++++
Round 8
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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 moves around the corner and off the map...
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Marguess is Unconscious...
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Jimmy Rocket slows down time around him and starts to run through the building … really fast. It is totally dark inside, but luckily one of the first door he opens on the first floor is a security area and there are flashlight inside. He notices that all the door, while they have security locks, etc are off and all the doors open without problems (you can "search" at x32 normal speed, so for most of this round you are looking around the first floor. This floor seems to mostly be offices, and computer lab areas. No one is around. You also fine two stairwells, a main one and the "west" one. They list floors 1-10 and Sublevel parking 1-2.)
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Mercury Mercenary again ignores the guard and turns around the corner and sprints at full speed somewhere else.
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Thumper is Unconscious...
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Harbinger teleports Athena to just outside the gate. He then concentrates to picture the hospital entrance. Next round he can teleport there.
Ursus, is almost back his normal strength (he is up to 5 ranks of Super-Strength and Protection) and sees Mercury Mercenary take off. (you could run back and grab Marguess if you would like).
DeathKnight moves around a bit says something to his troops to give them his leadership bonus…
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Apollo flies closer to Brimstone and blasts him with a powerful beam of light Attack roll 14 +12 +2 for stunned opponent =28 a hit. Brimstone gets a Damage save and rolls a 6 +1 =7 vs. a DC of 15 +16 -12 protection =19, missing it by 12. Brimstone is KO'ed!!!
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Marionette thinks Where did he go? Darn it, these pretty people are getting away. Oh well I better get out of here to… and she flies some more...
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Remlok is stunned this round. Not spending a villain point so...
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Winter blasts Remlok with a radioactive blast Attack roll 8 +5 +2 for stunned =15 vs. Remlok's DEF of 15 when flat-footed, a hit. Remlok gets a Damage save roll of 8 +2 =10 vs. a DC of 15 +10L -10 armor =15, missing by 5 and it strikes the villain square in the chest… and causing a small "pop" as he disappears! Winters is quite surprise by this and he is pretty sure that he did not just turn invisible or anything. A headset radio and mike fall to the ground where Remlok was just a second ago...
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Remaining security guard is somewhat surprised this round. He looks around and is not sure what to do….
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Athena is unconscious and disabled.
Brimstone is unconscious and frozen in space...
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Security sees Remlok disappear Know- Superpowers roll 9 +9 =18 and thinks that he might of teleported or simply vanished!!
+++++
End Round 8
END OF COMBAT
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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.
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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 disappeared...
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, and is Unconscious
++++
OK no more combat rounds as all the badguys that want to fight are out. You can post what you want to do now. You have 3 unconscious villains to deal with also. What actions will you take? Talk and interact.
Right now Jimmy is searching. It will generally take him 2-3 round (10-20 second or so) to do a quick search of each floor. When he gets to the fourth floor he finds it to be a mess. Destroyed walls, smashed desks, small fires burning, etc. This floor also seems to be mostly labs areas, etc.