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Captain Thunderwolf gets to act twice, at these two initiatives: 11 19

 

Initiative, once fighting starts. None of you are considered flat-footed now.

 

32 - Terrifica - 4HP - Unharmed

31 - Sureshock - 2HP - Unharmed

19 - Captain Thunderwolf - Unharmed

16 - Facsimile - 3HP - Unharmed

15 - Miracle Girl - 2HP - Unharmed

11 - Captain Thunderwolf - Unharmed

4 - The Spectacle - Unharmed

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Posting now to prevent analysis paralysis

 

Going all in from the get go! (on my turn that is!)

 

Using extraordinary effort to boost my object mimicry by 4 ranks to 16 and using 2 Hp to cancel the exhaustion 

 

Rare Earth Magnet Mimicry!
 

Spoiler

 

Mag Lev (Flight 3) (Speed: 50 mph, 500 ft./rnd; PFs: Subtle (subtle))[7pp]

 

Magnetic manipulation (Array 20) (default power: Move Object [b]PFs:[/b] Subtle, Precise) [44pp]
BE:Diamagnetic Field Manipulation (Move Object 15)(Array; Strength: 75, Carry: 136.2 tons / 272.9 tons / 409.6 tons / 819.2 tons; Extras: Burst Area (75-75000ft. radius - General); Flaws: Range (touch); PFs: Progression, Increase Area 9 (area x1000), Selective,)
AE:Diamagnetism (Move Object 10)(Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons, DC 25; Extras: Damaging, Range (perception))
AE:Full Power Magnetokinesis (Move Object 40) (Array; Strength: 200, Carry: 4.6bn tons / 9.1bn tons / 13.7bn tons / 27.5bn tons; Extras: Range (perception); Flaws: Duration (concentration), Limited Material (Metals))
AE:Rapidfire Railgun (Blast 10)(array; DC 25; Extras: Autofire, Penetrating)
AE: Self Repairing Scrap cage (Snare 10)(Array; DC 20; Extras: Regenerating, Backlash)

 

Magnetic Reassembly (Regeneration 15) (recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 3 (recover 1 / 20 mins), recovery rate (injured) 6 (recover 1 / round without rest), recovery rate (staggered) 3 (recover 1 / minute); PFs: Persistent, Regrowth)[17pp]

 

Magnetized (Immunity 10)(common descriptor: Electricity)[10pp]

 

 

Edited by Exaccus
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@Exaccus when you use the Increase Power option from Extraordinary effort, it will only last for 1 round. You will revert to your regular powers at the beginning of next round. You basically get nothing out of doing this. With that said, I'd consider it iffy to use Extra Effort to boost the ranks of a VP in the first place, but, not like you'll really get anything out of it, since you need a full action to set it, so... you can... not do that, if you want to?

Secondly: You can only spend a Hero Point on the same benefit once per round, and getting rid of Exhausted and Fatigued is the same benefit: So, if you pulled this Extraordinary Effort off at another point, you could spend a Hero Point to get to Fatigued instead of Exhausted, but would then have to wait a round to get rid of Fatigued.

 

Third: Most looks good, but its a no to that Regeneration. Way too much.

Edited by RocketLord
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Werewolves initiative: 21

 

@EternalPhoenix is up, followed by @Brown Dynamite.

 

Right now, you got two objectives:

- Defeat Captain Thunderwolf

- Keep the people safe

 

32 - Terrifica - 4HP - Unharmed

31 - Sureshock - 2HP - Unharmed

21 - Werewolves - x? - Unharmed

19 - Captain Thunderwolf - Unharmed

16 - Facsimile - 3HP - Unharmed

15 - Miracle Girl - 2HP - Unharmed

11 - Captain Thunderwolf - Unharmed

4 - The Spectacle - Unharmed

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ok how about this one then!


   
Rubber Mimicry

Spoiler

 

   Rubber Raider (Array 15) (default power: blast)
         Attack Tendrils (Damage 10) (Array; DC 25; Shapeable Area (10-500 cubes of 125 cu. ft. (5x5x5) - General); Incurable, Precise, Progression, Increase Area 5 (area x50), Variable Descriptor (Narrow group - Bludgeoning/Piercing/Slashing))
         Rubber Bullet - Burrowing (Blast 10) (Default; DC 25; Secondary Effect)
         Rubber Constructs (Move Object 18) (Array; Strength: 90, Carry: 1.1k tons / 2.2k tons / 3.3k tons / 6.6k tons, DC 25; Damaging [10 ranks only]; Duration (concentration); Precise, Subtle (subtle))
         Rubber Snares (Snare 10) (Array; DC 20; Regenerating)
         Rebounding Blows Adds (Autofire, Penetrating, Secondary Effect) to Strength Bonus

   Extremely Ductile (Elongation 10) (Elongation: 5000 ft., range incr 100 ft., +10 Escape & Grapple)

 

   Malleable (Insubstantial 1) (Fluid)
      
Superb Resister (Immunity 10) (common descriptor: Electrcity)

 

 

Edited by Exaccus
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Anyway, step one. Move action to put autofire on Dazzle, standard action use Dazzle on Captain Thunderwolf. Let's roll for that, eh?

 

https://orokos.com/roll/854554 Ah. 14. Rolled a 2. Oh, yay. Naw, let's give that another go. 

 

https://orokos.com/roll/854555 Rolled a 6 this time for 18. But with the reroll effect that's actually a 28. So...DC 18+Autofire, Reflex.

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A quick better description for current positions, as per EP's request:

 

The heroes are gathered together in front of the city hall, which, as far as I've been able to see on the pictures and such in the books, have some distance from the nearest buildings. Captain Thunderwolf is currently above city hall, getting ready to attack you. Your attacks can reach him, his attacks can reach you, and if you have some form of super-movement that can make you fly or otherwise reach up the top of the building, you can get into melee.

The people are fleeing to the nearest buildings. They're moving away from city hall, with the heroes between them and Captain Thunderwolf. To put a timer on it, they will be able to get to other buildings to (hopefully) safely hide in 5 turns. If you keep them safe for 5 turns, then they're out of the way.

The werewolves are near buildings and in the dark around you. They're heading towards city hall, you and the civilians, coming in from all around you.

 

That's a hit, rolling vs. DC22: 11

Captain Thunderwolf is blinded and deafened, give me an IC.

After that, @Brown Dynamite is up

 

32 - Terrifica - 4HP - Unharmed

31 - Sureshock - 2HP - Unharmed

21 - Werewolves - x? - Unharmed

19 - Captain Thunderwolf - Blinded, Deafened (Fort save vs. DC22 to remove at Initiative 32, after Terrifica's action)

16 - Facsimile - 3HP - Unharmed

15 - Miracle Girl - 2HP - Unharmed

11 - Captain Thunderwolf - see above

4 - The Spectacle - Unharmed

Turns until civilians are inside building: 5

Edited by RocketLord
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Nope, we're only just up to the wolves and Cap.

 

The werewolves are closing in on the civilians from both sides. There's at least 4 visible, coming at them from all sides. 

Someone gotta do something or they start attacking them next round!

 

Cap wolf uses his sense of smell to fly straight for a familiar scent and attack: Sureshock! 

Attack: 18

That's a miss!

 

@Exaccus is up!

 

32 - Terrifica - 4HP - Unharmed

31 - Sureshock - 2HP - Unharmed

21 - Werewolves - x? - Unharmed

19 - Captain Thunderwolf - Blinded, Deafened (Fort save vs. DC22 to remove at Initiative 32, after Terrifica's action)

16 - Facsimile - 3HP - Unharmed

15 - Miracle Girl - 2HP - Unharmed

11 - Captain Thunderwolf - see above

4 - The Spectacle - Unharmed

Turns until civilians are inside building: 5

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It's been a while since I've been in a fight this epic, so bear with me. If MG wants to fly into Captain Wolfy and tackle him, holding him pinned while the other heroes get the civilians clear, is that just a straight Unarmed Strike attack, or would it require two sets of rolls, one to make contact and one to initiate a grapple?

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