Scuffles Posted April 18, 2013 Share Posted April 18, 2013 Glow's not going for the ducts, she's going to go in the elevator door once Spider is in position. Glow knows she's an amateur stealth-user... and that she is kinda bright green when she uses her powers which doesn't help either. Link to comment
Azuth65 Posted April 18, 2013 Share Posted April 18, 2013 Silver meanwhile... 1d20+18=32 (Damn I hope IC gets back up soon) Link to comment
Supercape Posted April 18, 2013 Author Share Posted April 18, 2013 Well consider Silver Spider well and truly in position and done so with stealth! (You can narrate her being in the air vents and you can flat foot anyone with surprise!) Meanwhile, Scuffs take it away with Glows grand entrance (or whatever) into the floor. Link to comment
Scuffles Posted April 22, 2013 Share Posted April 22, 2013 Hey Azuth.. I reckon it's your turn to post Jen heading off into the vents? Link to comment
Supercape Posted April 26, 2013 Author Share Posted April 26, 2013 Ook lets get this on the road - Scuffs are you gonna do the attention grabbing thing as suggested by SS? Link to comment
Scuffles Posted September 3, 2013 Share Posted September 3, 2013 Okay, I'm a little out of practice here. What rolls do I need to make? Are the bad guys minions? Because then Glow could probably take ten on the attack roll with her area telekinesis power (which is at +7) right? Then a check to disarm? I'm sure I've done this before. Stupid brain! Link to comment
Supercape Posted September 3, 2013 Author Share Posted September 3, 2013 Then you hit them all! Yes its an opposed disarm roll: in this case I believe your bonus is double your Telekenesis Area Power Level... The Terrorists themselves are thugs archetype so have a +2 Bonus: 1d20+2=4 So you dont even need to roll! Link to comment
Supercape Posted September 3, 2013 Author Share Posted September 3, 2013 COuld we have some initiative rolls please! Link to comment
Scuffles Posted September 4, 2013 Share Posted September 4, 2013 (edited) Invisible castle is still the rolley thing right? 21! Edit question: Does Silver Spider get to go in the surprise round too? Edited September 4, 2013 by Scuffles Link to comment
Supercape Posted September 4, 2013 Author Share Posted September 4, 2013 Yep, Silver Spider also gets a surprise round! Take it away, Azuth (Bear in mind it is only one standard action, not a move and standard) Link to comment
Azuth65 Posted September 5, 2013 Share Posted September 5, 2013 Well, they're minions so should be easy enough to power-attack -2 atk/+2 DC and take 10 to web-up the nearest one (makes it a DC 20 Ref to avoid entangling/binding), assuming an 18 hits of course. Link to comment
Supercape Posted September 5, 2013 Author Share Posted September 5, 2013 COnsider him webbed! Post away! Link to comment
Scuffles Posted September 9, 2013 Share Posted September 9, 2013 Do we need initiative rolls from team bad-guy now? Link to comment
Supercape Posted September 9, 2013 Author Share Posted September 9, 2013 1d20+30=46 Round 1 46 - Towers! - Unharmed 21 - Glow - Unharmed - 2 HP 19 - Silver Spider - Unharmed - 4 HP 10 - Terrorists [5] Towers jumps in a throws an exploding basketball at the whole scene: An area dazzle 10 effect! This means Reflex DC 20 for half effect (A DC 15 Reflex Save to avoid blindness), otherwise, a DC 20 Reflex Save to avoid blindness. (Evasion feats count!) Link to comment
Azuth65 Posted September 10, 2013 Share Posted September 10, 2013 1d20+6=26 Dazzle successfully dodged. Link to comment
Scuffles Posted September 11, 2013 Share Posted September 11, 2013 Reflex save: 17+7 = 24 - accidentally hit enter before I could add notes to it and stuff. Whoops. That's good enough to avoid being blinded though, right? Link to comment
Supercape Posted September 14, 2013 Author Share Posted September 14, 2013 Both of you are not blinded! Glow is up! Link to comment
Scuffles Posted September 17, 2013 Share Posted September 17, 2013 Okay, I'm sort of torn between having Glow go "Huh?" At Towers and not do anything this round, but I think she'd be worried enough about grenade armed enemies to keep paying attention for now. So... Let's stick with the area Telekinesis, and this time we'll try to grapple everyone with it instead of stealing their weapons. Taking ten on the attack roll again is fine, right? I think the bonus on Glow's grapple check is double the power rank again right? If so, 22 would be the roll. And if she wins she will pin people. With her mind. Possibly to the ceiling. Link to comment
Supercape Posted September 22, 2013 Author Share Posted September 22, 2013 Taking 10 is indeed fine The "Terrorists" are in fact mercenaries and are using the Soldier Archetype in M&M Their Grapple Bonuses are +6 which means: 1d20+6=14, 1d20+6=10, 1d20+6=20, 1d20+6=13, 1d20+6=22, 1d20+6=19 And yes, I accidentally rolled for 6 of them duh! To keep things clean, as one of them is a draw roll, I am going to just say you grapple all of them successfully - and as they are minions, they are fully bound! Post away! Link to comment
Supercape Posted October 5, 2013 Author Share Posted October 5, 2013 Which means, I believe, that Silver Spider is up! Link to comment
Azuth65 Posted October 13, 2013 Share Posted October 13, 2013 Just be sure, is anyone still up and an active threat or are the mooks all currently grappled/blinded/webbed? Link to comment
Supercape Posted October 13, 2013 Author Share Posted October 13, 2013 I think Glow has them all pinned/helpless (from TK) and they are disarmed. We could step out of combat now, although Towers is still "active" Link to comment
Scuffles Posted October 14, 2013 Share Posted October 14, 2013 I'm sure he's not a threat, he's a good guy now. Right? *shifty eyes* Link to comment
Supercape Posted October 14, 2013 Author Share Posted October 14, 2013 *shift eyes back* Azuth, you wish to step back from combat? Link to comment
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