++++
Round 7
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Initiative...
33 -(ShadowDragon) hidden.
27 -Marguess.
25 -Jimmy Rocket.
24 -Mercury Mercenary.
23 -Thumper.
22 -Harbinger, Ursus and DeathKnight.
21 -Apollo
17 -Marionette hidden
11.5 - Remlok
11 -Winter
10 -Remaining Security Guard
6 - Agrippa
5.5 -Athena
5 -Brimstone
4 - Security
ShadowDragon continues to move north along the side of the building, remaining in the shadows and move only at 20ft a round… Hide check 8 +26 +1 leadership =35
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Marguess is Unconscious...
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Jimmy Rocket moves to the edge of the hole the Brimstone made going into the building and focuses on the time-space around him Attack roll 6 +9 +1 leadership =16 a hit. Brimstone gets a Will saving throw roll of 15 -1 =14 ARCK a miss. and causes the giant to freeze in place!
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Mercury Mercenary ignores the security guard coming at him and blasts Ursus twice with a Rapid Fire MM Attack roll first shot is 16 +12 +1 leadership -2 range =27 a hit. Second Attack roll is 9 +11 =20 a hit (Ursus is stunned and loses his DEX bonus to DEF)! Ursus is up to 4 ranks of Super-Strength and Protection, on Marguess initiative so you have it against MM shots. Ursus must make two more Damage saving throw, first roll is 17 +2 =19 vs. a DC of 15 +8L -4 protection =19, making it dead on. Second damage save is 13 +2 =15, missing it by 4, taking another Lethal hit. Ursus now has 4 Lethal hits and 1 Stun hit, and is still Stunned (will recover on his action).
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Thumper is Unconscious...
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Harbinger grabs up Athena and teleports back to the wall and behind cover
Ursus, is slowly regaining more of his normal strength (he is up to 4 ranks of Super-Strength and Protection, on Marguess initiative so you have it against MM) and even after being shot two additional times he is still standing. Ursus recovers from being stunned and shakes off some of the effects of Damage (spends a Hero point to remove the Stun hit). Ursus then runs and jumps behind some rumbles (75% cover vs. MM) that is about 25ft away.
DeathKnight moves around a bit says something to his troops to give them his leadership bonus…
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Apollo flies into the building and blasts the frozen and stunned Brimstone full in the face (NOTE that Taunt is a half-action, I am pretty sure you can't move, attack and taunt all in the same round. Luckily, Brimstone is stunned and frozen so your Surprise strike works against him anyway) Attack roll 15 +10 +1 leadership +1 point blank =27 a hit. Brimstone must make a Damage save roll of 9 +2 =11 vs. a DC of 15 +16S -12 protection =19, missing by 8. Brimstone takes a Stun hit and is Stunned again. Brimstone is already Blind so can't be extra blinded... And while he can't move, the blast seams to stagger him again.
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Marionette flies (8ft) at towards the corner of the building that Harbinger and Athena just appeared at, and she is about 20ft away. She tries to remains hidden Hide roll 12 +24 +1 leadership =37 and thinks Hmm I could take out this guy no problem and then make sure that pretty girl is dead! But if he sees me and blasts me at this range I just might be toast. I'll try and get behind him…
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Remlok notes that his blast against the Cloud winter are ineffective, and while dodging the armored glue shot by Security he blasts him with his power staff Attack roll 5 +16 =21 a hit (vs. Security's DEF =13). Security gets a Damage saving throw of 11 +3 =14 vs. a DC of 15 +15L -10 armor =20, missing it by 6. Security takes a lethal hit and his Stunned (unless you wish to use a Hero Point, you would need a 12 or you could spend the Hero point on your Initiative and ignore the Stunning effect). The blast hits Security in the middle of his chest and throws him back out of the hole and slamming into the building on the other side of the street Security is knocked back 15 -4 =11x 5ft =55ft across the street.
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Winter flies towards Remlok and fires a blast of pure radiation at the time bandit Attack roll 13 +5 =18 a miss but can't seem to hit the elusive foe...
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Remaining security guard draws a knife and charges Mercury Mercenary, yelling "You bastards are going to die!" He can't attack this round, but he gets up close to MM.
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Athena Makes a Fortitude check roll of 18 +4 =22 vs. a DC 10 +1 Lethal to avoid dying hangs limb in Harbinger's arms. Her breathing is shallow but seems to become more regular and deep if the DC is beat by 10 or with a natural 20, then the character stabilizes and is unconscious and disabled
Brimstone comes out of one Stunned effect, only to be effected by another this round, AND he is Paralyzed. But still gets to try and recover from the blindness Fortitude save roll of 9 +5 +2 round =16 miss but can't overcome the effects
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Security shakes off the effects of Remlock's blast [spends a Hero point] and sits up, and targets the villain Remlok (who is now 85ft away) with a couple of stunblast explosive missiles Attack roll 9 +14 =23 vs. DEF of 10, a hit; Second attack roll 10 +14= 24 another hit. Remlok gets two reflex saves to lower the damage, first roll 19 +9=28 vs. DC 20, then a Fortitude save roll of 18+3 =22 vs. DC 15; Second reflex roll 17+9 =26, then a Fortitude save of 9 +3 =12 a miss. Hmm Remlok is stunned!
+++++
End Round 7
+++++
Badguys have spent 9 Villain points. Security has spent 2 Hero point, Apollo has spent 2 Hero point, Athena has spent 1 Hero point, Jimmy has spent 1 Hero point, Harbinger has spent 1 Hero point, and Ursus has spent 3 Hero point so far.
++++
Apollo has 1 Lethal hit.
Harbinger has 1 Stun and 2 Lethal hits.
Ursus has 4 Lethal hit.
Athena has 1 Lethal hit, is unconscious and disabled.
Security has 2 Lethal hit.
Remlok is Stunned by a Stun attack (i.e. has to roll each round to recover)
Marguess has 3 Stun hits, and is Unconscious.
Thumper has 3 Stun hits and is Unconscious.
DeathKnight has 1 Stun and 2 Lethal hits.
Brimstone has 3 Lethal hits, 1 Stun Hit, is Stunned, Blinded and Frozen in Time!