Elixir
In(40) Member
![*](//storage.proboards.com/forum/images/stars/star.png)
Posts: 232
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Post by Elixir on Dec 30, 2009 13:36:27 GMT -5
Elixir extends his power, visualizing the fuel reserves of the dreadnaught's flamethrower spontaneously combusting due to the ambient heat magnified by Elixir's agitation...
FEAT (IN Rank):
[attack=888697133835943]
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jan 1, 2010 14:10:51 GMT -5
Initiative roll
[attack=528634281477844]
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Post by Dead Sidekick on Jan 3, 2010 23:36:29 GMT -5
Sorry for the miscue. Solo already rolled a "1" for initiative for action, i'm going to take the second roll as a FEAT with the sniper rifle against one of the Dreadnoughts.. a random Dreadnought to get things moving...
01-25 = Dreadnought #5 26-50 - Dreadnought #6 51-75 - Dreadnought #9 76-100 Dreadnought #10
[attack=122968277861515]
Turn results coming in a few... ![:)](//storage.proboards.com/forum/images/smiley/smiley.png)
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Post by Dead Sidekick on Jan 3, 2010 23:55:45 GMT -5
Dreadnought #5 change action Agility FEAT to attack Shockwave instead of passing cars
[attack=565899958251635]
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Post by Dead Sidekick on Jan 3, 2010 23:56:35 GMT -5
Dreadnought #9 change action Agility FEAT to attack Oldschool instead of passing cars
[attack=641392467549565]
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Post by Dead Sidekick on Jan 4, 2010 0:02:55 GMT -5
Dreadnought #5 taking spike launcher shot at passing cars at -2CS for failed change action and range penalties
[attack=654476592318271]
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Post by Dead Sidekick on Jan 4, 2010 0:05:19 GMT -5
Dreadnought #9 taking spike launcher shot at Oldschool at -4CS due to change action and cumulaitive range penalties
[attack=673175887262953]
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Post by Dead Sidekick on Jan 4, 2010 0:15:45 GMT -5
Agility FEATs rolled with CMF forum chat dice roller for Dreadnoughts caught in Windchill's covering their movement paths with Remarkable intensity slick ice (need Red FEAT to remain standing)
Dreadnought #5: 00:09:16 ‹Dead Sidekick› 1d100 » + 78 = 78
Dreadnought #9 00:09:19 ‹Dead Sidekick› 1d100 » + 40 = 40
Dreadnought #10 00:09:21 ‹Dead Sidekick› 1d100 » + 93 = 93
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Post by Dead Sidekick on Jan 4, 2010 1:10:14 GMT -5
A Dreadnought (#6) carrying a crate advances forward to enter the melee range of Flashdance, Elixir, Oldschool and Spellbound as Windchill emits a white-blue beam upon the remaining three and their armor casings frost up even as the road beneath them is covered in a thick sheet of ice. Shockwave attempts to draw the Dreadnoughts fire away from the passing cars and succeeds in messing up the targeting of one Dreadnought (#5) that launches spikes at a passing car, missing wildly. The spikes strike the wall of a building harmlessly. Flashdance moves into position and from cover now has range to teleport Dreadnought #6 Seeing that Dreadnought #6 has advanced without being guarded, Dreadnought #9 at the last moment changes his target from a passing car to fire spikes at Oldschool. Other than messing up Oldschool's NAPA Auto Parts shirt, the spikes clatter harmlessly to the pavement off of Oldschool's impenatrable skin. Dreadnoughts #5 and #9 attempt to advance after firing their spikes, but begin slipping on Windchill's ice patch, unable to gain traction. (They remain 3 areas away from FD, Oldschool, Elixir, and Spellbound, and 4 areas away from Solo, but under the flying Shockwave and Windchill) Elixir concentrates on Dreadnought #6's flamethrower fuel tanks attempting to cause them to spontaneously combust as the robot marches forward into melee range. He "feels" the molecules of the flamethrower fuel become agitated, but not enough to make them ignite (due to White FEAT rolled, of course) Just then, a powerful gunshot rings out from behind the heroes, as Solo nails Dreadnought #10 with his Bor rifle, right between the eyes, destroying its optical sensors and blinding it. It staggers back, slipping on Windchill's ice and falling. It drops the crate it is carrying, which spills out packing hay and a few glass globes filled with various colored liquids - red, yellow, blue, green... One breaks, leaving an orange stain congealing on the icy pavement with an orange mist rising from it. Shockwave's helmet reports: [soundsource: NATO / Polish Army issue Bor sniper rifle, range vector north 500 feet]Spellbound crouches behind Oldschool as she watches the Dreadnought she intended to target drop from the gunshot and slip on the ice, but turns to face behind her, spotting Solo and his sniper rifle. Dreadnought #6 says "Regroup hive network for optimal defense pattern" Dreadnought #5 and #9 says "Destroy!" Dreadnought #10 says "Error. Optical systems damaged." ===== imaginary map positioning
Solo: one area north of Oldschool, Flashdance, Spellbound, and Elixir (and Dreadnought #6)
Oldschool, Flashdance, Spellbound, and Elixir in same area of Dreadnought #6 and 3 areas north of Dreadnoughts #5, #9, and #10.
Windchill and Shockwave flying over Dreadnoughts #5, #9, and #10, which are 3 areas south of the other heroes and Dreadnought #6 and 4 areas south of Solo.
===== Declare actions and roll initiatives ![:)](//storage.proboards.com/forum/images/smiley/smiley.png)
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Post by shockwave on Jan 4, 2010 1:52:20 GMT -5
Power Stunt Proposal Time: Using a constant stream of sonic force, it is possible to pin a target against an object. The object must have a material strength at least as strong as the force pushing against it to avoid breaking and releasing the target. (Or it have enough thickness to hold up to the pressure.) Effects of this attack result in the equivalent of a grapple attack, using the strength of the sonic force instead of the user’s strength.
Seeing three of the four dreadnoughts go down to the ice, Shockwave tries to quickly come up with a way to keep them separated. "Windchill, see if you can ice up the one on the left that can still see. Lets see if we can delay it further so the rest of the team can eliminate the one ahead. I'm going to try and slow down the other one. Flashdance should be getting one of them out of our way soon as well...I hope. Oh, and lets avoid whatever that orange gas is."
Trying to gain a little bit of altitude to avoid the gas reaching him, Shockwave focuses his sonic generators on one of the dreadnoughts, amplifying a constant stream of sound directly at it to try and "push" it against the ground, pinning it on the ice."
OOC: Attempt power stunt, described above. First time ever. In addition to 100 karma to attempt, will be spending karma to ensure red power stunt roll.
Initiative:
[attack=634894832657341]
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Post by shockwave on Jan 4, 2010 1:53:10 GMT -5
Power Stunt - Can I try it roll (with karma):
[attack=273743179979837]
OOC: 100 karma spent to roll, 48 karma spent to adjust roll to 91 - red
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Post by Dead Sidekick on Jan 4, 2010 9:16:55 GMT -5
ooc: Interesting power stunt idea. Something like localizing Shockwave's sonic force field and sonic blasts into a stream of targeted concussive pressure waves. Against a Dreadnought standing on extra-slippery ice. Will it break the ice and pavement? Will it "shoot" the Dreadnought across the ice like a squeezed wet bar of soap? Who knows? ![;)](//storage.proboards.com/forum/images/smiley/wink.png)
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Post by Dead Sidekick on Jan 4, 2010 9:20:21 GMT -5
ooc: side note... I misread the universal chart. Elixir rolled a Green FEAT, not a White FEAT on agitating the flamethrower fuel in Draednought #6. I'm going to make up for it in this coming round's turn results, and yes... Elixir knows the fuel is going to explode... ![:o](//storage.proboards.com/forum/images/smiley/shocked.png)
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Post by Dead Sidekick on Jan 4, 2010 9:44:01 GMT -5
![](http://i540.photobucket.com/albums/gg340/deadsidekick/spellbound-dcau.jpg) Spellbound whirls around after the sniper gunshot, spotting Solo crouching behind cover around the corner of a building. She says, "Damn that's loud!" as she runs over to Solo, holding up her palms to show she's unarmed. She eyes the trigger-happy counter-terrorist cautiously as her reflective field swirls around her during the process of shifting powers. She notices Solo's bruises and electrical burns. "Don't panic, Rambo. We're on the same side. Or at least, we need to be, to stop a great evil from returning from Hell. This is going to sound crazy, it always does, but there is a evil terror coming, and you have a destiny to help us stop it. Are we cool?" She extends a handshake. "Let's go somewhere safe to talk." ooc: declaring action - Gatewaying Solo and herself back to Oldschool's homeless shelter after beginning the selecting of Healing power Init: [attack=879432255275795]
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Windchill
Ty(6) Member
"Cold enough for yas?"
Posts: 51
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Post by Windchill on Jan 4, 2010 10:01:55 GMT -5
Responding to Shockwave, Windchill says "I'm on it!"
Windchill releases a broad beam of blue-ish white energy from his hands at Dreadnought #5, hoping to encase it in a block of super-solid ice.
Init for Coldshaping-boosted Ice Production:
[attack=675614783594644]
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