finishing Round 1
Continuing Round 1, Initiative Order
23 – Wolverine
22 – Bull-Smasher
20 – Ronin, the Wrecker, and Inspector Kastle and the Police
16 – Thor {already gone}
15 – Captain Britania
14 – Thunderball
13 – Black Widow
12- Dr. Banner
10 – Scarlet Witch
7 – Justice and the Thugs
6 – Pile-Crusher
Raising his shield just in time, Captain Britania deflects much of the terrible blow by the Wrecker’s crowbar! Trying to distract the villain he throws his shield to boomerang around the back of fiend…
[the Wrecker Sense Motives vs. DC16 (1d20+8=18), made it, so he is not flat-footed. Still a hit, the Wrecker Toughness save DC31 (1d20+11=29), missed it by 3, so he takes a Bruised wound.]
…and striking him on the base of his skull with a loud
BLAMMM, heard around the battle field! Shaking his head, the Wrecker growls “
Ow, dat hurt yos insect!”
Pulling a heavy iron ball and chain from under his longcoat, the man known as Thunderball starts to spin it over his head… amazingly the ball seems to grow the faster his spins it on the chain – from a mean 6” diamitor to at least 3 feet in a matter of seconds. Laughing he hurls it at Justice with bone-crushing force!
[Thunderball ranged attack vs. Justice [Def14] (1d20+7=20), a hit BUT assuming Justice is using his Deflection!]
The huge flying ball races at the young champion at incredible speed, but mere inches from connection, Justice is able to deflect the ball away (even though it rattles his teeth, with the force that it struck with!). Strangely the ball flying is a big loop and back to Thunderball, who catches it one-handed and growls at Justice “
Well, well, well, what have we here dear boys, a little Man of Renowned playing with the big boyos. Now it gets serious!”
Black Widow’s venomous blast strikes into the side of the Wrecker then…
[I am assuming you are spending the Hero Point to re-roll your attack against the Wrecker as he was not stunned. the Wrecker Tougheness save vs. DC23 (-1 bruised wound) (1d20+10=29), yikes he made that!]
…but it seems to bounce harmless off beast, whom barely acknowadges the strike, so focused is he on the Captain!
Doctor Banner, hiding in the warehouse, grows as he struggles to contain the beast within him…
[ok this is a full round, so +1 HP to Hulk. Something will happen next round to make him change at the beginning (see below). Now you do have Normal Identity 4, so it will take you a Full Round to change, correct?]
The Scarlet Witch moves out of the warehouse and directs her mystical powers around Thunderball and the thugs surrounding him…
[Thunderball Dex check vs. DC8 (1d20+3=6), OH COURSE!, fails. OK the four Thugs Dex check vs. DC8 (1d20+2=22, 1d20+2=7, 1d20+2=17, 1d20+2=18), one fails. The Longshoremen dex save DC8 (1d20=12, 1d20=13, 1d20=6, 1d20=18, 1d20=1, 1d20=6, 1d20=16, 1d20=14, 1d20=12, 1d20=14), 3 fail.]
…knocking over the heavy set man with a ball and chain, one of the gunman and three longshoremen! Thunderball roars with rage as he crashes to the dock, breaking more then a few of the wooden boards.
Justice turns his mental powers against the Wrecker as they gang up on the Renowned villain leader…
[the Wrecker Fort save vs. DC15 (1d20+14=19), made it]
…but he simply shakes his head and spits, barely registering the affects.
The thugs around Thunderball, quickly scramble back to their feet, and directed by the villain’s roars, one of them unlease a barrage of bullet fire at Justice! The remain members of the that group move east, around the wagon to get an unobsured view of what’s happening there…
[1 thug Move action to stand, Auto-fire at Justice, thug auto-fire ranged attack against Justice vs. DEF14 (1d20+5=24). Hit by 10! Now normally this would be +8 damage, but reading Autofire in Ultimate Power, it says that if your Impervious would stop the base damage, than it is still stopped! So no damage (lucky they don’t crit on a 19, only a 20). The other 3, Move action to stand, Move 30ft to squares m9 and n9.]
Multiple strikes bounce off of Justice’s personal field of force, but they do not harm the young Man of Renowned in the lest bit!
The group of thugs facing north, fire at Inspector Kastle and his men!
[the four gun-men in squares h15, h16 and i17 auto-fire. The 1st one at the Inspector, the rest at bobbies thugs ranged attack at cops vs. DC17 (Kastle) and DC13 (bobbies) [-2 for range inc] (1d20+3=8, 1d20+3=10, 1d20+3=6, 1d20+3=15), only one hit]
One of the officers, a bit a head of the rest, is struck in the head and chest with heavy metal and he cries out in pain as he is knocked off his feet and to the ground, dead!
Dr. Banner has a perfect view of this scene, and the rage at the senseless killing infurriages the monster with in him!
The remaining gun men shout in confusion and start running this way and that as they move to where they think the battle is taking place. None fire their weapons yet, but they start training a great many at the Bobbies racing their way!
Pile-Crusher roars and tries to bring both huge fists down onto Thor!
[Pile-Crusher uses Rage for +4 str, +2 fort & will save, but -2 def. All-Out Attack -3 def, +3 attack. Power Attack -5 to hit, +5 to damage if he succeeds! Pile-Crushers Defense is 11 right now. Pile-Crusher melee vs. Thor DEF18 (1d20+4=9), CRUDE miss. OK, cause it will be dramatic and I want the Crew to give you a run for your money… Thor gains +1 Hero Point as I re-roll. le-Crusher melee vs. Thor DEF18 (1d20+4=9) HP re-roll (so if a 10 or less, +10 to roll) (1d20+4=6), ARG! Ok, 2 +10 +4 =16, still a MISS! Gr, that would have hurt to!]
But the mighty thunder god easily avoids the mad villains clumsy attack!
(OCC –OK actions AND rolls for next round.
Additional NOTES and Conditions for this round…
Hulk gains +1 HP.
Thor gains +1 HP.
Bull-Smasher is stunned until Wolverine’s action. He has 2 bruised and injury wounds
Thunderball is prone until his action.
Dr. Banner is really mad!
Updated map below. Also the scale is 1 square =10ft. Sorry I did not post that before