Raveled Posted August 5, 2016 Share Posted August 5, 2016 For all the rolls and suchlike that show up in this thread. Everyone show up and start getting excited! Link to comment
The Sailor Posted August 5, 2016 Share Posted August 5, 2016 tagging and watching. Will make a post tomorrow as my brain can't into braining. Link to comment
Raveled Posted August 5, 2016 Author Share Posted August 5, 2016 I'd like a Notice check from Endeavor and Bird, please. Link to comment
The Sailor Posted August 5, 2016 Share Posted August 5, 2016 (edited) Okay one sec... Notice: 12 (+15): 1d20+15 25 Not too bad for a dead average roll. Note she has her glasses on, and those grant her Infravision. Edited August 5, 2016 by The Sailor Link to comment
olopi Posted August 5, 2016 Share Posted August 5, 2016 1d20 + 8 = 24 He also has Extended Vision, in case that matters! Link to comment
Raveled Posted August 6, 2016 Author Share Posted August 6, 2016 Alright, time to move this forward, with or without Zu. Endeavor can see that there's someone flying through the sky They seem to be circling the ASTRO Labs building, and going pretty fast. Bird of Arms can see that there's a man high up in the sky, wrapped in yellow energy, that's circling around the ASTRO Labs building. You can see him check his watch, turn towards the building, and accelerate. Link to comment
Azuth65 Posted August 7, 2016 Share Posted August 7, 2016 For the record, it isn't that I'm not here Rav, it's that without anything to contribute, since she's trying to keep her cover, I'd been letting Endeavor and Bird be the focus for the time being. Once I'm done with work I'll get a post in to join the others. Link to comment
Raveled Posted August 7, 2016 Author Share Posted August 7, 2016 Let's start getting some Initiatives! Link to comment
olopi Posted August 7, 2016 Share Posted August 7, 2016 1d20 + 10 = 24 There we go! Initiative for Jann, he's already wearing his armor, so the full +10 applies! Link to comment
The Sailor Posted August 8, 2016 Share Posted August 8, 2016 Here comes the Initiative Initiative: 1d20+0 17 I really need to take Improved Initiative and Speed of Thought... more notes for the "How to refit Endeavor" laundry list. Link to comment
Raveled Posted August 8, 2016 Author Share Posted August 8, 2016 Results 1d20+8: 23 [1d20=15] Results 1d20+5: 23 [1d20=18] Well that's weird. 24 -- Bird of Arms -- Uninjured -- HPx3 23 -- Mayhem -- Uninjured -- GM 23 -- Airborne -- Uninjured -- GM 17 -- Endeavor -- Uninjured -- HPx3 10 -- Gauss -- Uninjured -- HPx3 Everyone has so many HP! Olopi, you're up. Dude has exploded into ASTRO Labs. Link to comment
The Sailor Posted August 8, 2016 Share Posted August 8, 2016 I do have a request, may I act after Gauss? Link to comment
Raveled Posted August 8, 2016 Author Share Posted August 8, 2016 I'll let you delay until after Gauss, sure. Link to comment
The Sailor Posted August 8, 2016 Share Posted August 8, 2016 Alright. I'm thinking with this Sakurako is assessing the situation. Link to comment
olopi Posted August 8, 2016 Share Posted August 8, 2016 (edited) Jann's actions are: Move towards the hole (and through it) And also, drawing his quarterstaff. (He has Quick Draw for that, but I'm specifiying it) Edited August 8, 2016 by olopi Link to comment
Raveled Posted August 8, 2016 Author Share Posted August 8, 2016 So the bad guys go, and they're just moving. It would be Endeavor up next, but she wants to go after Gauss, so Gauss is up next. Link to comment
Azuth65 Posted August 9, 2016 Share Posted August 9, 2016 Selena's going to follow through on her last IC post and find someplace to get into costume, an alley or blue police box or something and then take a shot at trench coat. 1d20+11=12 and probably fails spectacularly at getting away unnoticed. Link to comment
Raveled Posted August 9, 2016 Author Share Posted August 9, 2016 If you spend the whole turn getting away and changing, I'll give Gauss a HP for playing into her Secret Identity complication. Link to comment
The Sailor Posted August 9, 2016 Share Posted August 9, 2016 (edited) I think we're forgetting that the civvies just had a bunch of glass and wreckage rain down on them. Is there a way I can be slipped out of initiative? As it seems I will not be participating in this fight for the near-term trying to save the most injured of the bystanders. I will not engage in the fight if there are people hurt. I got an idea... nm. Edited August 9, 2016 by The Sailor Link to comment
The Sailor Posted August 10, 2016 Share Posted August 10, 2016 (edited) Okay, seeing that there is an issue that needs solving with some application of the fundamental force of Electromagnetism, I'm going to spend a Hero Point to have nearby a new sort of wall paneling that can be rolled up with built-in wiring designed for pre-built electrical and phone/internet wiring that's on display, and use my EM Wand to roll this out and cover the heads of those directly under the rain of the breaking glass. If there are any injured I am willing to spend a round looking after them (sprained ankles, any random glass that still hits someone, etc...) Edited August 10, 2016 by The Sailor Link to comment
Raveled Posted August 10, 2016 Author Share Posted August 10, 2016 (edited) Endeavor is spending her turn helping civvies, so that gets her a HP back. Bird of Arms is up next; explosion man is flying down the hallway towards... something, surely. What are you going to do? 24 -- Bird of Arms -- Uninjured -- HPx3 23 -- Mayhem -- Uninjured -- GM 23 -- Airborne -- Uninjured -- GM 10 -- Gauss -- Uninjured -- HPx4 9 -- Endeavor -- Uninjured -- HPx3 Edited August 10, 2016 by Raveled Link to comment
olopi Posted August 10, 2016 Share Posted August 10, 2016 Just continuing to give chase for now! And doing so quite recklessly, even! (Whichn could lead to some problems later on?) Link to comment
Raveled Posted August 10, 2016 Author Share Posted August 10, 2016 Mayhem is punching out more security guards Airborne is going to fine a beam down the hallway. Results 1d20+8: 16 [1d20=8] But that's not going to hit Bird. Gauss is up. Link to comment
Azuth65 Posted August 13, 2016 Share Posted August 13, 2016 Sorry for the delay. 1d20+9=12 to fling a steel ball at Mayhem. Link to comment
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