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Post by Dead Sidekick on Dec 29, 2009 1:39:59 GMT -5
![](http://i540.photobucket.com/albums/gg340/deadsidekick/spellbound-dcau.jpg) Spellbound says, "If that's the plan, let's get on it." She claps her hands together and spreads them apart, drawing a circular motion in the air in front of her. A dot of white light appears, and expands to a rippling translucent ring of dancing energies large enough to drive a car through. In the center of the ring, the view of the street changes and the Dreadnoughts appear much closer, as if they were 2 blocks away. "That's not a magnifying glass effect. They can't see us the way we see them there. Objects really are farther away than they appear. At least until you step through my portal. Then you'll be right there! Those of you without strong stomachs or used to teleporting may want to take the moment of arrival and the time afforded by appearing at a slight distance from our opponents to swallow your lunches again. It can be disorienting. I'll follow behind you all. The portal will close as soon as I step through it." OOC: Initiative time! Stepping through Spellbound's portal will put you 5 areas away from the Dreadnoughts. ===== Solo slinks ahead, and into a crouched position hugging the corner of a warehouse and the street the Dreadnoughts are marching forward upon, setting up to take aim with his Bor rifle. Due to the movement rates towards each other, Solo is now 6 areas away from the Dreadnoughts OOC: Solo roll initiative as well. Yes, Solo's going to be 1 area behind the emerging Gateway-ed heroes
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Post by Dead Sidekick on Dec 29, 2009 1:53:49 GMT -5
Target info:
Dreadnought #5 and #9 are empty-handed, taking shots at passing vehicles as they clear a path for Dreadnoughts #6 and #10, which are carrying large, slightly burned crates.
All four Dreadnoughts appear somewhat silver-gray, save for splotches where their blue paint wasn't burnt off.
Dreadnought #9 is walking with a slight limp.
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Post by shockwave on Dec 29, 2009 9:40:19 GMT -5
Shockwave steps through the portal, and as soon as he regains his bearings, attempts to take to the air, giving the robots an obvious target other than passing cars.
Init: [attack=391877726373791]
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Elixir
In(40) Member
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Posts: 232
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Post by Elixir on Dec 29, 2009 10:13:34 GMT -5
Elixir nods his head, "Alright, we've got a plan, I'll take one of the ones carrying the crate, starting with exploding its flame thrower supply."
Glad we've got a plan, time to make this happen!
Actions: Turn titanium, run through the portal toward the marching Dreadnaughts, and use Catalytic Control to trigger an explosion of the flamethrower fuel pinpointed by Shockwave.
Initiative:
[attack=108563929454439]
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Flashdance
In(40) Member
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'Let's Dance!'
Posts: 236
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Post by Flashdance on Dec 29, 2009 10:44:00 GMT -5
"That sounds like a plan - I'll try and get in position to teleport one of these puppies into the sky for a bit of a ride. Just a thought - I can (at least in practice) teleport pieces off of machines. Maybe I can do that to make a crack into one of their armours.
With that, FD will attempt to position himself for a full nelson / grapple attack so he can either leap straight up with a dreadnaught or teleport himself and it (depending on how heavy it feels if he ca grab it)
INIT:
[attack=476597764183219]
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Post by TasK on Dec 29, 2009 12:05:44 GMT -5
Oldschool gives Spellbound a nod and heads into the portal before her. He takes a stance, a few feet in front of the portal, and waits to defend her as she comes through. If any Dreadnaughts are too close (with her safety in mind), Oldschool will attempt to engage them to create space between the robots and her.
Init:
[attack=149388665879198]
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Post by Dead Sidekick on Dec 29, 2009 14:28:14 GMT -5
ooc: Quick Reason FEAT for Shockwave required (to see if he remembers Dreadnoughts have electrified outer casings that can shock the wee-wee out of ya if you touch them.... so he can possibly warn FD before he gets too close LOL)
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Windchill
Ty(6) Member
"Cold enough for yas?"
Posts: 51
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Post by Windchill on Dec 29, 2009 14:39:37 GMT -5
Windchill steps through Spellbound's portal and begins running towards the Dreadnoughts. He says "I'm going to ice up the pavement in front of them. Frozen carbon dioxide is slicker than cat barf on linoleum..."
Initiative for Coldshaping FEAT
[attack=444423754297774]
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Post by Dead Sidekick on Dec 29, 2009 14:48:08 GMT -5
![](http://i540.photobucket.com/albums/gg340/deadsidekick/spellbound-dcau.jpg) After everyone is through the portal, Spellbound follows Oldschool through it and keeps herself shielded behind him as they approach the robots, looking to target one of the carried crates to Gateway it back to the area with the vandalized vehicle from the museum. Init: [attack=854383433217923]
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Post by shockwave on Dec 29, 2009 15:53:48 GMT -5
ooc: Quick Reason FEAT for Shockwave required (to see if he remembers Dreadnoughts have electrified outer casings that can shock the wee-wee out of ya if you touch them.... so he can possibly warn FD before he gets too close LOL) [attack=418335994621968] "Oh, one last thing. Don't make contact with any of them unless you want the shock of a lifetime. Their battery power can be diverted directly into conductors in the titanium to create electric current. Any chance that teleporting works at a distance?"
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Flashdance
In(40) Member
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'Let's Dance!'
Posts: 236
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Post by Flashdance on Dec 29, 2009 16:04:38 GMT -5
OCC - thank goodness for hi reason rolls :-)
Doh! Thanks for the heads up. Kind of makes me not want to whack them with my metal bat to... Never tried it in real life, but yeah, I've done it in practice. I just need to get about 50 feet from them.
FD will look for a place within range he can use for cover to try the ol' Wile E Coyote move from.
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Post by Dead Sidekick on Dec 29, 2009 22:12:34 GMT -5
Dreadnought robot initiatives (rolled with CMF forum chat room die rolla)
Dreadnought #5 shooting at passing cars 22:04:12 ‹Dead Sidekick› 1d10 » + 5 = 5 Dreadnought #6 marching forward carrying crate 22:04:16 ‹Dead Sidekick› 1d10 » + 9 = 9
Dreadnought #9 (limping, damaged) shooting at passing cars 22:04:18 ‹Dead Sidekick› 1d10 » + 5 = 5
Dreadnought #10 marching forward carrying crate 22:04:19 ‹Dead Sidekick› 1d10 » + 2 = 2
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Post by Dead Sidekick on Dec 29, 2009 23:21:14 GMT -5
Initiative order:
9) Dreadnought #6 moving forward 3 areas
8) Shockwave flying towards Dreadnoughts (6 areas) Luring attacks on him away from passing cars (Luring adds +2CS to opponents attacks on Shockwave, but they'll be reduced -1CS to make their attack only +1CS if they successfully change their attack action to fire at Shockwave, but if they miss their change action yellow Agility FEAT they'll still fire at passing cars but at -1CS)
7) Flashdance running for cover (will move 3 areas) to get in range to teleport a Dreadnought into the sky
7) Windchill flying 6 areas towards Dreadnoughts and Coldshaping a slick surface of dry ice around the Dreadnoughts (Green Flight powerstunt FEAT and Coldshaping FEAT)
6) Oldschool moving towards Dreadnoughts and luring attacks on him to protect Spellbound (Dreadnoughts will have +1CS to hit Oldschool if sucessfully changing action to target him rather than passing cars, otherwise they'll attack cars at -1CS)
5) Dreadnought #5 (moving forward 3 areas) shooting spikes at passing car, will attempt to change action to shoot at Shockwave (Agility FEAT)
5) Dreadnought #9 (moving forward 3 areas) shooting spikes at passing car, will attempt to change action to shoot at Oldschool (Agility FEAT)
4) Elixir running towards Dreadnoughts (will move 3 areas) attempting Catalytic Control FEAT to cause Dreadnought #6's flamethrower fuel supply to explode (power FEAT)
2) Dreadnought #10 moving forward 3 areas
1) Solo - moved to corner cover, taking shot with Bor rifle on one Dreadnought at range of 6 areas (select target #5, #6, #9, or #10?) Agility FEAT + Military (Guns) + Scope (scope negates range penalties)
1) Spellbound running behind Oldschool, attempting to Gateway crate from Dreadnought #10 when in range
=====
Need FEAT rolls from Windchill, Elixir, and Solo this round, next round everyone will be in range to do stuff to the Dreadnoughts
imaginary mapping note: after all movement and combat, next round Shockwave and Windchill will be in the same area as the Dreadnoughts (but flying above them), and the Dreadnoughts will enter the same area as Flashdance, Oldschool, Elixir, and Spellbound (will be in range for melee with Oldschool and Elixir, and FD's teleport attack and Spellbound's Gateway) and be 3 areas away from Solo
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Windchill
Ty(6) Member
"Cold enough for yas?"
Posts: 51
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Post by Windchill on Dec 29, 2009 23:29:56 GMT -5
Windchill Flight control powerstunt (he's still learning to fly)
[attack=427162614371677]
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Windchill
Ty(6) Member
"Cold enough for yas?"
Posts: 51
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Post by Windchill on Dec 29, 2009 23:33:03 GMT -5
Windchlll Coldshaping FEAT to slicken the surface of the road in front of the Dreadnoughts to impede their movement (may affect next round positioning)
[attack=718662235993624]
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