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Mutant High Issue 1: The house that Xavier Built
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<blockquote data-quote="Fangor the Fierce" data-source="post: 4186108" data-attributes="member: 17100"><p>Spike was ready, as he easily dodges the incoming punch. His sense are honed, as this is his forte. (<a href="http://invisiblecastle.com/roller/view/1577168/" target="_blank">Reflex Save (1d20 14=29)</a>, Evasion 2, )</p><p></p><p>Spike then catches Logan here, and knows it's going to get messy real soon. He readies his next act, hoping to catch Speedy while he's moving too fast to react.</p><p></p><p>Spike knows Logan will go all out, so he tries to make the best of it. He moves quickly, his spiked feet allowing him to use the wall to his advantage, as he rushes into the path of Quicksilver, ready to bring him down. He puts his head down, and follows through with the SLAM, hoping to end this guy's torment on the others.</p><p></p><p>He feels the full weight of the super coming at him, as the collision is loud. Something cracks, but Spike doesn't think it's his own bones breaking. That brings a smile to his face, as he shakes off the effect.</p><p></p><p>"You really gotta watch where you're going!" he says, smirking at Speedy.</p><p></p><p>[sblock=SLAM]</p><p>Slam Attack: Not sure of the bonuses. I have normal +5 Attack Bonus</p><p>Then +2 for Melee due to Attack Focus Melee 2 ranks</p><p>Moving Normal, I think, since it's confined space and I won't be able to use accelerated movement, Super Speed 1, even with wall crawling at full speed, so that's another +2</p><p>Grand total of +9 to SLAM, right?</p><p></p><p><a href="http://invisiblecastle.com/roller/view/1577200/" target="_blank">SLAM Attack on Quicksilver (1d20 9=29)</a></p><p></p><p>HOLY CRAP! Nat 20! I gotta read up on this now, lol. +14 dmg to Quicksilver if it confirms,and only +9 if it doesn't</p><p>+7 for me, since it's a slam. Impervious 2 brings it down to +5, for Toughness DC 20 save for me. <a href="http://invisiblecastle.com/roller/view/1577202/" target="_blank">Toughness Save for SLAM (1d20 11=25)</a>[/sblock]</p><p></p><p>OOC - Had to write out my thoughts, as I want to make sure I understood the rules. I have Immovable, but I think that only applies when I receive a SLAM attack, not initiate it, right?</p><p></p><p>Any way to allow Spike to use a Hero Point to make Quicksilver reroll his save, should he pass? What use of Hero Point would really be beneficial right now? Spike would definitely use one on this lucky hit!</p></blockquote><p></p>
[QUOTE="Fangor the Fierce, post: 4186108, member: 17100"] Spike was ready, as he easily dodges the incoming punch. His sense are honed, as this is his forte. ([url=http://invisiblecastle.com/roller/view/1577168/]Reflex Save (1d20 14=29)[/url], Evasion 2, ) Spike then catches Logan here, and knows it's going to get messy real soon. He readies his next act, hoping to catch Speedy while he's moving too fast to react. Spike knows Logan will go all out, so he tries to make the best of it. He moves quickly, his spiked feet allowing him to use the wall to his advantage, as he rushes into the path of Quicksilver, ready to bring him down. He puts his head down, and follows through with the SLAM, hoping to end this guy's torment on the others. He feels the full weight of the super coming at him, as the collision is loud. Something cracks, but Spike doesn't think it's his own bones breaking. That brings a smile to his face, as he shakes off the effect. "You really gotta watch where you're going!" he says, smirking at Speedy. [sblock=SLAM] Slam Attack: Not sure of the bonuses. I have normal +5 Attack Bonus Then +2 for Melee due to Attack Focus Melee 2 ranks Moving Normal, I think, since it's confined space and I won't be able to use accelerated movement, Super Speed 1, even with wall crawling at full speed, so that's another +2 Grand total of +9 to SLAM, right? [url=http://invisiblecastle.com/roller/view/1577200/]SLAM Attack on Quicksilver (1d20 9=29)[/url] HOLY CRAP! Nat 20! I gotta read up on this now, lol. +14 dmg to Quicksilver if it confirms,and only +9 if it doesn't +7 for me, since it's a slam. Impervious 2 brings it down to +5, for Toughness DC 20 save for me. [url=http://invisiblecastle.com/roller/view/1577202/]Toughness Save for SLAM (1d20 11=25)[/url][/sblock] OOC - Had to write out my thoughts, as I want to make sure I understood the rules. I have Immovable, but I think that only applies when I receive a SLAM attack, not initiate it, right? Any way to allow Spike to use a Hero Point to make Quicksilver reroll his save, should he pass? What use of Hero Point would really be beneficial right now? Spike would definitely use one on this lucky hit! [/QUOTE]
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