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Geckoman speaks - but nobody hears a thing, eee!  :o

 

SOME GUY: 

 

Move Action: Fly to the Dome 

Standard Action: Blast the Dome! 

Tou vs DC 25 

http://invisiblecastle.com/roller/view/4763143/= 29 

 

It holds, for now! 

 

Harrier: 

 

is staggered! 

He fires a shot up at the ship overhead. 

 

Can he hit a target with Concealment? 

 

http://invisiblecastle.com/roller/view/4763155/= 16, yes

 

http://invisiblecastle.com/roller/view/4763150/ 

 

He hits. 

 

Tou vs 27 

http://invisiblecastle.com/roller/view/4763152/= 18 

 

Injured and Dazed (its Tou is currently at +10 with the effects of the Drain) 

 

Pink: 

 

Fires a shot at the ship too 

http://invisiblecastle.com/roller/view/4763159/= 2 but misses 

 

ANOTHER BAD GUY: 

 

Move Action: Flies over with the first bad guy 

Standard Action: Blasts the dome! 

http://invisiblecastle.com/roller/view/4763165/= it fails by 12, enough to blast a hole in the side! 

 

Pink doesn't know about the people blasting the dome - and doesn't care about the people blasting the dome anyway.  

Attack vs the ship 

http://invisiblecastle.com/roller/view/4763168/= another miss! 

 

Jack of all Blades is up as soon as I post IC. 

The Obscure effect of the dust is a Visual + Radio Obscure.

 

There's no air where they are, so no auditory stuff works. Which means no actions for Miss A as long as the Radio effect is up. Have an HP for being a robot, Miss A, if nobody counters or nullifies the effect before you go. 

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What would Jack have to roll to figure out that there were some shenanigans afoot? Presumably he's noticed that the dust is blocking radio transmissions as well as sight lines, which is a little weird but he doesn't know how moon rocks work, so maybe that's a thing? The Communion ship's lousy aim seems more likely to make him suspicious.

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Super-Senses 8 (Analytical Visual Senses, Communication Link [warehouse HQ], Direction Sense, Infravision, Radio Sense, Spatial Awareness [visual], Uncanny Dodge [radio]) [8PP]

 

With the above package? 

 

She can't see much - there's no obvious signs of what the spaceship is doing. But she can see signs of electrical activity at the edges of the cloud, where it bumps up against the dome. She can also see the vibrations and alarms going off inside the dome. Something is attacking it! 

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Okiedokie. With Radio (temporarily) down, Mara loses her drones and picks up an HP, woo.

Move: Fly up out of the cloud and toward the dome.

Standard: Shoot down toward the attacker (that she can't necessarily see very well!).

Ranged Attack Roll vs. Unknown Dome Attacker (spatial blast; Total Concealment) (1d20 + 12=30, 1d20=12)

Well! That beats Concealment and probably beats defense, depending on the attacker (and whether or not she can pinpoint their general area); assuming it does hit, it's a DC27 Toughness save vs. damage now, and another DC27 Toughness save vs. damage next round.

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Free Action: Extra Effort, increasing Speed to 3 ranks.
 
Move Action: Run to the dome, towards the breach
 
Standard Action: Pull out his staff, and CHARGE! Hitting one of the giant spheres, with -2 Def/+2 Attack from charging, and -5 Attack/+5 DC from a full Power Attack. STEEEEERIKE ONE: 1d20+11 25  DC 26 Toughness save
 
End of round: 4 HP, uninjured, -2 Defence, Fatigued next round

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I'll say Geckoman hits Bad Guy 30, which we'll say is also the one Dragonfly hit. 

 

http://invisiblecastle.com/roller/view/4777545/= 16 

 

Failed by 10, so it is dazed and staggered on top of its bruising. 

 

We'll also have it go again from the effects of Dragonfly's hit. 

 

http://invisiblecastle.com/roller/view/4777546/= 18 

 

All right, I'm prepared to have that blow it up. 

 

HARRIER: 

 

Harrier flies right through the hole made by the balls! He spends the HP he gets from his relationship with Gina - who is in the dome and under threat to surge and take a standard action despite being staggered. 

He tries to give Ball 20 such a stabbing. 

 

http://invisiblecastle.com/roller/view/4777551/= 15 

 

But misses! Well, shucks. Don't want him to be the star too much in a thread I'm actually running, so I'll let him sit on that HP. 

 

Pink and Yellow do nothing, those bastards! 

 

Ball 20 goes for a hit vs. Steve 

 

http://invisiblecastle.com/roller/view/4777552/= 24 

Feh, where was that when I needed it a minute ago? 

http://invisiblecastle.com/roller/view/4777553/= 29 

Fortunately, Steve makes his Tou save, and has kept the ball's attention. 

 

Harrier: 22
Pink: 20
A BAD GUY: 20
Yellow: 17

 

Jack of all Blades is up as soon as I make an IC post 

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Jack of all Blades

Move Action: Move next to Harrier.

Standard Action: Attack Sphere; Power Attack 5: 1d20+5 8

Hero Point: Attack Sphere; Power Attack 5, HP Reroll: 1d20+15 25 Ends up being 35

 

Using his normal energy sword:

Damage 3 (Extras: Autofire 6, Linked, Penetrating 4; Power Feats: Improved Critical [18-20], Mighty, Variable Descriptor 2 [Any Available, Concentrated Energy or Magic]) + Drain Toughness 6 (Extras: Affects Objects) [29PP] (energy sword)
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