It's memorial day Sup Forums!

It's memorial day Sup Forums!

it's a day to remember those who have fought and fallen. In honor of this I give you a special fight today.

TODAY! LET US ALL WATCH AND REMEMBER A CLASSIC RIVALLY! CAPTAIN BOOMERANG VS THE FLASH!

...

THEY WILL BE FIGHTING AT A BAR!

INITIATIVE will be skipped this round as it is impossible for the flash not to go first.

The flash
Move action: runs across the bar and gets close range to Captain boomerang
Standard action: Attempts to punch The captain 1D20+10 = [3]+10 = 13.

That misses. captain avoids the punch and damage.

Captain Boomerang
Move action: runs from the stage and to the bar floor.
Standard action: uses his smoke boomerang at his own feet. Captain Boomerang i snow concealed within the smoke.

In what silly word Boomerang has bigger Agility and Dexterity than guy who's using Speed Force?
>it's not any kind of bar
>it's SLEAZY bar

The flash

Move action: Runs from the stage into the smoke.
Standard action: Attempts to punch at the last place he saw captain boomerang.[Because captain boomerang is concealed the flash has a -5 to his attacks] 1D20+10-5 = [10]+10-5 = 15

that is a miss. The flash doesn't hit boomerang who is still concealed.

Captain Boomerang

Move action: steps around the bar tables still within the smoke screen.
Standard action: Takes out a BOOMerang and takes an aim action[He does this because he himself can't see within the smoke and is at the same penalty as the flash.

The Flash

Move action: None
Standard action:[The flash is going to powerstunt his vacuum power into an enviromental nullify effect] He runs around a 30 feet radius pulling the smoke in that area into and the smoke dissapates.

Captain Boomerang

Move action: none
Standard action: [Because Captain was within the 30 foot radius he now has a clear shot at the flash, but he took an aim action so instead of the attack check being done normally with the bonus nullifying the penalty. Captain now has a bonus with the aim.] Captain Releases a flurry of BOOMerangs at the flash 1D20+14+5 = [8]+14+5 = 27

That beats the flashes Dodge by 1 degree and the damage from the BOOMerangs is increased by 2. The Flash Makes a DC23 toughness save 1D20+8 = [19]+8 = 27.

The flash is hit, but unphased by the explosives.

The Flas[fatigued]
move action: Runs to Captain Boomerang
Standard Action: punches at captain boomerang 1D20+10 = [3]+10 = 13

that is a miss. captain avoids damage

Captain boomerang

move action: runs from the flash behind the bar
standard action: readies an atack action as a reaction. when the flash moves he will throw a razorboomerang at the flash.

Have them fight in the freezer but especially the karaoke stage. Enjoying this so far op.

The Flash [fatigued]

move action: runs over to captain

REACTION; 1D20+14 = [4]+14 = 18 for the razorang. it misses though.

Standard action: He doesn't stop moving this time and proceeds to run around captain and uses his vacuum power.

the Captain makes a fortitude save DC15 1D20+8 = [17]+8 = 25 and passes with flying colors.

Captain Boomerang

Move action: None[with the current effect of vacuum and it's range captain boomerang can't move anywhere in this round and be out of the effect range so he stays where he is]
Standard action: Captain flings a flurry of gasserang at the flash
Extra effort: after the gasserang he flings a flurry of electroang

this will be a double attack check the gasserang check 1D20+14 = [3]+14 = 17 the electrorang check 1D20+14 = [8]+14 = 22

Both attacks miss the flash and he avoids damage from both.

Because Captain is still in the affect of the vacuum he makes another fortitude save DC15 1D20+8 = [9]+8 = 17. he passes the check and remains

The Flash[fatigued]

Move action: none
Standard Action: maintains his vacuum effect

the captain makes another fortitude save DC15 1D20+8 = [8]+8 = 16 the captain just barely beats the check

Captain Boomerang[fatigued]

Move action: Runs out of the effect range and will attempt to move further. so he makes an athletics check DC15 to move further 1D20+6 = [8]+6 = 14. he fails and moves his standard 30 feet.
Standard action: makes an attack check to trip the flash.[when attempting a trip the attacker and defender both roll their acrobatics. if the attack gets a higher result he trips the defender if the defender wins they resist the trip]

captain boomerang:1D20+7 = [6]+7 = 13
The flash: 1D20+8 = [6]+8 = 14

the flash resists and maintains his vacuum still

captain boomerage makes another fortitude save DC15 1D20+8 = [13]+8 = 21. he is still safe from the affects.

Do you have a link o the previous fight?

The flash[fatigued]
move action: seeing captain is almost outside of his vacumm the flash runs over to him.
standard action: the flash uses his whirlwind power on approach and releases a cone shaped force of wind from his arms.

the captain gets a dodge resist DC20 1D20+11 = [4]+11 = 15 that is a fail. he suffers the full force of the attack and is flung from the hall to the wall.

the wall blows out witht he force of Captains body and he continues until he hits a table in the middle of the dining area.[this was not a damaging effect so he doesn't need to make a toughness save]

The flash has move-by-action THUS! he can move take a standard action then move again. he will be using that bonus movement now.

Secondary move action: Runs into the dining around to stand above captain boomerang.

captain boomerang[fatigued]

FIRSTLY! The captain will attempt to stand up as a free action doing an athletics check DC15 1D20+6 = [18]+6 = 24 HE PASSES! so he stands up without needing to use his move action for it.

move action: He runs from the middle of the dining area to the stage
Standard action: Captain takes out his shrieking boomerang and holds it up the the microphone and activates it.[This is the kind of situation in which the use of items in the environment can drastically help or harm a fight] the PA system is now going to amplify the effects from a Dazzle 6 auditory effect to a Dazzle 10 auditory effect] Both fighters make foritude saves DC20

Captain boomerang: 1D20+8 = [11]+8 = 19. that is a first degree. he is impaired and his perception checks for sound suffer a -2 penalty
The flash: 1D20+9 = [1]+9 = 10. that is 2 degrees and the flashes hearing is now disabled. He is deaf now until his body recovers which takes an hour.

...

The flash[fatigued and hearing disabled]

Move action: runs up tot he stage and into close range with captain boomerang
Standard action: Attacks, but is going to power stunt once more to turn it into a multi-attack. 1D20+10 = [7]+10 = 17

that is a miss. captain boomerang avoids the attacks and the damage.

Captain boomerang[fatigued and hearing impaired]

move action:remains on the stage, but move back towards the steps.
Standard action: flings a flurry of bafflerangs at the flash 1D20+14 = [8]+14 = 22

that is a miss. the flash avoids the attack and damage.

>Boomer manages to dodge a Flash punch

Shit, Barry's off his game.

The flash[exhausted and hearing disabled]

Move action: The flash runs off the stage and out of sight of captain boomerang. he moves to the back of the bar.
Standard action: stealth check 1D20+2 = [9]+2 = 11 opposed by captain perception 1D20+7-2 = [14]+7-2 = 19

The captain can hear the flash fumbling around,

Captain boomerang[fatigued and hearing impaired]

Move action: He jogs from the stage to the hallway he heard the flash in
Standard action: uses his Villain point to place a fire extinguisher at the door where the flash is.

the flash [exhausted and hearing disabled]

move action: speed walks to the mens room
standard action: the flash goes intangible
move action: walks through the wall and appears RIGHT! behind captain boomerang

captain boomerang[fatigued and hearing impaired]

move action: none
standard action: immediately attacks the flash using the razorangs with his unarmed 1D20+8 = [3]+8 = 11

the flash is deaf which means he had no idea that Captain boomerang was there. This means that he was unaware and thusly defensless. When an enemy is defensless any attempt to his them will always hit and be a crit. Captain boomerang adds +5 to the damage effect this also stacks witht he multi-attack. so the flash has to pass a DC28 toughness save 1D20+8 = [12]+8 = 20

the flash is hit with 2 degrees and is dazed and bruised

the flash[exhausted, 1 bruise, hearing disabled, and dazed]

Standard action: the flash just attacks immediately after boomerang 1D20+10 = [8]+10 = 18

that is a miss and Captain boomerang avoids the attack and damage

Captain boomerang

move action: steps back 20 feet.
Standard action: Captain attacks with the BOOMerangs. 1D20+14 = [18]+14 = 32

that hits outstandingly and the toughnes save is DC23 toughness save 1D20+8-1 = [11]+8-1 = 18. that is a first degree and the flash takes another bruise.

The flash[exhausted, 2 bruises, and hearing disabled]

move action: runs up to captain boomerang.
standard action: the flash is going to attack again this time he is going to ability strain his strength to increase it to 5[when a character uses ability strain it is to push yourself past your normal limits and gain a higher bonus, but the choosen stat will decrease by that amount after the action so the flash will go from strength 1 prior to attack to strength 5 for this attack to a strength 0 after the attack]

1D20+10 = [17]+10 = 27 that is a hit and captain makes a toughness save DC20 1D20+7 = [14]+7 = 21 CAPTAIN TANKS THE HIT! he is unphased by the punch and avoids damage.

Move action: the flash runs past him and out of the bar and onto the roof

captain boomerang [fatigued and hearing impaired]

move action: runs after the flash outside
standard action: attacks with the weighted boomerangs 1D20+14 = [7]+14 = 21

that is a miss the flash avoids the attack and damage.

the flash[exhausted, 2 bruises, and hearing disabled]

move action: runs from the roof down to captain boomerang.
standard action: uses his vacuum power once more

captain boomerang fortitude save DC15 1D20+8 = [9]+8 = 17 he resist the effects

captain boomerang[fatigued and hearing impaired]

move action: none
standard action: flings electrorangs at the flash 1D20+14 = [5]+14 = 19

that misses and the flash avoids the attack and damage.

fortitude save DC15 1D20+8 = [11]+8 = 19 he resists AGAIN!

the flash[exhausted, hearing disabled, and 2 bruises]

move action: none
standard action: maintains the vacuum

captains fortitude save DC15 1D20+8 = [12]+8 = 20 JESUS FUCK MAN! he resists

captain boomerang[fatigued and hearing impaired]

move action: none
Standard action: razorrangs attack1D20+14 = [2]+14 = 16

extra effort: boomerangs attack 1D20+14 = [16]+14 = 30

the first attack misses, but the second hits. the toughness save DC23 1D20+8-2 = [1]+8-2 = 7

THATS ITS! THE FLASH HAS BEEN DISPATCHED BY THE ONE AN DONLY CAPTAIN BOOMERANG!

the winner by knockout is captain boomerang......

This would be the point that Barry fucked up.

However at the same time. WTF! Barry I so much of a utility guy. Can you do the flash and kid glad vs batman and robin?