[M&M 2e] The Doom That Creeps PbP


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Monday, April 6, 2009, 6:32 am: The precinct offices always smell the same: stale coffee, burnt popcorn, unwashed bodies, inexplicable floral scents and rust. The lights are always too bright or not working at all, and the low hum of fluorescent lights pervade the place.

"I hate Mondays," a gruff voice growls in the locker room as you all get dressed in your outfits. Standard issue clothing includes your costume choice with the official Freedom City Police sash and communication patches: a series of postage stamp sized circuits that adhere to forehead, throat and pectoral that both allow communication, tracking and status of the officer. As the locker doors slam shut around the room, a sudden alarm rings and your communication patches buzz.

"Officers, Department 13: We have a dimensional breach in the vicinity of the Water Treatment Plant, 2900 Bellevue Blvd. Sensors indicate a possible incursion from Dimension 180. Forces on route. Department 13 proceed as backup immediately. Lethal force is authorized only as a last resort."

Three minutes later you arrive on scene. Dimension 180's residents as known as the Antipodeans. Early dimension travel experiments discovered the Antipodal dimension by accident before the concept of quantum drift was fully understood. Dimension 180 is so named because it is 180 degrees removed from your own; the super powered residents of that dimension are tyrants ruling over an enslaved normal population. Periodically since that initial contact they breach our world and attempt to conquer it, usually causing property damage but no real harm.

Today, however, is different.

Below you lays the holding tanks for the water treatment plant, 100,000 gallon steel reinforced tanks that hold filtered water before it is pumped back into the system for use in households. Of the ten tanks, one is utterly destroyed, shattered into a blast pattern of shrapnel. Several human bodies litter the blast area and the unmoving bodies of the first super team on site lie on top of the blast. Three Antipodeans in black sealed environmental suits also lie unmoving and two more are attempting to affix some sort of device to the largest water tank. The survivor's suits are marked with large neon green numbers 3 and 5. They are flanked by three mechanical spiders the size of Volkswagen Beetles. The mechanical spiders move into an attack formation as their sensors pick up approaching life signs, but the surviving Antipodeans, engrossed in their work, do not notice you.

Roll Initiative.


1d20 + 6 ⇒ (7) + 6 = 13


Male Genetically Altered/Mutant Human Paragon

As Fortress comes into the locker room; you notice he is young; barely legal age to drink and has classic Italian features; about 6'2" tall with thick chest and muscle; as he undresses, woodchips fall out of his hair and there is sawdust on his arms, his body is a mass of little cuts and scars yet the most striking feature is the star chart pattern on his chest; is it a brand, is it a tatoo? if you look closer you see it is under the skin and pulses with light.

Fortress dresses with a plain white mask and black form fitting jumpsuit with dark scarlet accents and wears a short black robe that has a scarrlet innerlining and a hood much like a boxer would wear, the pockets of which he puts in a few personals.

he apparently doesnt notice anyone else is in the room as he dresses; completely self absorbed and he wont catch anyone else's eyes.

After he straps on his heavy black, low cut boots; he stomps out of the locker room and reports; then he takes a long, pensive look at his teammates, as if trying to memorize details; Fortress eyes are cold and distant; but after the Man gives the mission; his eyes become bright and eager. On the ride over to the mission area, he is quiet and studious as if evaluating, people; vehicles, equipment, and the situation.

He smacks his fist into his hand, "Lezs do this, ifn you'se cant take a hit; stand behind me till we get an idea'r of what weez upa genst, Fortress will protect ya, I figure their first hit will be a doosey ta try n impress us"

initiative 1d20 + 1 ⇒ (18) + 1 = 19


An average height man walks into the locker room, and without saying a word to anyone goes straight for his locker and takes one of the pills in one of the many bottles in the locker. A slender, pale man, he quickly strips off his civvies and changes into his uniform which consists of a pair of tight fitting pants that seem to take on whatever color it is surrounded by and a loose trench coat that seems to be made of the same material that shifts its colors. With a sigh, he slips his feet into a pair of black yoga shoes, and then reports to his CO.

Arriving at the scene, he kicks off his shoes and flexes his toes; hearing Fortress's comment he cocks an eyebrow and at seeing the spiders move, suddenly Edward is coated in roaring flames and he responds to the other super's comment.

"Well, we'll see soon enough."

Initiative
1d20 + 6 ⇒ (14) + 6 = 20


Upon your arrival to the water treatment plant, you realize that you have the element of surprise on the spiders and the Antipodeans. What do you do?


"I'm worried about what they're trying to do to the water. I'm going to try to shrink that device before they can use it. It won't destroy it, but it may make it difficult for them to trigger. If they don't have the right sensors, they may not see me coming."

derringer flys closer to the Antipodeans (wondering about the neon labels), using the terrain and the rising sun for cover, then applies his power to the device. He moves on after blasting, taking cover on the top of an ajoining tank.

stealth 1d20 + 29 ⇒ (2) + 29 = 31
attack 1d20 + 10 ⇒ (16) + 10 = 26

G.M. James, did you have a thought on what the save for shrinking should be? Alternate save reccomends ref or will, but my preference for the effect would be fortitude (like a drain) but it effects objects. But any will be fine. The power has the power feat of precise for things like shrinking the tire off of a getaway car. The save dice is 18.


Male Genetically Altered/Mutant Human Paragon

"I dont no no first aid; but dem guys look bad; I can try to keep dem spiders busy and draw fire while youse get dem aliens or aid dem hurt dudes"

"Fort UP!"
<activate my shield, low intensity red transparent force sheild appears in front of me>

My action will be to use flight to close the distance and charge a spider attempting to hit hard enough to knock one into another and maybe they wont see my teammates.

if one of you has a different plan let me know; but this is my first time and I hope I am tuff enough to do/live through this hehe. Will alter my action if someone uses their free action to speak and tell me a different plan.

attack 1d20 + 8 ⇒ (14) + 8 = 22
damage 1d20 + 12 ⇒ (20) + 12 = 32

oops; didnt add charge; please add effects of charge as I dont have the modifiers handy here at work.


"Let's see how well they burn..."

Suddenly Elementalist leaps upward and soars toward the spiders and hurls a mighty ball of flame at them without even stopping. He pulls to a halt a couple hundred feet above their heads waiting to see what the result of his blast is.

Using the Fireball power (20 ft explosion) targeted to hit the most enemies possible,
Reflex Save for half damage: DC 19
Toughness Save: 24 (full damage) 19 (half damage)

Quick hint about MnM Fortress, you don't roll damage, damage for your hit would equal 15+mod (so 27) and then the enemy needs to make a toughness save. (its 10+mod if not targeting toughness)


The Elementalist casts his deadly furnace upon the nefarious band below! One spider leaps agilely to the side, avoiding the blast. The second is not so lucky and takes the brunt of the blast! Portions of its metal exoskeleton smolder and melt, causing the metal monster to sway on its eight legs. The two Antipodeans are knocked from their feet and thumped hard against the metal tank in front of them. They look back toward the sky to see the arriving heroes, and the faceplates on their suits begin to pulse with a light from within.

The smoldering spider's woes are not finished yet, as the hero known as Fortress lets out a bellow and smashes into the spider with a heavy WHUMP! The force field Fortress wields crushes the spider flat against the payment, resulting in a spray of sparks that explode in a flash. When Fortress raises back up, the spider is flattened on the pavement, most of its wreckage embedded in the concrete.

Derringer flies out of the sky, remaining unseen until he flashes past the Antipodeans, who cry out in muffled voices as their device begins to shrink ever smaller. However, Derringer does see that a strange series of flashing lights have begun to tick down on the device. Clearly it was triggered just as the heroes arrived! Pondering what devious implications this might have, Derringer lands on an adjacent tank.

The remaining spider gathers its legs and springs at Fortress, its bulk smashing into the hero as its legs scramble at the shield. This close you can see that the spider has several weapon systems, including strange pulse lights on the tips of its legs. They've begun to glow brighter and brighter red, even as its pincers fail to penetrate your shield.

The Antipodeans turn back toward the heroes and once launches into the sky, moving frighteningly fast he closes the distance with the Elementalist. #3, as his suit designates, begins to hum as he grows closer and only fifteen feet away, he claps his hands together in a thunderous wave of sound. Elementalist, make a Toughness save, DC 27

Antipodean #5 hunches over, then springs forward, leap frogging over the mechanical spider to smash into Fortress. He too hits the force field and is momentarily shaken by it. He slides off and goes into a crouch next to Fortress.

Next round!


Male Genetically Altered/Mutant Human Paragon

Was I successful in hitting a spider? am going to continue my attack on my initiative; I dont know anything about bombs or such so will just try to grap a spider; I want to try to keep them disoriented by slamming; throwing; hitting them into each other.

I would like to grab one and throw it into another this round as we are outnumbered and I want to try to keep them busy so my team mates can act on other things.

attack.
1d20 + 8 ⇒ (4) + 8 = 12


Crap, this is the wrong form to be taking damage in...Toughness Save: 1d20 + 3 ⇒ (16) + 3 = 19 And I assume this is targeted, so no Reflex for half? Well count that as one bruised condition, and I'll spend a hero point to immediately recover from the stunned condition.
Slightly stunned by the concussive blast of air from #3, Elementalist stares at him with hatred in his eyes. Suddenly then flames enshrouding him evaporate and in the place of the previously flaming form floats an unearthly, ethereal figure. With a mighty cry of "Your mind is MINE!!!" the Elementalist (in his spirit form) dives into the body of #3 who begins to shudder somewhat as if something is attempting to control his mind and body.

Changing into the Spirit form, and then attempting to possess #3. Will Save DC 20


Fortress-MM wrote:

Was I successful in hitting a spider? am going to continue my attack on my initiative; I dont know anything about bombs or such so will just try to grap a spider; I want to try to keep them disoriented by slamming; throwing; hitting them into each other.

You were unable to throw it because you literally destroyed it. It was pieces. It rolled really really poorly on its Toughness save...


"I'll do what I can with the bomb."

derringer flies down to the device (or bomb as he thinks of it). Hopefully its size chage has reduced ti to a weight he can handle.

Can he tell how its attached? He will attempt to remove it (possibily by shrinking its attachment) and if he can lift it, he willl move it away from the tank. He presumes the last tank was destroyed by a similar explosive and that the blast radius of this one is the same.

1d20 + 11 ⇒ (6) + 11 = 17 notice
1d20 + 0 ⇒ (20) + 0 = 20 strength check if necessary

If he cannot see how to remove it, he will back up and blast it, hoping the distructive jolt will destroy it without triggering it.

1d20 + 10 ⇒ (1) + 10 = 11 save dice 25


Whee, a 20 on a possibly unnecessary strength check and a 1 on an attack roll. An attack roll of 11 means I probably missed the thingamajig if its base was ten because I shrank it and improved its def.
James, did you start an ooc thread? I didn't see it.


derringer. wrote:

Whee, a 20 on a possibly unnecessary strength check and a 1 on an attack roll. An attack roll of 11 means I probably missed the thingamajig if its base was ten because I shrank it and improved its def.

James, did you start an ooc thread? I didn't see it.

Here you go!


Initiative 1d20 + 9 ⇒ (19) + 9 = 28

With only a wisp of thin smoke accompanying him, Turnabout appears for a moment behind Antipodean #5 and delivers a quick strike,

attack1d20 + 13 ⇒ (15) + 13 = 28

Damage DC: 24

Before attempting to disappear again

Stealth Check1d20 + 13 ⇒ (11) + 13 = 24

I have the turnabout power feat and hide in plain sight as a power feat on teleport. I think this action is doable, but if it isn't then ignore the Stealth attempt and assume that he used turnabout to move back out of sight from whence he came.

Liberty's Edge

Male Human

Dotting the thread, don't mind me.


Male Genetically Altered/Mutant Human Paragon

am guessing I missed with a 12; so awaiting next round...


Init:1d20 + 2 ⇒ (1) + 2 = 3

Pulse's form compacts becoming dense, the ground crunches under the sudden wight increase. "We will see if we can handle the bomb. Please move to a safe distance from the device " she says to derringer as she reaches with her mind out to the device

Went solid form , used Datalink to interface with the device. I also have machine control. Not real sure what to roll here really

Disable device 1d20 + 8 ⇒ (19) + 8 = 27


This is mostly how I'll run combat. You post your actions, I sort out who goes when and post a digest detailing the round. This way I don't have to respond to each post and can ensure that everyone gets their turn. Plus I can add BAM and POW noises as needed.

With a wisp of smoke and a soft whisper, Turnabout appears behind the #5 suited Antipodean. He jabs the Antipodean hard with a rapid punch, but his fist smacks against what feels like solid iron, causing him to grimace with the jolt. Turnabout then disappears before the big Antipodean can even look over his shoulder.

The Elementalist's form blurs for a moment before coming back into faded focus, a ghost in the air. He dives toward the Antipodean, but his approach is rebuffed by the protective suit that the Antipodean wears. The suit glows briefly green as the spirit hits it, becoming quite solid to his insubstantial form! The Antipodean barks a harsh laugh, which ends in a wet coughing sound from within the suit.

Derringer rips the shrunken (and counting down!) device from the water tank without difficulty. He glances around quickly at the wreckage, deducing from the unconscious super lying in the middle of the nearby wrecked tank that it wasn't destroyed by a similar device, but rather by combat itself. He holds the shrunken device in one hand, and attempts to blast it with the other, but in his desire to miss himself, he inadvertently misses the device!

Fortress, now beset by two opponents, reaches out to grab the spider, but it slides to the side on its glowing legs. Rising into the air, the spider launches a series of laser webs at the hero. Fortress, make a Reflex Save DC 22, please!

Antipodean #3 pulls back slightly from the ghostly hero and claps his hands together again as a wave of sonic energy blasts the Elementalist! However, the Elementalist's sudden lunge to attempt to mentally control the Antipodean throws off his aim and the sound waves launch harmlessly into the air.

Antipodean #5, seeing his attack rebuffed by the shield and beset by two different sides, suddenly leaps into the air three feet and brings the entire weight of his body down upon the ground with a resounding CRASH! Fortress, Derringer and Pulse: make a Reflex Save DC 22. Next make a Strength check. If you passed the Reflex Save, it's a DC 13. If not, it's vs a DC of 25. Success means you remain standing; failure means you are thrown to the ground prone by a shockwave of energy.

Pulse, shaken by Turnabout's teleport to the scene of battle and perhaps regretting that breakfast burrito, moves last. She becomes denser, crushing the concrete beneath her. Reaching out with her mind, she encounters technology similar to what she knows of Antipodean tech, but far more deadly. This is a quantum reaction device, a bomb that uses the energy of the blast to rearrange molecules in a self replicating reaction. In this case, it uses the water to create a compound designed to kill every primate within 50 miles. Clearly, the stakes of the cold war with the Antipodeans has risen! She begins to communicate with the device, shutting it down in the proper order to ensure no further damage done. Unfortunately, Antipodean #5's shockwave might have other plans. You made check #1 to disable the device. It's not quite disabled yet, but you're on the right track.

One of the fallen Antipodeans, marked with a neon #1, stirs. It raises its head and scans the battle. Pushing itself to a propped position, it levels a mechanical device at Derringer and presses a button. A green ray lashes out from the weapon and strikes Derringer hard! Make a Toughness roll, DC 27!

Next round: FIGHT!


Few notes: 1: heh, she does not eat. 2: She has 4 ranks in immovable in her current form giving her a +16 to all attempts to push, rush, trip, or throw her, I think this counts but as I said I am way rusty with the system

Reflex 1d20 + 5 ⇒ (20) + 5 = 25
Str check 1d20 + 14 ⇒ (19) + 14 = 33 Add +16 if immovable counts

Ignoring the ground shock Pules keeps her mind rooted within the device
disable device 1d20 + 8 ⇒ (9) + 8 = 17

Also how far away are we from the guys? I am not sure just where Pulse is in relation to the attackers. She does not really need to be next to the device as datalink has a rang or 1000 ft so I am unsure


Pulse, you are unmoved! And I'm placing you within 50 ft of the device, on the edge of the tank array. You're well within range and have a clear view of the scene unfolding!


Turnabout appears above the fallen antipoidean marked with a neon #1 shaking his hand painfully before deciding to take his frustration out on the back of the villan's head.."Son Of A B!#*%!

1d20 + 13 ⇒ (4) + 13 = 17

DC:24

His expletive carries after he disappears again.

Stealth 1d20 + 11 ⇒ (11) + 11 = 22


ref 1d20 + 10 ⇒ (7) + 10 = 17
str 1d20 + 0 ⇒ (10) + 0 = 10
toughness 1d20 + 10 ⇒ (14) + 10 = 24


derringer is prone and bruised

Derringer remembers why he shouldn't land during a battle and takes to the air again. Hoping Pulse can handle the device, he proceeds cautiously (hiding) towards the Antipodean who blasted him.

stealth 1d20 + 29 ⇒ (5) + 29 = 34


Just what is the countdown on the device?


Pulse: countdown is in the Antipodean version of binary. Translation: ...10...9...8...7...6...

The Exchange

Game Master James wrote:


The Elementalist's form blurs for a moment before coming back into faded focus, a ghost in the air. He dives toward the Antipodean, but his approach is rebuffed by the protective suit that the Antipodean wears. The suit glows briefly green as the spirit hits it, becoming quite solid to his insubstantial form! The Antipodean barks a harsh laugh, which ends in a wet coughing sound from within the suit.

With a roar of frustration, The Elementalist once again flies right at the Antipodean, but rather than trying to enter him, he has his arms wide open as if about to give a bear hug to him. Right at the moment before he would come in contact with the Antipodean and his shield, his spectral form seems to harden into a material not unlike granite, and his very-much-solid arms wrap around the Antipodean, securely grappling him in mid air, and adding over 2 standard tons of stone to his weight.

Charging at Antipodean #3, and then grappling
Attack Roll to hit with grapple: 1d20 + 10 ⇒ (8) + 10 = 18
Grapple Check: 1d20 + 8 + 15 + 4 ⇒ (20) + 8 + 15 + 4 = 47

Because I nat 20'd the Grapple, and I don't want it to go to waste, I think I'll use my second (and last :( ) Hero Point to reroll the attack roll
HP'd reroll for attack 1d20 + 10 ⇒ (10) + 10 = 20

And since I used a Hero Point, that Attack reroll is a total of a 30.


Male Genetically Altered/Mutant Human Paragon

<Reflex, not sure if I get my shield bonus; if I do then +3 to the roll. I was reading that a hero point could used to gain a feat or acton; if so do I have the option to add reflect to my shield? if so, I will do that and try to angle my shield for the incomming web blast to hit the other spider. Hehe this fight would really look cool in print>

1d20 + 6 ⇒ (15) + 6 = 21


Guys, fighting off an allergy attack. Will post tomorrow.


I love spring, except for the sudden influx of allergens. Oy!

Turnabout appears over Antipodean #1's head. Shaking his hand in pain and cursing, he aims a kick at the Antipodean's head. The Antipodean rolls with the blow, exhaling a grunt, but not seeming any worse for wear. Turnabout is gone before he can muster a response!

The Elementalist, rebuffed by the protective suit, changes tactics. He dives, forward, his mass increasing as he goes. He grabs the Antipodean #3 in an iron grip, dragging them both earthward in a stony grasp!

Derringer reels from the groundquake, and takes to the air to escape and clear his head. He moves stealthily toward the prone Antipodean, using Pulse's attack as cover.

Fortress attempts to use his shield to block the incoming web, but it is too widely spread to block! The web cascades around him, and begins to tighten... Meanwhile the spider pulls back on the web and a pulse of energy electrifies the webbing! Fortress is rocked by the sudden shock! Fortress, roll a Toughness save, DC 22!

Antipodean #3 struggles viciously against the iron grip of the Elementalist, to no avail! He begins to vibrate, moving so quickly that he creates a field of sonic energy around himself. A low whine begins to build as the hero and villain plummet toward the ground!

Antipodean #5 smiles as Fortress is entrapped by the spider. He lets out a sharp laugh and brings his meaty hands together. A low sonic BOOM echoes through the area! Fortress, make a DC 22 Reflex save or be DAZZLED!

Pulse, realizing her technological affinity might be the only thing to save the city, redoubles her efforts! Mentally grappling with the device, she clears another hurdle and sees her final obstacle ahead. Meanwhile, in her head a countdown echoes! 5...4...3...2...

Antipodean #1 leverages himself into a crouching position, making soft noises of pain and odd squishing noises. Seeing Pulse evidently locked in mental combat with some unseen force, he fires his pulse weapon at her! He hits solidly! Pulse, make a Toughness Save DC 27!

Next round!


Securely falling with the Antipodean, The Elementalist twists to get his legs in between himself and the Antipodean takes a moment to aim and then outright kicks the Antipodean right at the spider that just webbed Fortress.

Grapple Check to control the grapple: 1d20 + 8 + 15 + 4 ⇒ (7) + 8 + 15 + 4 = 34
And then I am effectively throwing the Antipodean, No idea how much he weighs, but considering I have an effective STR of 60 for throwing right now, which means I can throw 400 lbs up to 2500 ft or 1600 lbs up to 500 ft...
And since it is at a specific target, here's a ranged attack roll just in case: 1d20 + 10 ⇒ (16) + 10 = 26

And I have no idea what kinda damage would be for this, but STR mod is +15, so do what you will.


Toughness 1d20 + 14 ⇒ (20) + 14 = 34

Pules mostly ignores the attacker and focuses on the device

disable device 1d20 + 8 ⇒ (7) + 8 = 15

I do have 12 ranks of Impervious protection in this form if that matters


Frustrated by the apparent ineffectiveness of his own strikes, Turnabout makes himself known adjacent to the spider that's busy grappling Fortress. Smiling, he calls out to Antipoidean #5 "Hey Tubby!" he begins, waving condescendingly " I bet you can't hit me!"

Acrobatics check1d20 + 17 ⇒ (10) + 17 = 27

Full defense this round makes my Defense +20. I have redirect as a powerfeat of teleport, that's what I'm using here. Also have acrobatic bluff, which lets me use acrobatics in place of bluff when feinting or performing a trick. You oppose my roll with either sense motive or acrobatics. Redirect pretty much just makes you have a chance of hitting the spider if you miss your attack against me and i succeed at the trick.


Male Genetically Altered/Mutant Human Paragon

With Vim and Vinegar I try to tuff it out; rip the web and suck up the attacks.
Toughness
1d20 + 12 ⇒ (4) + 12 = 16
Reflex
1d20 + 6 ⇒ (13) + 6 = 19

I have impervious toughness too; but not sure what it does; looks like I failed both.


Worried that # 1's attacks may prevent Pulse from disarming the device (and not too happy about being zapped himself), Derringer blasts the Antipodean labeled 1, then continues moving until he can support Fortress as his next action.
blast 1d20 + 10 ⇒ (13) + 10 = 23 dc 25 fort


Male Genetically Altered/Mutant Human Paragon

"yells out; dont worry bout me; this aint nothin <he hopes>; is that thing a bomb, gonna blow up; or poison da water? how bad does it look"


Turnabout again appears, this time next to the mechanical spider. He taunts the Antipodean #5, enraging the villain! The Antipodean lets out a roar of rage and charges Turnabout, his meaty hands grasping to crush the hero in his mighty clutches! Unfortunately for the Antipodean, Turnabout's form wavers at the last minute, and the Antipodean smashes headlong into the mechanical spider! With a roar of frustration and a sudden metallic tear, the spider is rent asunder by the enraged Antipodean!

The Elementalist, his form endowed with great power, hurls the sonic Antipodean he is grappling into the torn form of the spider, barely missing Antipodean #5! Antipodean #3 hits the spider riddled ground with a solid WHUMP! He struggles to regain his feet, but then goes limp as unconsciousness claims him.

Derringer, worried that Antipodean #1's pulse weapon might prevent Pulse from disarming the bomb, blasts the Antipodean with a wave of quantum energy! The Antipodean's form wavers for a moment, then begins to rapidly shrink down until he is the size of a common child's doll! A high pitched cry of anger followed by a tiny fist shaking follows.

Fortress' mighty form is wracked by a sudden wave of electrical damage as the spider's energy courses through him! Fortress, you are stunned and gain one level of Bruised! Unfortunately his woes are not at an end as the strong Antipodean's shockwave leaves his senses reeling from the sonic burst! You are dazzled, which means you are currently deafened! Make a Fort save to recover! The world becomes a silent place for the mighty Fortress as a low hum replaces all sounds and makes hearing the battle in front of him impossible. Fortunately the web around him is torn away as the spider is crushed inadvertently by the mighty Antipodean!

Pulse, her mind occupied by the mechanical maze of the malicious malware, is able to shrug off the suprisingly powerful blast from Antipodean #1! She concentrates, racing the electrical impulse that will cause the bomb to explode and destroy the city. Her brow furrowed, a single spot of sweat appears on his forehead before, with an exhalation of breath, she hears the countdown 2...1... "Countdown Terminated. Thank you for using Mechanix Technologies! Have a safe day!"

The now shrunken Antipodean #1 levels his pulse weapon at Derringer. His tiny voice pipes through the speakers on his suit, sounding older somehow. "Fool! Your meddling will only postpone our invasion! We CANNOT fail! We MUST NOT fail!" With this he fires his ray at Derringer! The ray strikes Derringer in the face, causing his world to suddenly become too bright to see! Reflex save DC 22 or become blinded, Fort Save DC 22 to end. Oddly enough, he would have missed, save for the +2 attack he gets from being shrunk... Irony?

Next round!

Cheers for the teamwork! Everyone gain a Hero Point for the excellent use of tactics!


Reflex 1d20 + 10 ⇒ (18) + 10 = 28

Fortitude (when possible) 1d20 + 10 ⇒ (13) + 10 = 23

Actually, derringer blasted the Antipodean with his blast, not his shrink ray. My fault for not being clear. Obviously, he was confused in the heat of battle.


derringer. wrote:

Reflex 1d20 + 10

Fortitude (when possible) 1d20 + 10

Actually, derringer blasted the Antipodean with his blast, not his shrink ray. My fault for not being clear. Obviously, he was confused in the heat of battle.

Doh! Sorry about that! I thought your blast was a shrink ray for some reason. If you don't mind, I'll continue with the shrink result for now. In the future, what do you see your blast looking like? How should I describe it?


No worries- I was unclear. I see the shrink ray as a vivid blue line and the blast as a thicker, fuzzy line of a similar color. The shrink effect is a focused use of the power and the blast is unfocused shinking so it just causes damage. Why blue? I like blue. Are you OK with using a Fortitude save (that damages objects) for both?


derringer. wrote:
No worries- I was unclear. I see the shrink ray as a vivid blue line and the blast as a thicker, fuzzy line of a similar color. The shrink effect is a focused use of the power and the blast is unfocused shinking so it just causes damage. Why blue? I like blue. Are you OK with using a Fortitude save (that damages objects) for both?

Doesn't seem to pose a problem to me. Thanks!


How close is pulse to any of the targets?


Pulse wrote:
How close is pulse to any of the targets?

Probably about forty feet to the main battle, with Antipodeans #1 and #5


Male Genetically Altered/Mutant Human Paragon

ARgh! me ears are all wonky; looks around to determine evalutate next action.
notice:
1d20 + 9 ⇒ (9) + 9 = 18
or search if that is needed
1d20 + 8 ⇒ (5) + 8 = 13

fort save:
1d20 + 12 ⇒ (9) + 12 = 21


As he plummets to the ground, The Elementalist reaches out with one of his arms and pulls the very ground beneath Antipodean #5 towards himself, all the while readying a stone elbow to meet the Antipodean once the ground reaches the falling form of The Elementalist

yeah for this I have no idea what the rolls would be... But I'm using Earth Control to create a curving column of Earth that lifts Antipodean #5 up to The Elementalist, meeting him as he falls. Since the (Element) Control powers work like a telekinesis, except with that Element, I would imagine what I'm doing would be considered either moving or throwing the Antipodean to myself


Pules form shifts becoming less distinct and grainier almost formless. "We think force may be necessary" She says in a voice like a thousand people talking at once Thousands of needle like shards her "hand" toward Antipodean #5 and thousands of needle like shards fly toward him

Attack1d20 + 10 ⇒ (17) + 10 = 27
DC 25 Blast 10

Shift to swarm form, sorry for the delay, busy weekend.


Male Genetically Altered/Mutant Human Paragon

<= is privately amazed at the powers and variety of his team mates


The Elementalist wrote:

As he plummets to the ground, The Elementalist reaches out with one of his arms and pulls the very ground beneath Antipodean #5 towards himself, all the while readying a stone elbow to meet the Antipodean once the ground reaches the falling form of The Elementalist

yeah for this I have no idea what the rolls would be... But I'm using Earth Control to create a curving column of Earth that lifts Antipodean #5 up to The Elementalist, meeting him as he falls. Since the (Element) Control powers work like a telekinesis, except with that Element, I would imagine what I'm doing would be considered either moving or throwing the Antipodean to myself

Well sir, if you have control there's nothing to roll for, other than he'll need to make a Reflex save I imagine to stay on his feet. What would be the DC against that?

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