Monsters and Men Table 1

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Modern Magic and Monster Hunting


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Screens around you blow up with live news coverage and the conversation in the coffee shop turns to how crazy the story is.


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

All this is happening between the time we parted and the time we are at the coffee shop? Also, sorry for the late reply, was Canadian Thanksgiving so was busy with the family today.


No after the coffee shop, he wanted to get action going. So he laid his GM clutches on a convenient werewolf.


But we're still in the coffee shop, right? Or is this after we've left for our homes?


At the coffee shop.


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

Cooper pauses with his cardboard throw-away cup halfway between his mouth and the table, as though time has stopped. He is too busy eyeing up the television whose sound is off sitting in the corner of the café. Mangled bodies and destroyed real estate all in pristine high definition are painted across the screen. He nibbles on his lip and tries to breathe calmly, but he can feel his blood pressure rising. With it, nearby electronics likely begin to throw errors and display scrambled graphics as his tight leash on his magic begins to slip. Anything that is not carefully shielded, that is. Gemma and Hailey's things are likely fine, for now.

"Guys. Guys, I think something's happened to Ivan- Hans. It looks like he's all over the news..." he says quietly, trying to keep his voice low as he tears his gaze away from the TV to look to the others. Despite his volume, he cannot keep the concern from his tone.


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

Gemma set down her latte in favor of twisting in her seat to look at the TV. She frowned and smacked Cooper in the leg. Harder than she should have probably. "Would you stop that? You're screwing up the signal."

She watched intently with a curious look on her face. "How could thar be Hans? We've only been apart for like, hardly any time at all. He can't have done all that in that short of time, can he?" She sincerely hoped not. She dialed him up and sent him a few texts with no reply.

"Anyone else able to get a hold of him?"


Hailey turns around in her chair to get a better look. When she sees the carnage, her jaw drops, and she turns back, mind racing at the possibilities, and talent reaching for information. Tablets and laptops closeby start bluescreening at the onslaught of both her and Cooper's talent. "S###..." she whispers as she takes a deep breath after Gemma smacks Cooper. When things start working again she watches intently, and shakes her head at Gemma's comment, speaking quietly to the others. "There's no way. Someone's got to be setting Scooby up. He wouldn't do this kind of stuff."


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

Clenching his jaw tightly, Cooper tries to get a handle on his latent magical ability and shoves his concerns into the back of his mind. For the sake of everyone's technology, he does his best to foster the most apathetic mindset he can manage. "Well, I dunno. We only just met the guy. But I think it's definitely worth checking out, at least. One of you know how to work these things?"

He holds up his wrist to display the leash as he asks, jingling it about on his arm. Truth be told, he has yet to even poke at it beyond snapping it on. Given enough time, he is certain he could wrest all manner of secrets from it, but he cannot be arsed to at the moment.


[Flashback]"Your Leash is a communication device, it allows you to have a normal life while still being accessible at all times. If we need to convey important information to you, the bracelet will vibrate three times and text will be displayed on the screen like a ticker tape. If you need to talk back to us, just say the command words that you have chosen and then talk. The Leash will relay your message to us. [/Flashback]

It should be noted that you might not want to connect the dots for STFU. They are likely to just take Hans out. He is, after all, a monster.


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

Gemma picked back up her latte cup and tipped it back, quickly draining what was left before setting it down with a determined thunk. "So, cab to the General Hospital then?" she asked. "Best case scenario, it's some random wolf-guy and Hans meets us there. Worst case, it's Hans and we get to him before the people who may not wish him so well can. Like the people who hand out PUFF exemptions."

She didn't wait for any answers, simply got up and headed for the door with the intent of waving down a cab for the lot of them. A cab willing to head to the hospital despite the media coverage.


Hailey thinks for a minute and shakes her head a bit, following Gemma, "We just met him, but I'm pretty sure I've seen him in Vegas at the Monster Hunter's Convention. If he's been there, he can't be..." She points to the carnage on the tv screen. "this. Can he?"

Hailey's look is slightly shaken, if someone could be that, AND be a hunter, how could she trust anyone there? Can't think like that. Trust and observe, Hailey. You got this.


Male Shabti Unchained Summoner (Soulbound)

Annurian shakes his head in agreement. He doesn't seem particularly worried about Hans - as if he was a little dettached from reality.

I think that's our course of action, Gemma. But if he really did attack anyone, he's dangerous and, friend or foe, has to be dealt with.


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

Cooper is right on Gemma's heels, not even bothering to pick up his frappucino with far too much sugar in it. He forgot about the drink the moment they started moving, making for the nearest cab. Their odds of actually hailing one were peculiarly mixed; between the two young women and the homeless man, he is unsure if there would be any takers at all.

"Definitely a cab. I don't suppose you guys have anything that can subdue a few hundred pounds of pissed off werewolf? I might be able to get him off the ground, but he's a pretty big guy. Especially when fuzzy. No promises."


You pile into a minivan cab and tell the driver to take you to Massachusetts General.

"No can do. The cops have everything up there cordoned off. Some kind of animal loose up there. Heard they have it cornered up in the Common (Boston Common) now. You don't want to get anywhere near any of that.

You are only about 3000ft or a little over half a mile from the Common in a straight line.

Overhead view


The wolf shook his head, his senses confused. His packmates were dead, ripped apart by zombies. He had fought his way out of a mob of the creatures, surrounded by concrete buildings and steel cars. But then something else had shown up, creatures of steel with flashing lights and stings that flew from their hands. He ran away from all of the unpleasant smells toward dirt and trees, and now he found his way to shade and relative quiet. Even here there were zombies, lurching along paths and shuffling toward him.

Hans feel free to werewolf around a bit. And if you wish you can have enough control to keep from killing people. You lost your mind for a bit, but it is coming back just a little. Everywhere you look there are zombies, and you are flashing back to losing your team.


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

"Uhh, that's fine, guy. Just take us down to the Boylston metro stop, will you? We can walk from there, I'm sure," Cooper replies as he glances across to the rest of the group uncertainly. Those who are from the area, or at least have been there long enough to get their bearings, would know that the metro stop in question is right at the edge of the Commons.


Got separated from my wife at that stop once. I got off the train and she didn't. No cell service in the tunnels. Good times

The cabbie takes off, pushing you back into your seats. He pulls up outside the stop, where people are going about there business. Things seem not to be too crazy here yet.

You guys can get to the park pretty easily, not much police presence there yet.


A flash of memory appears in the haze of the bloodthirst. Zombies. A bite will infect. Stay clear! and the beast goes into flight instead of fight, running, hiding and keeping away from anything on two legs. They might all be zombies. Best to be safe.


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

Gemma steps out of the cab after paying (and tipping of course, she values that) and stretches, looking the direction they need to head.

"Okay, so what do we know about werewolves? I thought they only transformed on full moons blah blah blah everything I learned was from those crappy TV shows and Twilight. Anyways, really, what do we know? Are they actually weak to silver? I got a tongue ring and belly right made of that. Could always hug 'em. But really, what are we working with here? We can walk and talk."

As she rambles, she gestured for the others to follow as she makes her way towards the hot zone. With luck, they'd get in through the cops' perimeters without anyone seeing them. At least her and this Hailey chick could. The other two might have to get creative. One bridge at a time, she reminded herself.


"I've got some tools to use, but if one doesn't work, I'll need a few moments before I can try the next. Some of the potions I have can make him too heavy to move depending on how strong he is, paralyze him, sap his strength, or nullify magical powers." She grins sheepishly realizing how silly the paintball gun looks, "I uh...deliver them with the paintball gun."


Male Shabti Unchained Summoner (Soulbound)

Er... I just know what I saw yesterday. - he said - He seemed to be enraged, uncontrolled... Maybe that's our cue on how to deal with him. Assuming it's him, or that whatever it is, behaves like him.


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

Gemma shrugs. "Maybe he needs a coffee. I'm a bit like that in the morning, too. We ought to try to end it as peacefully as possible. I'd rather not get mauled, but I'd also rather avoid killing things.

"Coop, any ideas?"


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

As they slide out of the cab and start making their way toward the center of the Commons, Cooper's mind starts working on overdrive. He tries to think of everything he possibly can about werewolves, just in case any of it might be of use.

Gather Information: 1d20 + 7 ⇒ (12) + 7 = 19 Well-Informed lets me make these as a reaction when encountering any subject in place of a knowledge check, so here goes!

"Well, first off, I'd say our best bet would be to hit him with everything we have to keep him stationary. Once we lock his big, fuzzy butt down, we can worry about getting him sorted out mentally. Soon as we get away from prying eyes, I'll bust out the clones and hopefully we can get to work from there. Just do what you can to take the guy out non-violently? Or at least, without hurting him."


There are many kinds of werewolves, from those who wear magic pelts that allow them to transform to those who are cursed with uncontrollable changes.

Hans seems to fit into the traditional werewolf wolf man sort. He retains a mostly humanoid shape, is probably susceptible to silver, and is an incredibly good hunter. Fast, supernatural senses, claws of murderation, that sort of thing.


Werewolves generally lose control of their transformation on nights of the full moon, an some when they are injured. Most werewolves cannot transform with the level of control that you have seen Hans use.


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

"I don't suppose any of you have silver handy? That'd do the trick pretty well if we wanted to put him down for good. Aside from that, maybe he got hurt or something and that triggered it. Either way, most of what you've heard from movies or stories is gonna be pretty accurate." Cooper frowns at the lack of helpful information he is able to give, but shakes his head to clear it. Better to get focused now than later when the werewolf is on his head.


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

Gemma shakes her head and snorts. "Great. So we don't know jack s*+% on how to deal with this. Whatever. Hashtag yolo. Lets go."

Gemma's pace picks up as she continues to head towards the hospital. "It's too early for this s&$!..."

how far until we hit police barricades, if any?


The cab gets you to the corner of Boylston and Tremont and you head into the Common along the jogging paths. As the trees surround you, you see joggers running at a pace that suggests they are not exercising toward you from the left.

In that direction there is a small wooded area and Central Burying Ground, which is a small cemetery from the time of the American Revolution.

You are still outside of the Police perimeter, but it is not difficult to imagine that a werewolf could evade the police.


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

Gemma raises an eyebrow at the people who seem to be fleeing from the scene. "Hey guys? Think we are going the right direction," she says, jerking a thumb towards the runners. "Might want to start being careful about now."

Gemma smoothly fades into a state of invisibility. Sure, werewolves could probably find her on scent alone, but she'd take every advantage she could for now and being invisible to the eyes and ears gave her something.


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

Runners fleeing the scene is just so... Cliche. Especially with a werewolf on the loose. Who wrote this B-list horror movie, anyway? Cooper flattens his lips into a hard line of annoyance and murmurs a few quasi-Latin words under his breath. Six more steps forward leave a line of five Cooplicates behind him, all missing the usual hat and motorcycle jacket, that quickly fall in.

The one closest behind reaches forward to pluck the hat off Cooper Prime's head, digging a hand into the extra dimensional space while it walks. Out come a variety of headwear, from beanies to newer baseball caps, that promptly get passed around to the rest of the small group. Next come different colored T-shirts that they shrug into, doing their best to appear as different people at least superficially.

"Yeah, probably a good call," the real Coop says as his duplicate tucks the hat back onto his head. "Let's hope he hasn't mauled anybody yet. And that we're not the first. Or last."


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

Gemma looks over her shoulder, not that anyone can see the gesture, and rolls her eyes. "Coop, did you just say 'good call' to your own selves for disguising themselves? Are you really that desperate for an ego pat?" She shakes her head and makes a sound of disgust.


Bloody hell, Paizo ate my post from yesterday :(

Kn Arcane Lore: 1d20 + 11 ⇒ (5) + 11 = 16For anything else that might help about werewolves or werecreatures

Hailey chuckles at the banter between Gemma and Cooper and activates her shield charm. She pulls the paintball gun from her jacket pocket, and concentrates on it for a moment. A small glow passes from her to the paintball cannister. "I think nullifying magic will do for now."


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

"What magic are you trying to nullify? Aren't werewolves more of the supernatural, non-magical, part of their nature shape-changer types?"


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

"No, you dork," Cooper shoots back at Gemma with a snort and rolled eyes of his own. "I was patting your friggin' ego. Sheesh, learn to take a compliment."

As they continue onward and Hailey begins making her preparations, Cooper gives an idle shrug. "Hey, never know. Maybe she can nullify however he does his thing. There are different kinds of werewolves, I'm just pretty sure he's the garden variety one. We'll have to wait and see."


Hailey, you haven't seen Hans wearing any sort of wolf pelt, belt, or talisman to transform. And when you have seen him transform, it seems pretty simple and painless. That would suggest that he is an infected werewolf, spread by bite, and has had some serious training to control the condition. People who use devices to turn are usually more pained.

Are we ready to meet the wolf?


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

My body is ready!


Crosses fingers and hopes the wolf can kill some Coopers.


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

"Dork," she says with an eye roll at Cooper.

Gemma is 10/10 readies to meet him!


Hailey thinks on it for a moment. "I think I may reset, I never saw any kind of talisman or trinket on him. He may just be a 'natural' werewolf. Paralysis may be our best bet. She concentrates on the gun for a bit and a sharp purple glow issues from the paintball chamber. "Alright, I think I'm ready."

ready steady


Woof, woof, growl, growl.


Annurian Initiative: 1d20 + 17 ⇒ (2) + 17 = 19
Cooper Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Hailey Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Hans Initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Gemma Initiative: 1d20 + 5 ⇒ (15) + 5 = 20

Annurian Notice: 1d20 + 12 ⇒ (13) + 12 = 25
Cooper Notice: 1d20 + 3 ⇒ (10) + 3 = 13
Hailey Notice: 1d20 + 13 ⇒ (10) + 13 = 23
Hans Notice: 1d20 + 14 ⇒ (3) + 14 = 17
Gemma Notice: 1d20 + 6 ⇒ (5) + 6 = 11

Hans Stealth: 1d20 + 3 ⇒ (19) + 3 = 22

Gemma is invisible.

Hans has no guns, but can reskin the blast power as throwing things if he wants.

Initiative:

Gemma

Annurian

Hans

Hailey

Cooper

You make your way carefully through the trees, four hundred year old grave markers to your left on a small hill bordered with a spiked iron fence. Gemma and Annurian unconciously bend their path away from the fence, placing Hailey and Cooper between them and the fence. The path winds ahead, both sides lined by trees. About sixty feet in front of you, you see two uniformed policemen walking slowly toward you, scanning the sides of the path.

Hailey and Annurian notice a shadow moving through the trees to your right, across from the burial ground and toward a baseball field on the other side of the trees.

Only Annurian notices Hans and beats his initiative, so Hailey can react but not see Hans.

This is a real spot in the Common. Tried to be as detailed in the description of the layout.


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

Do you mean to say that Hailey can see Hans but not react since she can see him but didn't beat his initiative, and Annurian can see Hans and react because he can see him and beat his initiative?


Hailey can see him and isn't flat footed, but can't act before him, and Gemma can act based on what Annurian does, but can't see Hans.


Annurian, you are up.


Male Shabti Unchained Summoner (Soulbound)

Being blunt as they come: can I use my telekinesis and drop a car on him before he attacks anyone else?


You are close to a street, so yes. I hadn't intended your telekinesis to look like Jean Grey picking up a car with her mind, but more of the ability to move really fast and get objects into advantageous positions. So instead of the whole mental car lifting thing, you run to a car and make it jump a hill into him or something, like the way John McClain kills a helicopter with a car. It is an effects based game, so you can really describe the actions however you want. I'm not sure exactly what your goal is, so let me explain some rules options:

1. You can attack with the telekinesis, in which case you have a +7 to attack and the Toughness DC is +7 for a 22.

2. You could grapple with the telekinesis, in which case you have a +14 opposed by his roll, so that might look like just putting a car on him to keep him from attacking. Wouldn't cause any damage, but might keep him immobile.

Doing any of these things using your telekinesis alternate power turns off your superspeed power that it is based on.


Male Shabti Unchained Summoner (Soulbound)

Noticing the ambush, Annurian looks around and runs to the first object he sees, as fast as he can. The hobo/monk isn't too used with all the technology yet, but thinks on an easier, clearer solution on his mind.

He rages while he runs, becoming almost a beast of fire, and then stops just about to hit a car. The flames on his body form a wave, which go underneath the car and lift it. As he continues the fast speed dance, he moves his arms towards the target, and the car is thrown his direction.

Annurian's intention is to try to grapple him in place.

I think my sheet has some things to enhance grapples (improved grapple, grab, pin, chokehold, rage etc). If it helps, I'll do it as an all-out attack... I don't know what to roll, so I let the GM do it for me in this case :)


Annurian All Out Attack -5 to defense, +5 to attack roll

Attack: 1d20 + 12 ⇒ (6) + 12 = 18

Annurian Grapple: 1d20 + 9 ⇒ (10) + 9 = 19

Hans Grapple: 1d20 + 11 ⇒ (13) + 11 = 24

The car slams into the wolf, who shoves it to the side. The car slams into a tree. This reminds you of one of those insurance commercials about gaps in your coverage.

Annurian loses his speed as he puts all of his energy into throwing the car.

Hans, you see a burned zombie hurl a car at you.

Gemma and Hans, then Hailey and Cooper


Annurian, I ignored your rage there outside of flavor. You are already at your power level limits for attack and damage, so rage doesn't actually get you anything good. Rage in this game is really for characters who aren't at their best all the time.

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