trollthumper Posted October 6, 2014 Author Posted October 6, 2014 Slamdance sees through the Taunt, .Fast-Forward: 28, Unharmed, +5 4 HPCannonade: 18, Bruised x1, 2 HPHologram: 14, Unharmed, 3 HPSlamdance: 10, Bruised x1, Blinded, Dazed (Hologram's Action), Bound, 0 HPCannonade's turn.Move Action: Approach Slamdance.Standard Action: Attempt a Grapple. Which hits, given Slamdance's reduced Defense. It's Cannonade's 37 versus Slamdance's 13, so he is doubly Bound.Hologram is up next.
Electra Posted October 12, 2014 Posted October 12, 2014 If Hologram still has her mental control over Slamdance, she's going to try and make him go to sleep. Not sure if/what I need to roll for that.
trollthumper Posted October 13, 2014 Author Posted October 13, 2014 As Hologram has the Stun power and a pre-existing mental connection, I'll say he needs to make a DC22 Will save, but is at a -2 due to pre-existing mental influence.Nighty night. With that, I'll say Slamdance prime is down, and the clones can realistically take each other out without someone to guide them. We're out of rounds.
trollthumper Posted October 14, 2014 Author Posted October 14, 2014 Yeah, this is definitely one of those moments that calls for Sense Motive checks.Cannonade gets a 12.
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