Avenger Assembled Posted July 16, 2017 Share Posted July 16, 2017 The OOC. Put all rolls here. Link to comment
Raveled Posted July 16, 2017 Share Posted July 16, 2017 (edited) Initiative yet? Results 10#1d20: 10 # 12 [1d20=12] 13 [1d20=13] 9 [1d20=9] 9 [1d20=9] 11 [1d20=11] 18 [1d20=18] 16 [1d20=16] 8 [1d20=8] 11 [1d20=11] 7 [1d20=7] Edited August 24, 2017 by Raveled Link to comment
Avenger Assembled Posted July 17, 2017 Author Share Posted July 17, 2017 I'm inclined to say yes, but feel free to get in a post or two talking strategy while you do it. talking's a free action. Link to comment
Heritage Posted July 17, 2017 Share Posted July 17, 2017 Initiative for Miracle Girl: 1d20+9=12 Link to comment
TheRedGuy Posted July 17, 2017 Share Posted July 17, 2017 Initiative for El Huracán: 1d20+4: 13 Link to comment
Raveled Posted July 17, 2017 Share Posted July 17, 2017 Chrome's Initiative is +2, 13+2 puts him at 15. Link to comment
Kolohehonu Posted July 17, 2017 Share Posted July 17, 2017 Disable device: 1d20+12 13 Gonna go ahead and utilize a hero point on that one... Disable Device reroll: 1d20+12 27 Trying to disable that jet pack on the gorilla, and then standing well out of reach of him! Gonna wait to post that in ic in case the baddies move before me. Link to comment
Avenger Assembled Posted July 18, 2017 Author Share Posted July 18, 2017 Init Firebreather: 6 + 20 = 26 Psychic: 0 + 17 = 17 Gorilla: 2 + 3 = 5 Electroman: 15 + 4 = 19 Our initiative count is: Firebreather: 26 Hyperactive: 23, down 1 HP Electroman: 19 Psychic: 17 Chrome: 15 El Huracan: 13 Miracle Girl: 12 Argonaut: 8 Gorilla: 5 Firebreather will take this opportunity to Inspire her teammates, giving them +4 to all all attack rolls, saving throws, and checks for the rest of the round. Hyperactive, the jetpack is a smaller target than the gorilla himself and so harder to hit - go ahead and roll to see if you can make contact with him. Link to comment
Heritage Posted July 18, 2017 Share Posted July 18, 2017 You left MG out of the Init order; she should follow right after El Huracan, Link to comment
Kolohehonu Posted July 18, 2017 Share Posted July 18, 2017 Get at the pack: 1d20+8 26 there we go! Link to comment
Avenger Assembled Posted July 18, 2017 Author Share Posted July 18, 2017 Sorry, Heritage! K: That'll do it! Normally the mechanic would be a touch different, but since this is just Equipment, sure, why not? Link to comment
Avenger Assembled Posted July 21, 2017 Author Share Posted July 21, 2017 Electroman: attempts to taunt Miracle Girl as a move action: 22 You can go ahead and roll to beat that if you want, you'll have to roll super-high, though! attempts to blast Miracle Girl: http://orokos.com/roll/534827 = 14 Unfortunately, Taunting doesn't do a blessed thing to her Defense, so that misses! (Normally her lack of Uncanny Dodge would render her flat-footed at this point...but I think it's a stretch to say she's not prepared for combat here!) Psychic: Will go ahead and drop a Mental Blast on Hyperactive. DC 25 Will save there, Kolo. Link to comment
Heritage Posted July 21, 2017 Share Posted July 21, 2017 Will save for MG: 1d20+10=22 Hah! Link to comment
Kolohehonu Posted July 21, 2017 Share Posted July 21, 2017 Will save: 1d20+5 17 ouch nope misses by 8 Link to comment
Avenger Assembled Posted July 22, 2017 Author Share Posted July 22, 2017 Bruised and dazed! Okay, as soon as I post IC, Chrome will be up. Link to comment
Raveled Posted July 22, 2017 Share Posted July 22, 2017 Chrome's going to try and Rush the pyro standing on top of the plane. First, though, stunting off Cybernetic Enhancements. Enhanced Strength 22 That brings his Str up to 30, which should be +10. Then he's going to try and run at the pyro. That's going to be a Charge followed by a Rush, so he'll be at +2 ATT/-2 DEF for this round. 13+12 means 25 to attack, then opposed Str checks. His Str check is 10 + 2 for movement powers. 12+9 is a result of 21 to try and move the pyro. Link to comment
Avenger Assembled Posted July 23, 2017 Author Share Posted July 23, 2017 Got Orokos troubles? No problem. Str vs 21: http://orokos.com/roll/535129 = 3 Rolled a 1, haha! Well, go ahead and work out the mechanics there as you like. Link to comment
Raveled Posted July 23, 2017 Share Posted July 23, 2017 Quote If you win the opposed Strength check, you push the opponent back. Read the amount by which you won the check as a rank on the Time and Value Progression Table, that’s how many feet you push the target back. So winning the check by 7 pushes your opponent back 100 feet, for example. You can’t, however, exceed your normal movement speed, so any additional distance is ignored. I think that hits Chrome's maximum at 70 feet. Pushes Pyro off the plane, at least! Link to comment
Avenger Assembled Posted July 24, 2017 Author Share Posted July 24, 2017 All right, El Huracan is up - after him, Miracle Girl. Link to comment
TheRedGuy Posted July 24, 2017 Share Posted July 24, 2017 Taunting Electro: 1d20+8=17 Link to comment
Heritage Posted July 25, 2017 Share Posted July 25, 2017 (edited) Heatvision attack on the telepath: 1d20+14=16 Are you serious? Second lowest possible roll! DC 21 Toughness check if that still hits. EDIT: at Rav's suggestion, an HP-fueled reroll: 1d20+14=25 That's more like it! Let me know if he makes the save, AA. Edited July 25, 2017 by Heritage Link to comment
Avenger Assembled Posted July 25, 2017 Author Share Posted July 25, 2017 All right, Electroman resists that Taunt with a +18 check (he is still inspired) so he passes this round. The Psychic has Toughness +11 with +3 from Inspire. DC 21 Tou http://orokos.com/roll/535590 = 17 Just not her day! Okay, she takes a Bruise. Link to comment
Avenger Assembled Posted July 30, 2017 Author Share Posted July 30, 2017 Argonaut is up. Link to comment
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