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  Click here to go to the first special guest post in this thread.   Thread: [Supers!] Liberty Force pbp, IC

  1. #76
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    Pyrebird drops into concentration briefly as he stands near the doors...

    * Initiative roll, Reaction 3D *

    (Pyrebird will use his psionic spells to give himself regeneration before leaping into the fray)

    Dice Result History - [Hide]
    08-31-2012 09:01 PM
    Initiative roll, Reaction 3D: 3d6 (4,6,4 = 14)

  2. #77
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    Pyrebird can activate Regeneration before Round 1, just make the roll.

  3. #78
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    * Wizardry 3D to invoke Regeneration at 2D (Target number of 6) *

    Dice Result History - [Hide]
    08-31-2012 09:14 PM
    Wizardry 3D to invoke Regeneration at 2D (Target number of 6): 3d6 (1,4,2 = 7)

  4. #79
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    Initiative:
    * Initiative Roll *
    Last edited by urbwar; 08-31-2012 at 11:44 PM.

    Dice Result History - [Hide]
    08-31-2012 11:44 PM
    Initiative Roll : 3d6 (6,6,4 = 16)
    The Soultaker Studios Blog: http://soultakerstudios.blogspot.com/

  5. #80
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    * Initiative Roll *

    Dice Result History - [Hide]
    09-01-2012 01:40 AM
    Initiative Roll : 5d6 (6,2,6,6,2 = 22)

  6. #81
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    * Andromeda's Initiative *

    Dice Result History - [Hide]
    09-01-2012 03:02 PM
    Andromeda's Initiative : 3d6 (5,4,1 = 10)
    Dragonfly
    Check out The Freedom Ring ...
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  7. #82
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    * Copperhead Mooks #1 Initiative *

    * Copperhead Mooks #2 Initiative *

    * Copperhead Leader Initiative *

    * O'Conner Initiative *

    Dice Result History - [Hide]
    09-02-2012 11:56 AM
    Copperhead Mooks #1 Initiative: 3d6 (4,4,4 = 12)
    Copperhead Mooks #2 Initiative: 3d6 (6,5,4 = 15)
    Copperhead Leader Initiative: 3d6 (5,3,5 = 13)
    O'Conner Initiative: 3d6 (2,6,4 = 12)

  8. #83
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    Scene 2, Round 1!
    1) Dragster
    2) Glare
    3) Copperhead Mooks #2 (not visible at the moment)
    4) Pyrebird
    5) Copperhead Leader, Copperhead Mooks #1, O'Conner (not visible at the moment)
    6) Andromeda (seriously, drink some coffee before the next fight! )

    Dragster's up!

  9. #84
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    Speeding out Dragster calls back to his colleagues "I'll go for the leader".

    Trying to take him down in one shot (adding a Competency Die), Dragster will hit the guy with the full force of his super speed

    * Dragster's Super Speed + a Comp Die *


    (Hmm, that could have been better)

    Dice Result History - [Hide]
    09-03-2012 01:06 AM
    Dragster's Super Speed + a Comp Die : 6d6 (4,3,5,1,3,4 = 20)

  10. #85
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    Glare flies into the air, and fires a laser blast at armed Copperhead in view...

    (going full attack on them)

    * Laser Blast *

    Dice Result History - [Hide]
    09-03-2012 04:17 AM
    Laser Blast : 5d6 (4,3,3,4,3 = 17)
    The Soultaker Studios Blog: http://soultakerstudios.blogspot.com/

  11. #86
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    The door to the warehouse flies off its hinges as Dragster leads the assault! He makes a beeline to the Copperhead Leader and tries to catch him flat-footed!
    * Copperhead Leader dodges Dragster *

    Dice Result History - [Hide]
    09-03-2012 10:39 AM
    Copperhead Leader dodges Dragster: 3d6 (5,3,3 = 11)

  12. #87
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    Dragster slams into the masked man, flinging him across the pier and into the side of the boat! He's hurt but not out of the fight...
    Copperhead Leader takes 1d damage, 2d remaining.

    Glare lights up the night with a flash of brilliant light as he targets the Copperhead Mooks (#1).
    * Copperhead Mooks #1 dodge Glare's attack *

    Dice Result History - [Hide]
    09-03-2012 10:42 AM
    Copperhead Mooks #1 dodge Glare's attack: 3d6 (4,6,3 = 13)

  13. #88
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    A pair of the Copperhead Mooks drop to the ground as they succumb to the laser fire! One lets loose a burst of AK-47 fire, the sound carrying across the once quiet bay!
    Copperhead Mooks #1 takes 1d damage, 2d remaining.

    Acting like a well trained team, the Copperhead mooks and their leader immediately begin to bark out orders and call out targets even as they absorb the initial assault from Liberty Force. The hold in the center of the fishing boat slides open and a platform raises, revealing another team of Copperheads (Mooks #2) who have mounted on the platform a heavy machine gun!

    Without hesitation they begin to unload on the heroes (spray and pray, learn to aim fellas)!

    Mooks #2 3d6 (SW: Machine Gun 4d6, SA 1d) Even Glare gets attacked twice, Odd Dragster gets attacked twice...
    * Who gets attacked??? *

    * First burst from machine gun *

    * Second burst from machine gun *


    Pyrebird's up!

    Dice Result History - [Hide]
    09-03-2012 10:52 AM
    Who gets attacked???: 1d6 (4)
    First burst from machine gun: 2d6 (1,1 = 2)
    Second burst from machine gun: 2d6 (1,2 = 3)

  14. #89
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    Pyrebird concentrates for a moment and rises off the ground, flying up out of the warehouse to better view the area.

    * Wizardry 3D to invoke Flight at 2D (Target number of 6) *

    Dice Result History - [Hide]
    09-03-2012 03:03 PM
    Wizardry 3D to invoke Flight at 2D (Target number of 6): 3d6 (2,4,2 = 8)

  15. #90
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    We need Glare to defend twice against the machine gun attacks (2 and 3, hope you can swing it!)

    Pyrebird joins Glare in the skies above the docks. Looking around you see the Copperhead Leader, the two groups of Copperhead Mooks, one armed with a heavy machine gun mounted on the boat's deck....and in the distance something bright streaking towards the scene from across the bay. The light from the object's rockets reflects off the water, making you think for a moment that it is an incoming rocket!

    A moment later you can make out a human form in a powered armor suit, complete with rocket pack! One side of the suit is green, the middle white, and the other side orange, making it look like an Irish flag.

    Pyrebird can still act, engaging any of the targets or the armored super if he'd like to.

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