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OK....felt like using a lesser used skill just for cinematics Acrobatics (1d20+12=27). Full Round Teleport to get into location near Psion. Once there, gonna go stealth mode...Stealth (1d20+13=19)...hope they aren't looking. Teleport Full round to location. Interesting thing...rules say that he can take 100lbs. of Additional Mass. Unwilling passengers get a save to avoid being taken. IF I need to add addtional mass, I will burn an HP to do so....note, Shadowstep has Subtle 2....so we be ghostin'



No initiative, you go first.





Okay, moving on. McGuffin can post when he has a chance.

Standing leap of 110 ft, then 440 ft sprint. She's staying outside the fence as she runs.
Acrobatics (1d20+7=21) for the transition from leaping to running.


OOC wrote:Using Eidetic Memory to make a Tactics check. I'd like to know if the prisoner's actions appear organized or coordinated.
Knowledge[Tacitics]: 1d20+5=23
He'll also use "Detect Weakness" to see if he can pin down any weaknesses on the prisoners that are sticking around to fight rather than looking to run. Do you want me to roll for those, or would you like to do them in seceret?
Singularity is also going to use the Super Strength portion of his Musculature Mods so he can easily carry Graft.Power Descriptions wrote:"Optical Tactical Display", Super Senses 4 [Analytical Vision (2 PP) ; Visual Ranged Detect Weakness (2 PP)]
"Nano-Tube Musculature Mods", Corrosion 13 [[Power Feats: Incurable (+1 pp), Reversable (+1 pp) ; Melee Attack Focus 2 (+2 pp)], Super-Strength 13



Spike's Attack roll: 1d20+8=17
Two guards, combined attack: 1d20+5=8, 1d20+5=17
Even if the 17 hits, its only DC23, so it doesn't get past your Impervious.

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