Villains & Vigilantes: Crisis at Crusader Citadel (Inactive)

Game Master WhtKnt

Center City, IL, home of the mighty Crusaders! As an up-and-coming young hero, you have applied for membership with the well-known super team and have been granted an appointment to meet with the Crusaders. But something seems to be wrong...

Manning Enterprises, Ground Floor
Manning Enterprises, Upper Floor


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Ice will join you on the roof Dash. One question about mechanics. Is Teleportation tied to movement or action during combat phase or both during combat?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Yes, the roof is an option. Teleportation is an action, but has no cost in movement.


Ice will arrive at the warehouse at 8:30 PM. He will examine all the rooms and their purpose to make sure the plans are not missing anything. He will be on the roof with Dash at 9:15 PM.

At 9:40 PM on the roof with his bike, he turns to Dash and while smiling he says. You know, If I wanted to be on TV. I would call our favorite reporter, and tell her that a super battle was about to take place. And if they hurry they won't miss anything.


Tver will be at a place at or near the front line. Riot shield is fine if permissible. I'm not looking to load up on armor, just figured something is better than nothing.


Zane positions himself near Firelash.

My work version of explorer won't let me edit the google map.

We will hit them after they break into the building. I have a spell that lets me know the weakness of enemies that I plan to use first.


? Kra

Has someone placed me? Please do, and let me know where.


Flurry moves inside the building, placing himself where he can view both the front and back doors and access to both staircases, just in case of an attempt of the villains to sneak into the building first.

Edit: Dialkar is placed down the hallway from Flurry, where he can see both stairwells, the entrance to the warehouse, the south door, and the alternate path of the north entrance, as well as being within view of Flurry so they can coordinate.


? Kra

A place similar to Flurry's would be perfect.


Upper floor looks like it has some high tech labs. Placed myself there, but close enough to the stairs to head down if alerted to troubles below.


Male

The time lord positions himself next to flurry getting a good view of both entrances.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

I have positioned Tver and Zane beside Dialkar and near Firelash, as requested.

At 9:58 PM, power and communications are mysteriously cut inside the building. Emergency lights flicker on, illuminating the corridors slightly, but room lights remain off. Dash and Ice Storm, on the roof, spot a small group of figures moving stealthily towards the south entrance of the building.


? Kra

Dialkar remains motionless, blending in with anything nearby as much as possible, hidden from easy view.


Assuming I was able to get some comm equipment from the police

Quietly Ice taps the Comms. Heads up everyone. Egress is at South entrance.

Ice moves closer to Dash. I'll teleport down behind them to get a better vantage point. When the group gets halfway in. I'll block the entrance with Ice. Hopefully trapping one or two in it. You come in over the ones still outside and hit them hard.

Ice taps the comm again When the ice wall blocks the entrance and cuts their team in two, Go to work. Good Hunting.

Ice teleports with bike behind the villains, as soon as they start entering the building

Init: 1d10 + 37 ⇒ (3) + 37 = 40

Phase 40
Phase 25
Phase 10


? Kra

I suppose initiative would be a good thing...

Initiative: 1d10 + 32 ⇒ (5) + 32 = 37

37 - 22 -7

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Yes, let's do make initiative rolls, please. No surprise, as the villains are expecting opposition from the police.

ROLLING INITIATIVE
To roll initiative in V&V, roll a d10 and add your Agility score. The character with the highest initiative score goes first. Turns are comprised of phases, and the number received for initiative is the number of the first phase during which the character may act. Initiative ties are always won by the character with the highest innate Agility score, or by the winner of a toss of the dice.

It is possible to act more than once per turn. All characters are allowed to act again in the same turn fifteen phases after their last action was allowed. Thus a character whose total initiative score was 36 could act first on phase 36, again on phase 21, and a third time on phase 6. Each action performed after the first costs 2 points of Power.

Actions needn’t be performed on the phase indicated: in fact they needn’t be taken at all. A Character may delay any action allotted to him. If a character has an action waiting to be performed, he may take it at any later point in the turn, even if interrupting another character’ s action, by simply informing the GM of his intent. There are two restrictions: actions may not be saved for use in a later turn nor may a character perform more than one action in any given phase.

So, to sum up, roll a d10, add your Agility score. This is the first phase in which you can act. Subtract 15 from that number. This is the next phase in which you may act. Continue until you can no longer subtract 15 without a score of 0 or less.

MULTIPLE ATTACKS
It is possible to attack more than one target in a single phase, so long as the attacker can see them all and doesn’t move between attacks. Roll to hit on each target: if the roll to hit for any of the targets is a miss then the attacker’ s timing is off and all the attacks miss. Resolve all the attacks as a single action but spend Power for every shot (up to and including the first miss rolled) if the attack used has a Power cost. The attacker must declare beforehand how many attacks he is going to make, on which targets, and what attack is being used.

There is also a power cost of 2 per additional attack, up until, and including, the first miss. Extremely accurate or powerful characters utilizing multiple attacks can get out of hand... the GM is free to limit the maximum number of attacks to keep things under control, i.e., a character could make one blast attack from each hand, or use two fists, or a martial arts character could punch and kick a maximum of four times total, and so on. Generally, at least two attacks can be made at once with any attack mode.


? Kra

I installed Firefox...now I can see the maps. Which way is south?


If Ice can't teleport before combat begins, then he manifests Ice in the doorway, capturing as many in the middle as you will allow attacks for


Initiative: 1d10 + 16 ⇒ (5) + 16 = 21

21 and 6


Male Human Security specialist 0

init: 1d10 + 16 ⇒ (1) + 16 = 17

17 and 2


Initiative: 1d10 + 16 ⇒ (6) + 16 = 22

22 and 7


Init 1d10 + 12 ⇒ (8) + 12 = 20

20 and 5

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

South is towards the bottom of the page.


Init 1d10 + 15 ⇒ (8) + 15 = 23

23 and 8


Male

Init: 1d10 + 12 ⇒ (5) + 12 = 17

17 and 2


init: 1d20 ⇒ 9 plus whatever my agility is.

how many power points do we have per turn?


init: 1d20 + 12 ⇒ (11) + 12 = 23
23 and 8 phases


Tver, & Orion Init is a 1d10


? Kra
WhtKnt wrote:
South is towards the bottom of the page.

Guessed, but best to know.

Moving slightly to the side and forward, to be hidden from the door.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

You have your full Power score, minus whatever you have used up to that point. Power is recovered at the rate of 1 point per minute of rest (no activity more strenuous than talking).

Tver, I forgot that I hadn't posted your character sheet. Let me correct that oversight. Watch the discussion thread.


Firelash keys up his comms..

Hey guys, I'm gonna light up which ever of either Temper or Marionette I see first...ok? Oneshot, one kill right? Oooh, I feel like Mark Wahlberg right now....

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Mercury Mercenary will act on phases 49, 34, 19, and 4.
Ice Storm will act on phases 40, 25, and 10.
Dialkar will act on phases 37, 22, and 7.
Headhunter will act on phases 36, 21, and 6.
Hauntress will act on phases 28 and 13.
Harpy will act on phases 27 and 12.
Cardinal will act on phases 23 and 8.
Flurry will act on phases 22 and 7.
Firelash will act on phases 21 and 6.
Zane will act on phases 20 and 5.
Dash will act on phases 17 and 2.
Timelord will act on phases 17 and 2.
Temper will act on phases 16 and 1.
Bull will act on phase 12.

So, the initiative spread (not including Orion and Tver, who both need to reroll with a d10) is:

49 - Mercury Mercenary
40 - Ice Storm
37 - Dialkar
36 - Headhunter
34 - Mercury Mercenary
28 - Hauntress
27 - Harpy
25 - Ice Storm
23 - Cardinal
22 - Dialkar, Flurry
21 - Headhunter, Firelash
20 - Zane
19 - Mercury Mercenary
17 - Dash, Timelord
16 - Temper
13 - Hauntress
12 - Harpy, Bull
10 - Ice Storm
8 - Cardinal
7 - Dialkar, Flurry
6 - Headhunter, Firelash
5 - Zane
4 - Mercury Mercenary
2 - Dash, Timelord
1 - Temper

VILLAIN INITIATIVES
Mercury Mercenary: 1d10 + 40 ⇒ (9) + 40 = 49
Temper: 1d10 + 15 ⇒ (1) + 15 = 16
Bull: 1d10 + 6 ⇒ (6) + 6 = 12
Hauntress: 1d10 + 27 ⇒ (1) + 27 = 28
Harpy: 1d10 + 17 ⇒ (10) + 17 = 27
Headhunter: 1d10 + 27 ⇒ (9) + 27 = 36


dangit, i read d10, specifically thought to myself to roll a d10, then typed d20.

init: 1d10 ⇒ 10


We can run through phases 49-23 while we wait for Orion.


my bad, will re-roll now
init: 1d10 + 12 ⇒ (2) + 12 = 14
Welp that's phase 14 then

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

There is a blur of motion and the rear doors are smashed open. Something moves past Dialkar and Tver, going too fast to be clearly seen, though you catch a glimpse of yellow and brown heading toward the west stairwell. You haven't time to ponder this development, however, as an explosion goes off at your feet! Both of you spot it in time to shield yourselves from the brunt of the blast, however.

Barely a second later, on the second floor, Cardinal catches a glimpse of the same brown and yellow flash going past him into room EE.

Ice Storm, then Dialkar are up!

Grenade attack vs. Tver: 1d20 + 2 ⇒ (14) + 2 = 16 (7 or lower hits)
Grenade attack vs. Dialkar: 1d20 + 2 ⇒ (6) + 2 = 8 (7 or lower hits)

Initiative:
49 - Mercury Mercenary
40 - Ice Storm
37 - Dialkar
36 - Headhunter
34 - Mercury Mercenary
28 - Hauntress
27 - Harpy
25 - Ice Storm, Tver
23 - Cardinal
22 - Dialkar, Flurry
21 - Headhunter, Firelash
20 - Zane
19 - Mercury Mercenary
17 - Dash, Timelord
16 - Temper
14 - Orion
13 - Hauntress
12 - Harpy, Bull
10 - Ice Storm, Tver
8 - Cardinal
7 - Dialkar, Flurry
6 - Headhunter, Firelash
5 - Zane
4 - Mercury Mercenary
2 - Dash, Timelord
1 - Temper


I don't see the bad guy tokens. So I'm not sure how to plan attack

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

All of the bad guys except for Merc are outside the building to the south. No one is in a position to see Merc at the moment. I haven't put them on the map yet for lack of room.

Let's say that there are two groups:

Group A one consists of Bull, Temper, Headhunter, and Hauntress. They are spread out enough that there is 2" (10 feet) between them.

Group B is Harpy, flying overhead at an altitude of 7" (45 feet).


Welcome to the world of the unexpected. Adapt and overcome

I have an accuracy of +6, Ice power is a 14, Since a 20 is a natural miss, I need to roll a 19 or less to hit. Correct me if I'm wrong. I will manifest a block of ice on group A. 5 PP per attack = 100 cubic feet. +6 PP for additional attack = 26 PP

Attack Bull: 1d20 ⇒ 10
Damage: 1d12 + 1 ⇒ (2) + 1 = 3
Attack Temper: 1d20 ⇒ 14
Damage: 1d12 + 1 ⇒ (2) + 1 = 3
Attack Headhunter: 1d20 ⇒ 13
Damage: 1d12 + 1 ⇒ (8) + 1 = 9
Attack Hauntress: 1d20 ⇒ 17
Damage: 1d12 + 1 ⇒ (11) + 1 = 12

PP=47/73

Edit: A U-shaped wall 5 feet thick and 10 feet tall, would meet 100' sq criteria and cover group spread


? Kra

Dialkar prepares a bolo, and delays...watching for this streak to come back through.

According to the rules, he can interrupt someone else...so he plans to.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Your math is correct, Ice, assuming they don't have a defense of which you are not aware... I am under the assumption that you intend to freeze them in place?


Correct


hey...just got an idea....if I put up a force field and let the mercenary run into it full bore, how much damage would he take....?


? Kra

There's a chart for that. Depends on his speed.


Male

Quick question, can I speed up allies and myself while stopping enemies?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Time Lord:
No, it is not selective.

Slowing time reduces movement by half and imparts a -15 penalty on initiative. If a target has an initiative of 0 or lower, they are frozen in place. Speeding targets up doubles movement and grants a +15 bonus on initiative. Freezing time, obviously, freezes everyone. You remain unaffected, however. The field moves with you.

You can also apply these effects to yourself or a single individual.

That said, you can train to achieve a degree of selectivity, at one target per level of training invested. So, at the first level of training, you could designate one target that was unaffected. However, this only applies to whether or not they are affected. It cannot apply a different effect altogether.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

In V&V, level makes a big difference in whether an attack hits or misses. If you are a higher level than your target, it is easier to hit them. If you are a lower level than your target, it is harder to hit them. If your attack should have hit and I declare it a miss, then either the villain has a defense that reduces the hit chances (such as Hauntress did) or else the level modifier got you.

Also, when you are attacked, I take into account any defense that you have where applicable (i.e., if it has been activated or functions automatically, or if you have stated that you are using it for defense).

Ice Storm coats the four villains outside in a layer of ice, coating all but Hauntress (who simply passes right through the ice) with clinging ice.

Headhunter smashes through the ice holding him in place with his axe and enters the building. Dialkar and Tver spot a dark-skinned, shirtless figure carrying a huge axe and wearing four heads on his belt enter and cut down the west corridor at the south intersection.

Mercury Mercenary is not in a position to be seen by anyone.

Hauntress gives a quick glance at Ice Storm, then flies closer to the hero. She grins maniacally as her hand enters his chest and squeezes his heart...

Ice Storm, you need to make two saves on d20; one versus Agility and the other versus Endurance. If only one fails, you are reduced to 0 hit points. If both fail, you are dead.

Harpy dives at Ice Storm, claws extended, but fails to connect.

Headhunter vs. ice: 1d20 ⇒ 17 (19 or less hits)
Damage: 3d8 ⇒ (7, 8, 5) = 20
Hauntress vs. Ice Storm: 1d20 ⇒ 8 (10 or less hits)
Harpy (Detect Hidden): 1d100 ⇒ 64
Harpy vs. Ice Storm: 1d20 ⇒ 14 (6 or less hits)

Ice Storm and Tver are up!

Initiative:
49 - Mercury Mercenary
40 - Ice Storm
37 - Dialkar
36 - Headhunter
34 - Mercury Mercenary
28 - Hauntress
27 - Harpy
25 - Ice Storm, Tver
23 - Cardinal
22 - Dialkar, Flurry
21 - Headhunter, Firelash
20 - Zane
19 - Mercury Mercenary
17 - Dash, Timelord
16 - Temper
14 - Orion
13 - Hauntress
12 - Harpy, Bull
10 - Ice Storm, Tver
8 - Cardinal
7 - Dialkar, Flurry
6 - Headhunter, Firelash
5 - Zane
4 - Mercury Mercenary
2 - Dash, Timelord
1 - Temper


Agi: 1d20 ⇒ 10Pass
End: 1d20 ⇒ 5Pass

Twisting at impossible angles, Ice is able to avoid the vile hand. What are you smiling at, you nasty skank? Catch me if you can. With that Ice teleports close to Firelash.

Hey Caliente He says to Firelash You need to lock down Hauntress with your force powers before she kills someone.

PP=44/73


? Kra

Deciding quickly that the ugliness that calls himself Headhunter needs to be stopped, Dialkar scratches the plan of waiting for the blur to return and makes a sudden, quiet lope to the intersection, sending a bio-blast into the back of Headhunter as he cartwheels through to the other side, using the corner as cover from any possible ranged attacks.

Bio-blast: 1d20 ⇒ 11 (hitting on a 28 or less from behind, modified by level and/or any defensive powers)
For: 1d20 + 5 ⇒ (8) + 5 = 13 damage.

Cost 1 power, Power 71.

I'm on a regular computer, for now, so I got to make my move. Yay. :)


Gotcha....

Not sure that will work, but worth a shot...


Tver will move up with Dialkar, if he can keep up. He will punch any bad guys nearby if possible.
still unsure as to what Tver can do

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