Jump to content

Recommended Posts

  • Replies 63
  • Created
  • Last Reply

Top Posters In This Topic

Vhoka's Avatar: 27

Sea Devil: 26 

Salvo: 17

Ouroboros: 16 

Justice: 9 

 

Vhoka's Avatar goes for Justice, the thing it's standing next to! 

https://orokos.com/roll/861889 a 21 hits, so that's another DC 27 Tou save. 

 

Sea Devil's just going to leap up and stab the thing! 

https://orokos.com/roll/861890 = 19 and a miss 

 

Salvo is up as soon as I post IC 

 

Link to comment

Free Action: Turn Weapons Array to:

AP: Damage 10 (Flamethrowers; Extras: Area [General, Cone], Vampiric; FeatsAffects Insubstantial 2, Incurable, Penetration 4,

              Progression 3 [100 Feet per Power Rank]) {40/40} (Additional Descriptors: Infernal Magic)

 

Standard Action: Fire Flamethrowers at the Werewolf. Area Attack.

Link to comment

Cue the theme music

 

Free Action: Activate Metamorph to morph Justice into her PL 12 H.E.R.O. Mode Armor!

M.O.D. System set to DEF+5/TOU-5, for a total Defense +17 and Toughness +7.

M.O.V.E. System set to Speed and Quickness.

 

Move Action: Acrobatic Bluff vs. the avatar as a move action, so at -5: 19

 

Standard Action: Attacking the Avatar with Justice's Drain Toughness: 28

APDrain Toughness 12 (Extras: Affects Objects; Feats: Accurate 3, Improved Critical 2, Slow Fade 1 [1 pt./10 rnds,]) {30/30DP} (DescriptorsArmor Breaker Blow,  Bludgeoning Damage Type, Powerful Strikes)

Edited by RocketLord
Link to comment

SenseMotive to notice something fishy: 1d20+10=25

 

Then assuming that is enough to be suspicious.

Free Action:  set Variable pool to Supersenses 5(counters illusion(all visual), Analytical(mage sight)) [5vp]

 

That should get past any illusion and then gonna set Vampric pool to 

  • Alternate Power:  Emotion Control 10 (Vampiric Mesmerism; Flaws: Sense Dependent [Visual; eye contact]) [10PP]

And try to target Aquaria with a calm effect.  DC 20 will save for effect DC 20 reflex to avoid eye contact if she'd be avoiding it.

Link to comment

Going to fire Fusion Autocannons. Accurate Attack +5 Attack Bonus/-5 DC. Autofire. Energy. Non-lethal.

 

AP: Damage 10 (Fusion Autocannons; Extras: Autofire, Range [Ranged]; Flaws: Distracting; Feats: Improved Critical 2 [18-20],

              Improved Range 7 [250 Feet per Power Rank], Variable Descriptor [Ballistic/Energy]) {40/40} (Additional Descriptors: Ballistic, Energy)

 

Attack Roll: 1d20+10 = 19.

 

DC: 15 + 10 = 25 (+ Autofire) Toughness Save.

Edited by Zeitgeist Blue
Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...