angrydurf Posted September 15, 2009 Author Share Posted September 15, 2009 Ok you guys have surprise but I'm gonna need initiative just in case. Initiative (1d20+2=16) Guards and engineers go on 16 Link to comment
angrydurf Posted September 15, 2009 Author Share Posted September 15, 2009 Ok Initiative - Surprise Round 16 - mooks 10 total - 4 are armed with guns of some kind. 16 - Phantom - 2HP - uninjured 11 - Fluer de Joie - 2HP - uninjured I gave you each an HP for havign to rescue your men from certain peril. Phantom is up. Link to comment
alderwitch Posted September 15, 2009 Share Posted September 15, 2009 And I'm down an HP again. Dammit. Link to comment
angrydurf Posted September 15, 2009 Author Share Posted September 15, 2009 Toughness save (1d20+8=16) Unconcious Fluer is up. Link to comment
Electra Posted September 15, 2009 Share Posted September 15, 2009 Stesha rolls poorly, spends a hero point, gets a 20 Link to comment
angrydurf Posted September 15, 2009 Author Share Posted September 15, 2009 Reflex save (1d20+3=11) Snared Link to comment
angrydurf Posted September 15, 2009 Author Share Posted September 15, 2009 Initiative - Round one 16 Guards - engineers 3 Guards and 2 engineers remain, 1 guard is bound and helpless 16 Phantom - 1HP - Uninjured 11 Fluer de Joie - 3HP - Uninjured Phantom is up. Link to comment
alderwitch Posted September 15, 2009 Share Posted September 15, 2009 Okay, Power stunted off my magic array (31 pp) Insubstantial 4, Extra: Affects Others, PFs: Selective (25 pp) total to turn the power core insubstantial. Link to comment
angrydurf Posted September 15, 2009 Author Share Posted September 15, 2009 AW have an HP for the awesome And we are out of rounds Link to comment
Electra Posted September 15, 2009 Share Posted September 15, 2009 Stesha power stunts Dimensional Pocket 2 (Extras: Duration 3 [Continuous], Range [Ranged]; Power Feat: Progression 8 [25,000lbs]) off her array, in order to scoop up all the bad guys before they suffocate. Link to comment
alderwitch Posted September 15, 2009 Share Posted September 15, 2009 I'll burn that HP to clear my fatigue and teleport us (hopefully) to the boys. Link to comment
angrydurf Posted September 15, 2009 Author Share Posted September 15, 2009 Have an HP each for the fiat of him not being surprised by your sudden appearance. And Initiative Dr. Tcheny Innitiative. (1d20+17=20) Link to comment
alderwitch Posted September 15, 2009 Share Posted September 15, 2009 back to the bottom: 2 Link to comment
angrydurf Posted September 15, 2009 Author Share Posted September 15, 2009 Initiative - Round 1 20 - Dr. Tcheny - Uninjured 16 - Fluer de Joie - 3HP - Uninjured 2 - Phantom - 2HP - Uninjured Dr. Tcheny will fire his Energetics Modulator at Phantom using the Neural disruptor setting Attack Roll (1d20+14=28) Hit DC 19 will save VS. Stun Link to comment
angrydurf Posted September 15, 2009 Author Share Posted September 15, 2009 Not Stunned! Fluer is up. Link to comment
Electra Posted September 15, 2009 Share Posted September 15, 2009 Stesha attacks to snare the bad guy. She rolls a 19 Link to comment
angrydurf Posted September 15, 2009 Author Share Posted September 15, 2009 very close but not quite there. Link to comment
alderwitch Posted September 15, 2009 Share Posted September 15, 2009 17 That'll miss. Link to comment
angrydurf Posted September 16, 2009 Author Share Posted September 16, 2009 He'll blast the box with the disentegration setting vaporizing it. And Sense motive Checks from both of you ;) Link to comment
alderwitch Posted September 16, 2009 Share Posted September 16, 2009 Sense motive: 1d20+10=30 Where was that 20 earlier?? Link to comment
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