Thevshi Posted December 5, 2013 Author Posted December 5, 2013 Okay Tiff, going to give you a chance to make another post for Miss Grue, then I will be moving things forward a bit.
Thevshi Posted December 10, 2013 Author Posted December 10, 2013 Okay, Ex, I will let you decide where Alexander was, but in any event, he heard the boom and can see the smoke without too much trouble. Tiff, up to you which half the group Daphne is with.
Thevshi Posted December 15, 2013 Author Posted December 15, 2013 Okay, with Ulysses able to move all-out and Miss Grue limited to normal moves to keep her blending concealment active, both will be arriving at the same time. (Tsunami will be following shortly after, for while she can cover the distance between the two points quickest while she was in the water, it took her a bit longer to get into the water). I will need a notice check for each of you please. Also Tiff, Mother Unit's Datalink range is only 5 miles, the ship, being back in Freedom City, is well outside that range.
Exaccus Posted December 15, 2013 Posted December 15, 2013 Notice check 1d20+6=16 Can i yell for people to get back inside in case any Nasty chemicals were made air born clouds of doom?
Thevshi Posted December 16, 2013 Author Posted December 16, 2013 Ex, sure, you can add that to your next post (when Ulysses turn comes up, as we are in combat time now) as something that happened earlier while you ran by. Need initiatives now please
Thevshi Posted December 16, 2013 Author Posted December 16, 2013 Okay, Round One, 11 Clover (unharmed) 9 Crimson (unharmed) 9 Tundra (unharmed) 8 Ulysses (unharmed, 1HP) 7 Miss Grue (unharmed, 1 HP)
Thevshi Posted December 17, 2013 Author Posted December 17, 2013 Crimson fires an energy blast at Ulysses, but misses badly as she only gets a 9 My IC post will cover actions for all three figures near the plant, so...Ulysses is up!
Exaccus Posted December 18, 2013 Posted December 18, 2013 Would you say there's enough wall and movement where there needs to be for me to run up it and kick off it to attack the hovering pair? If not can i manage to catch em with a super breath cone in such a way as to knock them against a none demolished part of the building? Assuming i can just run up and back down the fence rather than have to make a entrance.
Thevshi Posted December 18, 2013 Author Posted December 18, 2013 You certainly have enough movement to run over the fence, through the yard and up part of the wall, but even then your running long jump is only 22', and they are further than that from the walls. The angle is probably wrong to try to blow the two flying girls into a wall, but you could at least try to blow them in the direction of the plant.
Exaccus Posted December 19, 2013 Posted December 19, 2013 eh might've gotten a bit ahead of myself i think; driven by toothache and fury. I'd like to move to stand between the downed guards and the attackers and if its possible to do so try to talk them down with intimidate first.
Thevshi Posted December 19, 2013 Author Posted December 19, 2013 Ex, trying to use Intimidate to get them to do what you want (ie stand down) is a full round action, so you cannot move to stand in front of the downed guards and try that this round. Or you can try to demoralize them as a standard action.
Tiffany Korta Posted December 22, 2013 Posted December 22, 2013 Move Action : Move the plant, close to Crimson Free Action : Shift into Growth Standard Action : Attack Crimson Attack Roll: 1d20+8 21
Thevshi Posted December 22, 2013 Author Posted December 22, 2013 Crimson does not do so hot on her first toughness save, only getting a 15. So Hero Point to Miss Grue for a reroll, and she gets a, 28.
Thevshi Posted December 22, 2013 Author Posted December 22, 2013 Okay, Tsunami arrives and gets an 18 for initiative. Round Two 18 Tsunami (unharmed, 2 HP) 11 Clover (unharmed) 9 Crimson (unharmed) 9 Tundra (unharmed) 8 Ulysses (unharmed, 1HP) 7 Miss Grue (unharmed, 2 HP) Tsunami will stunt an alt power off of her Swimming: Flight 4 (Flaw: Platform), and she will be fatigued at the end of the round. She will move over towards the scene and just observe to try to figure out what is going on.
Thevshi Posted December 22, 2013 Author Posted December 22, 2013 Clover is going to try to use her Create Object to try and bind Miss Grue’s arms to her sides, so DC 20 Reflex save for Miss Grue to avoid that. Clover will then blast at Miss Grue, hitting with a 25, so Miss Grue has a DC 27 toughness save as well. Tundra meanwhile is going to send a blast of bits of rock and pavement at Ulysses, but will miss with an 11.
Thevshi Posted December 22, 2013 Author Posted December 22, 2013 Okay, Ulysses is up. Both he and Miss Grue can see Tsunami approaching on her water spout.
Tiffany Korta Posted December 23, 2013 Posted December 23, 2013 Reflex Save Reflex Save: 1d20+7 23, Toughness Save: 1d20+10 11 hp for a reroll Toughness Save: 1d20+10 17, so a 27. All fine (just).
Exaccus Posted December 23, 2013 Posted December 23, 2013 Moving into the melee the rock thrower 1d20+6=11 (Feat-less Power attack) not likely I'm guessing. Ill forgo HPing it as i think Ulysses doesn't want to hit them enough to warrant it.
Thevshi Posted December 23, 2013 Author Posted December 23, 2013 Yes, that is a miss. Go ahead and post IC. Miss Grue is up!
Tiffany Korta Posted December 30, 2013 Posted December 30, 2013 Another strike on Ms Crimson Attack Roll: 1d20+8 28, she really doesn't like her does she . I think for now we're take the extra damage.
Thevshi Posted December 30, 2013 Author Posted December 30, 2013 Okay, Crimson gets a 24, so she is bruised and dazed. She also goes flying backward 50 feet, but manages to stay in the air.
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