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Graduation Day: The End of the Beginning (OOC)


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Midnight's going to spend his first HP to do terrible, surprise round things:

Full Action: Move All-Out using his gaseous form to make it inside the first helicopter.

Free Action: Switch to supersaturated muscles AP.

Free Action: Arrange Gadgets:

Reinforced Collapsible Bo Staff

Strike 5 (Extras: Autofire 1, Power Feats: Extended Reach, Mighty, Subtle) [13PP]

Extra Effort: Surge.

Standard Action: Reinforced Collapsible Bo Staff Attack; Power Attack 5, Sneak Attack. (1d20+10=23, 1d20+10=25)

Put the second roll in there in case Takedown Attack comes into play. That's DC 15 + 5 Strike + 8 Strength + 2 Sneak Attack + 5 Power Attack = 35 (Plus any applicable Autofire bonus).

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As they are PL 3 soldiers, the pilot and copilot of the middle chopper are unconscious via Takedown Attack.

I can't see any reason why you wouldn't be able to hit the chopper too, so: it has TOU 9 and DEF 6, so assuming it gets a 19, your Autofire bonus is just enough to destroy it. I'll say it starts spiraling out of control. Spend another HP to steer it places.

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Sage, spending an HP.

Move: Fly to Midnight Manor (I assume from the wording of the posts it's reasonably close)

Free Action: Extra Effort: Power Stunt off Psi-Talents Array: Create Object 12 (Feats: Progression 3 (Object Size 50'), Selective, Extras: Impervious 12, Flaws: Feedback)

This gives Sage 12 50 ft. cubes to work with. This should be enough to enclose the Manor, I hope. The 'telekinetic shield' is selective, allies can enter and leave and their attacks will go through.

Standard Action: Create a telekinetic dome around the Midnight Manor

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Midnight II

Hero Point: Shrug off Extra Effort from last round.

Free Action: Arrange Gadgets:

Stun 7 (Extras: Area [General, Burst], Ranged, Flaws: Action [Full], Distracting, Power Feats: Sedation) [15PP]
Full Action: Throw the flash-bang!

Now, if somebody who can fly wanted to catch him and/or guide the chopper to the ground, that'd be swell!

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Midnight II

Hero Point: Shrug off Extra Effort from last round.

Free Action: Arrange Gadgets:

Stun 7 (Extras: Area [General, Burst], Ranged, Flaws: Action [Full], Distracting, Power Feats: Sedation) [15PP]
Full Action: Throw the flash-bang!

Now, if somebody who can fly wanted to catch him and/or guide the chopper to the ground, that'd be swell!

Cobalt Templar can catch Midnight, but his TK or CO aren't powerful enough (yet) to catch a full helicopter. So, I'll have him fly in and snatch Midnight; the chopper's close enough to the ground it ought to be okay, but Trevor's not as ideally placed.
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Sage is going to use her Mental Corrosion power to deep scan one of the pilots. Pretty much the things Midnight asked her to check.

That's Mind Reading 12 + Drain Wisdom 12 and since they're helpless she's just going to coup de grace.

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Edge: Seized Initiative (8 HP)

Wander: 27 (5 HP)

Sage: 21 (1 HP)

Red Eagle: 16

The Owl: 16

Archeville: 16

Midnight: 19 (5 HP (+1 from Midnight complication)

Madame Blitz: 14

Sea-Wolf: 11

Cobalt Templar: 11 (2 HP)

In a sign of just how much he's advanced in his time at Claremont, Edge recognizes Madame Blitz from his history books and knows her electrical powers are a serious threat around here. He blasts her with his Telekinesis. That'll be a DC 30 Tou save for her. 12

Okay, Madame Blitz is out and Wander is up.

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Wander is going to let her flying and ranged-attack friends deal with the flying types and go straight for the guy in charge.

Move Action: Fast Acrobatic Bluff, DC 28 with skill mastery

Standard Action: Charge attack against Archeville, moving to grapple. That' a +2 to attack, -2 to defense. 1d20+17=36.

Assuming that is successful, the Grapple Check is a 45.

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Move Action: Moving

Standard Action: Attack with Mind Spike: (1d20+12=16). That's terrible.

Reaction: Spend Hero Point to improve roll: Attack with Mind Spike: (1d20+12=22), rolled a 10, add +10 to roll for +32 result.

Sage used: Drain Will 12 (Feats: Slow Fade, Subtle, Extras: Alternate Save [Will]) + Strike 6 (Feats: Mighty, Extras: Alternate Save [Will]) (Mind Spike; mutant, mental)

That is, I think, two DC 22 Will saves

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Midnight II

Free Action: Arrange Gadgets:

Razor Throwing Disks

Damage 15 (Extra: Area [General, Cone], Flaw: Action [Full]) [15PP]

Full Action: Strike Die Ãœbersoldaten and their zip lines.

Free Action: Switch to Insubstantial AP so it can be activated as a reaction.

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