RobRX Posted March 2, 2014 Share Posted March 2, 2014 (edited) Cho could waste spend her turn ditching her parents and getting into costume, yes. Costume? What costume? I don't think she'd carry around her Claremont uniform just yet. Edited March 2, 2014 by RobRX Link to comment
Raveled Posted March 5, 2014 Author Share Posted March 5, 2014 (edited) The bad guy is Clive, not Gene. Gene's a hero (this time)!Clive is running a slightly modified version of AA's >Ice Princess build; the array is not dynamic, but the Environmental Control is outside the array.With that in mind, he's popping Enviro Control to make things even colder! DC 10 Fort save for Thoughtspeed and TNTeen. He'll toss a Blast at Thoughtspeed, as well. Ice Age's ranged attack check. (1d20+5=14) Miss!TNTeen's Fort save, vs DC 15. (1d20+4=16) W00t.Initiative33 Thoughtspeed - Uninjured - HPx118 Stronghold - Uninjured - HPx210 TNTeen - Uninjured - HPx37 Cho - Uninjured - HPx32 Ice Age - Uninjured - GMThoughtspeed's up. Edited March 5, 2014 by Raveled Link to comment
KnightDisciple Posted March 15, 2014 Share Posted March 15, 2014 Right then! Move Action: Get into melee range of Ice Age. Free Action: Make with the quippage. Standard Action: Poke! Melee Attack: 25. Just barely hits. That's a DC 20 Toughness Save. Link to comment
Raveled Posted March 16, 2014 Author Share Posted March 16, 2014 Ice Age's Toughness save, vs DC 20. (1d20+7=23) Deflected off ice armor!Stronghold's up. Link to comment
horngeek Posted March 19, 2014 Share Posted March 19, 2014 Hmmm. Stronghold will fling a Blast at Ice Age, coming in from the side. http://orokos.com/roll/175229: Result of 13. Link to comment
horngeek Posted March 25, 2014 Share Posted March 25, 2014 Well, I'll save the Hero Points, then. I'll get a post up. Link to comment
Raveled Posted April 27, 2014 Author Share Posted April 27, 2014 (edited) Executive decision. This thread has been dormant too long, we're bypassing horn's turn. ... Which means it's up to TNTeen, isn't it? Okay, Dazzle time.TNTeen's ranged attack, against Ice Age's Def. DC 22 Ref (1d20+7=11) Ew, Hero Point. TNTeen's ranged attack, against Ice Age's Def. DC 22 Ref (1d20+7=24) And that will hit! DC 22 Ref from the big guy. Reflex save, vs DC 22. (1d20+5=10) And now he is blind and deaf. Rob, Cho is up next. Edited April 27, 2014 by Raveled Link to comment
RobRX Posted April 27, 2014 Share Posted April 27, 2014 http://orokos.com/roll/186587 Cho charges, rolls a 7 and is off to beign, again, kind of a buttmonkey who can't do anything right in a fight! Link to comment
Raveled Posted April 27, 2014 Author Share Posted April 27, 2014 Ice Age is blind, so time for part two.Good guys are suddenly facing a >bunch of ice minions at PL 8. Everyone gets an HP for this stunt.Initiative33 Thoughtspeed - Uninjured - HPx220 Ice Minionsx8 - Uninjured - Minions!18 Stronghold ? - Uninjured - HPx310 TNTeen - Uninjured - HPx37 Cho - Uninjured - HPx42 Ice Age - Uninjured, Blind - GM Link to comment
KnightDisciple Posted May 1, 2014 Share Posted May 1, 2014 Wheeeee Ice Minions. Move Action: Move up to Ice Dino. Free Action: Switch Array to Twin Blade (the Autofire Strike). Standard Action: Melee attack the Ice Dino. 22. Base Toughness DC is 20, and Autofire would apply here. Link to comment
horngeek Posted May 3, 2014 Share Posted May 3, 2014 Let's see... okay, Ice Minions next, then my turn. Link to comment
Raveled Posted May 3, 2014 Author Share Posted May 3, 2014 Ice dino goes down. Remainder split up into three groups of 3, 2, and 2. First group goes up against Thoughtspeed, using Aid Another to boost the third one's Attack. Aid Another check, vs DC 10. (1d20+8=21, 1d20+8=10) Last one has +4 to hit Toughtspeed.Ice Minion's melee attack, vs Toughtspeed's Def. DC 23 Tou (1d20+12=25) That hits. God do I love Aid Another.Second group is going after TNTeen. Ice Minion's Aid Another check, vs DC 10. (1d20+8=12) Yup, +2 to Attack. Ice Minion's attack, vs TNTeen's Def. DC 23 Tou (1d20+10=28) That hits.TNTeen's Toughness check, vs DC 23. (1d20+7=17) Whelp, Bruise + Daze.The last two go after the fleeing civilians. Stronghold's up! Link to comment
horngeek Posted May 4, 2014 Share Posted May 4, 2014 Stronghold... hmm. She'll try a Bind on one of the two going after the civilians. Result of 13. Link to comment
Raveled Posted May 4, 2014 Author Share Posted May 4, 2014 Minion's Ref save vs DC 17. (1d20+5=6) Link to comment
Raveled Posted May 4, 2014 Author Share Posted May 4, 2014 TNTeen is going to burn a HP to clear the Daze, and throw a Big Boom around himself. Immunity to his own powers means that he isn't affected. DC 17 Ref for the AoE. Minions' Ref save, vs DC 17. (1d20+5=13, 1d20+5=13) And they both fail!Minions' Tou save, vs DC 22. (1d20+10=23, 1d20+10=25) And they resist. Durn it!Cho's up next. Link to comment
KnightDisciple Posted May 5, 2014 Share Posted May 5, 2014 Right, DC 23 Toughness Save: 7. That's an HP Reroll: 23. Just enough. Link to comment
RobRX Posted May 5, 2014 Share Posted May 5, 2014 (edited) I'm improving my roll with an Hero point. http://orokos.com/roll/189556 Rolled a 12. http://orokos.com/roll/189557 Rolled a 9. So, total of 22 on attack roll. This is to attack Ice Age and not miserably fail, this time. Edited May 5, 2014 by RobRX Link to comment
Raveled Posted May 5, 2014 Author Share Posted May 5, 2014 (edited) That will drop the bad guy. Edited May 5, 2014 by Raveled Link to comment
RobRX Posted May 5, 2014 Share Posted May 5, 2014 Yikes, I guess that was a pretty hard punch. Link to comment
Raveled Posted May 9, 2014 Author Share Posted May 9, 2014 Is anyone going to check the supervillain, or are we done with him? Link to comment
Raveled Posted May 19, 2014 Author Share Posted May 19, 2014 Anyone have something else they want to get done in this thread, or shall we wrap this up? Link to comment
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