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Insight's "Emerald City Knights" - Prelude - The Silver Storm
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<blockquote data-quote="Jemal" data-source="post: 6038007" data-attributes="member: 9026"><p><span style="color: Red">"OOOH No you don't.."</span></p><p>Jacie's arm cannon begins to charge up as she crouches, leaping again into the air - this time straight up. As she rises, she levels her gun and takes aim, Firing a pulse of energy straight down as she passes directly overhead of Magnet girl. The pulse strikes her just as she is about to attack, demagnetizing the metalic shards flying around her and dropping them to the ground.</p><p><span style="color: red">"I'm not done with you!"</span> Jacie lands nearby, cocky grin even wider than before.</p><p></p><p>[sblock=Stats]Jacie stats:</p><p>Dodge/parry 19, toughness +9, fort +8, will +12</p><p>Luck X2, Showoff X0, HP 0</p><p>Fearless, Second Chance:Vision (Sight Dependent attacks/Visual Illusions),</p><p>Super Senses: Counters Concealment(All)[/sblock]</p><p>[ooc]Using Jacie's 'showoff' ability to perform a Power stunt on my gun. </p><p></p><p></p><p>ACTION: Readied action to Counter Death Magnetic's attack with my own. The jumping overhead thing is just fluff using my move-by action, shouldn't have any effect on combat, Jacie can land wherever you want her. </p><p></p><p>*NOTE: This does not actually happen until DM activates her attack (Which I and my character are both assuming is going to be a big magnetic attack with all that swirling metal against Michelle*</p><p></p><p>Attack missed with a 2 >< LUCK FEAT! Reroll hits with a whopping 31 b/c of the '+10 if below 10' rule, so DM will need a DC 23 Toughness save, and a DC 25 Will save. Failure on the will save means her magnetic attack is countered. I've written my post assuming this is the case, if she makes it feel free to disregard or have her pick the metal back up and use it to whup mah butt. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Here's the Alt Effect I'm using for this round: </p><p>Electro-Magnetic Pulse: </p><p>Damage 8(AccurateX6, Ranged+1): *2/rank+6=22</p><p>Linked: Nullify 8(Electro/Magnetic): 8 pts.</p><p></p><p>BTW, in keeping with the 'megaman' theme of gaining new powers by defeating bosses, I plan on using a PP after this fight to add this power to Jacie's arm cannon full-time.. Assuming we defeat Death Magnetic.[/ooc]</p></blockquote><p></p>
[QUOTE="Jemal, post: 6038007, member: 9026"] [COLOR="Red"]"OOOH No you don't.."[/COLOR] Jacie's arm cannon begins to charge up as she crouches, leaping again into the air - this time straight up. As she rises, she levels her gun and takes aim, Firing a pulse of energy straight down as she passes directly overhead of Magnet girl. The pulse strikes her just as she is about to attack, demagnetizing the metalic shards flying around her and dropping them to the ground. [COLOR="red"]"I'm not done with you!"[/COLOR] Jacie lands nearby, cocky grin even wider than before. [sblock=Stats]Jacie stats: Dodge/parry 19, toughness +9, fort +8, will +12 Luck X2, Showoff X0, HP 0 Fearless, Second Chance:Vision (Sight Dependent attacks/Visual Illusions), Super Senses: Counters Concealment(All)[/sblock] [ooc]Using Jacie's 'showoff' ability to perform a Power stunt on my gun. ACTION: Readied action to Counter Death Magnetic's attack with my own. The jumping overhead thing is just fluff using my move-by action, shouldn't have any effect on combat, Jacie can land wherever you want her. *NOTE: This does not actually happen until DM activates her attack (Which I and my character are both assuming is going to be a big magnetic attack with all that swirling metal against Michelle* Attack missed with a 2 >< LUCK FEAT! Reroll hits with a whopping 31 b/c of the '+10 if below 10' rule, so DM will need a DC 23 Toughness save, and a DC 25 Will save. Failure on the will save means her magnetic attack is countered. I've written my post assuming this is the case, if she makes it feel free to disregard or have her pick the metal back up and use it to whup mah butt. ;) Here's the Alt Effect I'm using for this round: Electro-Magnetic Pulse: Damage 8(AccurateX6, Ranged+1): *2/rank+6=22 Linked: Nullify 8(Electro/Magnetic): 8 pts. BTW, in keeping with the 'megaman' theme of gaining new powers by defeating bosses, I plan on using a PP after this fight to add this power to Jacie's arm cannon full-time.. Assuming we defeat Death Magnetic.[/ooc] [/QUOTE]
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