiamat: 15 Star Knight: 14 GK: 8 Myrmidon is up. What do you do at the sight of two Freedom League members fighting each other in a world gone mad?!?
Semi-Autogyro Posted January 21, 2013 Posted January 21, 2013 Move: Taking a 10 using Skill Mastery on stealth, for a total of a DC 29 total stealth check. Standard: then he'll use his Tech Augmentation to make: Stun 8 "Arc Thrower" (Extras: Ranged +1, PF: Improved Critical 1 [19-20]) [25 PP] He'll try and stay in cover and see how things go.
Electra Posted January 21, 2013 Posted January 21, 2013 Star Knight is not the best candidate to attempt to trap between dimensions for several reasons, but Imma gonna do it anyway. Free Action: Shift array from Snare to Pocket Standard Action: Dimensional Pocket Attack is a 26 Move Action: Run to try and help the guard, in case he's not totally dead yet.
Fox Posted January 21, 2013 Posted January 21, 2013 For lack of things to punch in the face, Tiamat heads upstairs to see if there's anyone up there in need of help.
Avenger Assembled Posted January 21, 2013 Author Posted January 21, 2013 Just assume we are out of combat for now.
Semi-Autogyro Posted January 22, 2013 Posted January 22, 2013 Generic Stabilization rolls for applicable survivors: Medicine DC 15 check - 1d20+10=20 Helping evac of building until otherwise.
Electra Posted January 24, 2013 Posted January 24, 2013 Spending an HP to stunt retrocognition onto Fleur's ESP.
Avenger Assembled Posted January 24, 2013 Author Posted January 24, 2013 Fleur sees Star Knight struggle briefly then burst into pale green flames! She can see as the faceplate melts away that there was never any person underneath the mask before the armored figure burns away to fragments
Semi-Autogyro Posted January 24, 2013 Posted January 24, 2013 Rolling Know [Tech] to see what kind of weapon could cause this sort of damage. 1d20+8=11 Bah. Burning an HP to re-roll. Reroll: 1d20+8=19 Sigh. Thanks IC.
Avenger Assembled Posted January 24, 2013 Author Posted January 24, 2013 Looks like plasma, but from what?
Avenger Assembled Posted January 25, 2013 Author Posted January 25, 2013 Okay: I need a DC 25 Notice check from Gaian Knight for things underground! DC 25 Knowledge: Technology check for Voltage. When did Voltage arrive? We will see.
Fox Posted January 26, 2013 Posted January 26, 2013 Notice Check, DC25 (1d20 + 15=31) Well, at least he can notice things in his realm of expertise....
Avenger Assembled Posted January 26, 2013 Author Posted January 26, 2013 Voltage's examination of the recovered robot parts reveals that the robots are, or were, being controlled from some sort of central transmitter. He's able to use his powers to get a general idea of where the spot is, some place far off in Wharton State Forest. Gaian Knight, when he casts his 'gaze' that way, is able to find a surprisingly large underground concavity. He _should_ have noticed something this big before, but it's as if it became visible for the first time...or maybe wasn't there at all until not long ago!
Semi-Autogyro Posted January 28, 2013 Posted January 28, 2013 For those who speak Russian, Myrmidon statement was: "Even if it seems my assistance is unwelcome in the matter."
Semi-Autogyro Posted January 30, 2013 Posted January 30, 2013 Myrmidon makes a weapon: Damage 8 (Extras: Area (General [Cone]) +1, Secondary Effect +1; PF: Incurable) [25 PP] "Flamethrower"
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