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OOC wrote:Investigation: (1d20+4=18).
Perception checks at -4 and a DC10 fort save VS cold to avoid being fatigued please. It's environmental cold so immunities help, as would any powers if someone has them to use.
OOC wrote:Clay's Fortitude Save: (1d20+6=11), I'll take it.
I rolled Notice checks for those that didn't roll them. Clay rolls well, Angie fails to see the Angel 3 feet in front of her.
1d20+8-4=23, 1d20+9-4=17, 1d20+3-4=0
DC was 20. Clay is not surprised, everyone else is. Everyone should roll init. Clay can act before the Ice things do anything.
You are all fighting under the conditions equal to a nasty environmental control power. The poor footing and very strong winds cause 2 ranks of impede movement (Reduce all movement by 2 ranks, other then teleportation), 2 ranks of cold (every minute (10 rounds) make another fort save at DC 10+number of previous saves), and 2 ranks of visibility (-5 to all perception checks). You all earn a hero point for the complication for fighting under such adverse conditions.
The ice things have partial concealment when then are not in melee with you, and total concealment more then 30 feet away. That is a -2 to hit with Partial and -5 to hit with Total assuming you have a good guess as to where they are. They are not minions.
You are about 10 feet away from the door. The first ice thing is behind the group, the other two are coming from either side. At the present you can not detect anything between you and the door.
I had the -4 for perception last time as I was thinking of 2e. I'll go with the 3e version here on out.
Defensive attack for 2 on the ice statue.
Force weapon attack (1d20 + 8=14) Presumably a miss. Dodge and Parry are Increased to +12.
If Kilroy is hit, there is a DC14 Dodge and then DC14 Fortitude to resist the Flash Shield Affliction.
ooc: Sword of Flame attack on Ice Monster attacking Angie: 1d20+8=21
Attacking with Angie's Little Helper: 1d20+8=27. DC 23 toughness save, I believe.