Apollo focuses his efforts on trying to save Hope, he does not want her losing her head. He zooms to her aid and takes up a defensive position around her blasting Guardian with a Dazzling burst of Light.
Apollo focuses his efforts on trying to save Hope, he does not want her losing her head. He zooms to her aid and takes up a defensive position around her blasting Guardian with a Dazzling burst of Light.
Visual Dazzle 11 on Guardian.
"Really?" Star taunts the super villain. "You didn't seem that great when I cracked your holographic projector in a few hours. Does having a power to directly control and interface with machines let you get away with sloppy coding?" He took out Optic just like that...![]()
Wait after talking. Wait. Wait... Megan pumps energy into air between bee man and the others, then directs the shots toward Murder Mouse. Hopefully, the blinded enemies will be confused by the source of the fire and shoot one of their own.
[sblock]Standard Action: Shoot Murder Mouse: Plasma Control +8 Autofire 2 (1 for 1, max 4), Penetrating 3 (4/rank, +3) Triggered 2 (any trigger), Reversible (on latent triggers, not for undoing effects), Homing 2 (2 extra chances), Indirect 3 (any angle), Precise
Defensive Attack 2. Attack +11: 21
Move Action: Redirect. Acrobatics +14. 20
Defense 24/14. Toughness 9. Bruised 3. HP 2
If one of the enemies is stunned by the end of her normal turn, Star will Surge to shoot them too (or again, as the case may be).
[/sblock]
"Interface this." Optic blasts CF full force with his eye lasers.
[sblock=ooc]
Eye Laser! (1d20+10=17)
Hero Point Reroll on Eye Lasers (1d20+10=26) Fort DC 27.
Since the suit is full-body but not connected to my visor or head in any way, I presume this action is allright? Optic should still have full control over his neck and head.
[/sblock]
Oops. That didn't help much. Well, LL probably had over a 50/50 chance to miss Hope's regular Defense of 21. So this wasn't a bad decision, just a bad outcome.
Nitro uses Extra Effort to get another swing at LL... and the roll is a natural 1. http://invisiblecastle.com/roller/view/1662689/ (Oops!)
Nitro takes another wild swing, somehow missing his prone, stunned, gigantic opponent.
"Hey guys. Hope got KOd by Leopard. My batting average is pretty bad at the moment and I'm getting a little tired out here. Plus Guardian is still up as well. If you can spare anyone really fast to come back over here, that might be good. If I don't report back in 6 seconds you'll know it's urgent."
(If Nitro gets hit for 15+ damage, use Ultimate Toughness on it)
"Don't worry Star, I'll do my best" Nitro gets out between breaths. "Ouch, lightning. That wasn't so bad but I can't take attacks like that all day."
(Take the fatigue, modified stats 20 Defense, +13 dmg, +7 attack, can't run/charge)
Nitro goes after a prone Leopard with a defensive jab and tries to maneuver Leopard into hitting herself with her reply (Nitro now at 25 Defense).
[sblock](OOC: Attack a prone LL, Defensive Attack for 5 and Accurate Attack for 1. +7 to hit (+7 - 5 DA + 1 AA + 4 Prone), 12 damage on a hit.
Defense 25 for a round. Roll an 8 for a 15 to hit total (counting the +4 prone bonus). http://invisiblecastle.com/roller/view/1663122/
Move action: Nitro uses Acrobatic Feint to Trick Guardian into attacking him, with the intention of Redirecting to Leopard on a miss.
EDIT- If Apollo has already blinded Guardian, I'd like to change this to before my attack Acrobatic Bluff to feint Leopard. I don't think this is abusive ex-post (I know I rolled high) as it's the best use of my move action and feints on Leopard have been working.
Rolled a 19, so total for Acrobatic Trick is 30: http://invisiblecastle.com/roller/view/1663123/. That should work.
Excessive contingency announcements for my one HP: Using Ultimate Toughness if hit for 15+ dmg, rerolling any result of staggered or worse in general, rerolling any result of Stunned or worse if damage is <=12, buying off any other stuns that occur.[/sblock]
He can't? She's huge and presumably clumsy
In that case, just Trick Guardian into attacking him and on a miss Redirect that into Leopard, assuming that Guardian will be flying close enough overhead such that Leopard won't have the +4 benefit for being prone (angle should matter for whether prone applies, e.g., see http://www.atomicthinktank.com/viewtopic.php?t=15258).
Wren hears the new summons, and simply stares down at Thess. "You've still got some fight left in you... I gotta go help out Hope. She's been knocked out..."
[sblock=OOC]I started with 3HP this battle. Did any get subtracted from the healing on Thess?[/sblock]
Nitro gets into the path of Guardian and LL, and gets LL to blast him, but sidesteps it at the last second so that she blasts LL instead (Disabled!), hitting her neck with the blade and cutting it open.
(I'll need new actions from Nitro for the rest of the round.)
Wren can see that things aren't going well, as was the norm. Seeing the oversized bumble bee hit Star, Wren decides on a straight forwards approach. Spying Control Freak almost out of the fight, he opts to make sure that Freakazoid does stay out, permanently.
".. enough... it's time to end this..."
Flying towards the foes, Wren ignores the bee, and gets an angle to blast Freak Boy with his most potent blast. It's accuracy is hopefully enough to take out the foe, as he will then worry about the other foes. First things first...
[sblock=Cosmic Blast +11]Auto Fire +1, Partial Penetrating +3, Affect Insubstantial x3, and not counting anything for being prone, as I hope Matt can add in the factors for the bonus for being prone. Blast 11 (1d20 11=13) HP for reroll Blast 11 REROLL (1d20 11=31) Uh, now THAT'S a good HP roll! CRIT!!! [/sblock]
Turning to the bee, who obviously saw the potent shot, Wren can only narrow his gaze, "... next?..."
Viridian looks woozily at Wren, then snaps back to the battle with some effort. She lifts a hand towards Killer Bee (or Battle Bee or whoever), gripping him with an invisible force born of magically amplified will!
(TK grapple on da Bee...will also surge and try to pin him this round, or if the first grapple fails, to grapple again. +8 bonus)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.