Avenger Assembled Posted January 3, 2010 Share Posted January 3, 2010 In which the Freedom League embraces...change. Link to comment
Avenger Assembled Posted January 9, 2010 Author Share Posted January 9, 2010 Have an HP for this not popping up on your Gather Info radar, Ace. Link to comment
Avenger Assembled Posted January 12, 2010 Author Share Posted January 12, 2010 Anyone planning to teleport/insub into the building needs to make a DC 25 power check. Link to comment
Cyroa Posted January 12, 2010 Share Posted January 12, 2010 I'll let the powerful senses do the looking, but not quite ready to jump in there yet. Even peeking is a little rude you know. ;) Link to comment
angrydurf Posted January 12, 2010 Share Posted January 12, 2010 Since insub maxes at rank 4 I think thats pretty much an impossible check for that anyway ;) Link to comment
Dr Archeville Posted January 14, 2010 Share Posted January 14, 2010 Anyone planning to teleport/insub into the building needs to make a DC 25 power check. Teleport power check (DC 25) (1d20+7=17) That'd be a failure. Link to comment
Avenger Assembled Posted January 15, 2010 Author Share Posted January 15, 2010 Let's call that a Super-Sense power check, Cy. DC 25. After you do that, I'll get the results up and then move the thread along. Link to comment
Avenger Assembled Posted January 17, 2010 Author Share Posted January 17, 2010 Take an HP for the setback, Cy. Link to comment
Avenger Assembled Posted January 30, 2010 Author Share Posted January 30, 2010 There are no plants inside the building, unfortunately, Stesha. Dark Star, you can see Captain Thunder, Lady Liberty, and Johnny Rocket just in the process of loading a large, complicated piece of machinery into a big wooden crate. Link to comment
angrydurf Posted January 30, 2010 Share Posted January 30, 2010 Skill mastery stealth with hide in plain sight for 27 stealth check Link to comment
Avenger Assembled Posted January 31, 2010 Author Share Posted January 31, 2010 Okay, it'll take a turn for Ace to get up there, given that he's on foot. Link to comment
Cyroa Posted January 31, 2010 Share Posted January 31, 2010 +11 Will, +5 Circumstance (from AA) (1d20+16=19) Somehow I doubt that's good enough. I'll be spending an HP for that. HP to reroll! (1d20+16=33) That's better! (But I'll wait till AA lets me know before I post IC.) Link to comment
Avenger Assembled Posted February 3, 2010 Author Share Posted February 3, 2010 Lady Liberty is...LYING!!! =O Also, durf, as Ace goes, he finds the building mostly empty: the scientists have largely had time to evacuate. A few are still holding out, either through determination or just not paying attention. Link to comment
Avenger Assembled Posted February 9, 2010 Author Share Posted February 9, 2010 Initiative time Thunder goes on 17 Johnny Rocket...he's got Super-Speed 10. He goes first. Liberty goes on 22 Freedom Angel goes on 8 I'll get an IC post up shortly. Link to comment
Dr Archeville Posted February 10, 2010 Share Posted February 10, 2010 initiative (1d20+1=19) Link to comment
Electra Posted February 12, 2010 Share Posted February 12, 2010 Sorry to be late... again. It's this unmodified d20 of mine. Stesha goes on 14 Link to comment
Avenger Assembled Posted February 13, 2010 Author Share Posted February 13, 2010 Our order is: Johnny: 43 Liberty: 22 Doctor Archeville: 19 Thunder: 17 Fleur de Joie: 14 Dark Star: 11 Freedom Angel: 8 Ace Danger: 6 Reflex saves vs. Gravity Control Johnny makes it and is unaffected. Thunder's Strength is such that he passes the check automatically. Liberty makes the save Link to comment
Avenger Assembled Posted February 13, 2010 Author Share Posted February 13, 2010 Johnny misses, and is sad. Liberty grabs the crate and flies! She's 2500 feet away, heading down the coast, at time of this writing. Doctor Archeville is up. Link to comment
Dr Archeville Posted February 13, 2010 Share Posted February 13, 2010 Science! Free action to activate Force Field. Free action pump Power Reserve into Flight, giving him Flight 7 (1,000 mph / 10,000 feet per round) Standard action to reconfigure Gadgets into something that will negate Liberty's photonic flight power Photonic Flight Interference Field: Nullify Flight 5 (Extra: Duration/Concentration; Flaw: Range/Touch) Move action to fly 2,505 feet, and be in front of Lady Liberty. Extra Effort to SURGE! and gain another Standard action. (And use an HP to nix the fatigue) Attack roll vs. "Lady Liberty" (1d20+8=16) probably misses, so HP to re-roll (down to one HP now) Attack roll vs. "Lady Liberty"; HP re-roll (1d20+8=21) 21 hits? If so, Nullify check vs. her Flight check or a Will save. Nullify check is... Nullify Flight check (1d20+5=15) .... I would use my last HP to re-roll that, but I can't. So let's hope she rolls low. Though if she doesn't, that works, too, since her powers are semi-magical. ;) Link to comment
Avenger Assembled Posted February 13, 2010 Author Share Posted February 13, 2010 She passes the Nullify check with a 22. 'Captain Thunder' uses Electrical Control 12 (Burst Area, Selective Attack) (Full-Round Action, Touch-Range) DC 22 Reflex save vs. a potential DC 27 Toughness save. Freedom Angel fails the Reflex save He rolls a 29 with the HP, and is uninjured Fleur is up Link to comment
Electra Posted February 13, 2010 Share Posted February 13, 2010 Stesha succeeds in the reflex save, but does not have any evasion, more's the pity. She fails the toughness save and is bruised. Luckily, there is a big hole in the wall through which the sun can shine in. For her turn, she'll be using Move Object to attempt to grapple Captain Thunder. She fails, spends an HP, gets a 20 on the reroll. I am told that hits, so there is a grapple roll to be made. She gets a 36. Link to comment
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