First Wave (Mutants and Masterminds 3E)

Game Master Sobran

This is a campaign that follows the trials and tribulations of a small group of the first super-powered people in the world. In this tale they try to do good, stop evil, and uncover the mystery behind their creation.


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Johannes "Warden" Falkenskjern wrote:
So wait, the hostages are on the first floor

Yes, they are huddled in the middle of the floor, literally where the '1' is on the map. They are guarded by two one guy and a charred, unconscious body.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I can wait for Joe, yeah.


Rynjin wrote:
I can wait for Joe, yeah.

I'm not going to change the initiative order or anything. I was just trying to figure out how to make that work as written.


Anyways

Rushing through the bank, shotgun held high, Warden scans the area for Runners, eyeing one near the tellers stand, he wastes no time in opening fire, sending an unfolding piece of charged rope towards the runner with a loud and unmistakeably gun-like crack! You have the right to remain silent!

dazzle attack: 1d20 + 7 ⇒ (6) + 7 = 13


Warden's electric bola flies past the teller and hits her computer. The charge shorts out the monitor; smoke mixes with the fog as the teller screams and dives to the ground. The would-be target tries to peer through the fog. He takes aim at where he thinks the shot came from...


"Maldicion!" Anthem curses as the Dougman kicks open the door. She s still trying to get her bearings when the Runners react to the intrusion.

Thank goodness for Uncanny Dodge.


PL 10 | Toughness: 2 (10) - Penalties: 0 | Dodge: 6, Parry: 0, Fortitude: 2, Will: 10 | Initiative: +4, Perception: +12 | Hero Points: 2 |

By the way, if we use Google Docs, we can use little icons to represent our characters. ^^ It might help when we're using maps.

These people were insane.

...

And innocent people needed her help.

Gritting her teeth, Atsuko moved, reappearing in a corner of the main lobby. Her concealment vanished a moment later as she concentrated, starting by calling up her shield. Buildings like this always had lots of shadows - under furniture, usually, or behind pillars - and a mass of tendrils erupted out, darting to fill a considerable amount of the room. Most of them went between the hostages and the men watching them, while quite a few more slammed between the tellers and the men getting money from them. Still more tendrils snuck along the ground, abruptly grabbing out at the four men in the lobby in an attempt to grapple them. That was more of a side-goal, though - what Atsuko was really focused on was breaking the line of sight between the innocent people and the robbers (the tendrils were drastically less useful than a barrier would have been, but ought to at least make guns a heck of a lot harder to use), while simultaneously leaving a clear path to escape outside.

"RUN! NOW!"

Non-Euclidean passage to get into position. Due to her alternate sense, Atsuko is unaffected by the fog and able to direct her tendrils (which are precise), filling... most of the lobby, methinks. DC 12 for the guys she's trying to grab with it. Her shield is on.


Atsuko, the Conduit wrote:
By the way, if we use Google Docs, we can use little icons to represent our characters. ^^ It might help when we're using maps.

I didn't realize that. I can't seem to figure out how to do that though and I'm running out of time before work. Here are links to that image in a document and another one as a drawing if you want to show me how it is done.

Atsuko wrote:
Atsuko is unaffected by the fog and able to direct her tendrils (which are precise), filling... most of the lobby, methinks.

That power doesn't have Selective, which means you would have to grab everyone in the area equally, including the hostages. Is it possible that you were thinking of Selective when you put Precise? I'll wait to hear back before continuing, in case you want to amend your action. If you don't want to actually modify the power, I suppose you could spend a Hero Point to use it as if you had Selective for a round or two.


PL 10 | Toughness: 2 (10) - Penalties: 0 | Dodge: 6, Parry: 0, Fortitude: 2, Will: 10 | Initiative: +4, Perception: +12 | Hero Points: 2 |

Huh, I would? o.O Well, this system IS pretty complex. XD I was thinking of that particular descriptor as something letting Atsuko have extremely fine control over the tendrils - they could do delicate work, perform complex tasks, et cetera. I can see why Selective might be needed to only affect certain targets in certain ways, though. I do want to do that, and I see her often being quite Selective when using those things, so it really ought to be permanent - I'll jiggle things around in my Hero Lab file a bit, then send you an updated version later tonight?

Or I could just tell you. XD Added Selective to her Tendrils, then dropped Deception by 2, and Insight and Intimidation by 1 each.


Sounds good. A few people are having to make a few amendments. As you say, it's a complex system. It should settle out over the course of this first go, which is why I'm keeping it simple. I'm at work currently, posting from my phone. I'll get the attack rolls and sheet updated on the I'm off.


Can the Runners dodge? Area effects allow the target to make a Dodge resistance check against DC 10 + power rank (DC 12 in this case). Success cuts the effective rank of the attacking power in half.

Runner 1 (watching hostages): 1d20 + 3 ⇒ (8) + 3 = 11
Runner 2 (at the teller counter): 1d20 + 3 ⇒ (2) + 3 = 5
Runner 3 (at the teller counter; just dodged Warden's attack): 1d20 + 3 ⇒ (14) + 3 = 17

Only Runner 3 made his Dodge check. He's on a roll, apparently. (HA!) Now each Runner makes a Strength or Dodge resistance check against the Strength of the attacker to resist being grappled. In this case, the Strength is equal to Atsuko's power rank in Move Object, which is 2. Runner 1 and 2 get to halve that to 1 because they made their initial Dodge roll.

Runner 1: Strength check: 1d20 + 3 ⇒ (19) + 3 = 22
Runner 2: Strength check: 1d20 + 3 ⇒ (17) + 3 = 20
Runner 3: Strength check: 1d20 + 3 ⇒ (19) + 3 = 22

<blink> Huh.

It quickly becomes apparent that these are not your normal, everyday thugs. They are trained and disciplined. The three thugs in the lobby still conscious evade the grasping tentacles with no sign of panic. They step, weave, and then activate their leg harnesses.

The three men leap twenty feet into the air, then land on the interior balconies overlooking the lobby. They are spread evenly about the balconies, evidently too experienced to clump together. As Meteor Man is the most obvious target, two of the men turn to where they last saw him and open fire with their machine pistols. The third draws a knife on the way up and slashes at Meteor Man on his way by--or pretends to. He lets out a loud battle cry, drawing attention to himself, then sails right by Meteor Man and lands on a balcony himself.

Consider the three men to be at each of the three interior 14s on the map, excluding the two that are outside.

Runner 1 makes a Feint check against Meteor Man using Deception: 1d20 + 6 ⇒ (6) + 6 = 12
Opposed by the higher of Cliff's Insight or Deception: 1d20 + 3 ⇒ (3) + 3 = 6

Cliff is now Vulnerable against Runner 1's next attack. However, he has the Setup 2 Advantage, letting him transfer the vulnerability to his two comrades. The other two now make attack rolls. They have a -5 due to the total concealment the fog provides, but Cliff's active defenses are cut in half (rounded up) for the purposes of these attacks. Cliff's effective Dodge is (13 / 2) = 7, making their DC to hit (10 + 6) = 17. Their weapons have Multiattack, which will come into play if any of them get a particularly good success.

Runner 2: Multiattack w/ Machine Pistol: 1d20 + 2 ⇒ (11) + 2 = 13
Runner 3: Multiattack w/ Machine Pistol: 1d20 + 2 ⇒ (8) + 2 = 10

Automatic fire shatters the chill evening. Bullets whizz by Cliff on all sides. Behind him, windows shatter and the wall is riddled with holes. Not a single one touches Meteor Man.

The people lying face down on the floor begin to scream. Two of them, completely panicked, make a break for the door--not that anyone other than Meteor Man are likely to see them.

The remaining four Runners, alerted by gunfire and screams, come rushing from the vault. Spotting the fog, the men take positions at the only two sets of doors that lead to the vault, two at each door. They take cover behind nearby office walls and take aim.

I was going to have them ready an action, but that's a little too difficult to work with in this play format. Instead, I'm just going to give them the benefit of cover and call it good.

Coming up:
* If you attack Runners 1, 2, or 3 on the balconies, be sure to take a -5 on your attack roll due to the fog, unless you have some way of circumventing that. If you attack Runners 5-8, take a -2 penalty due to their cover. Runner 4 isn't listed because he got knocked the f%~% out. Be sure to pause for the Leader this round; she's coming back.

Initiative wrote:


Anthem (finishing up round 1)
Dough Joe
Meteor Man
Runner Leader
Warden
Conduit
Runner Thugs
Anthem


"Chinga me!" Anthem curses softly. Well, time to be a hero. The fog was providing cover from vision, and with her sonic well up, she was completely silent and could find her way through the fog by picking up and analyzing every drop of sound vibration, from the rustle of clothes to the beating of hearts. It was a lot of information to process, but something in her newfound powers enabled her to sort it all out.

The men by the vault were going to dig in if they weren't taken out. They were priority, since their leader was awol.

Anthem rushes into the room, moving at incredible speed as she crosses, weaving in and out of the tentacles before they can try to grab her, and launches herself at one of the men, hoping she is quick enough to bash the other with her shield as well.

Shield Strike Multiattack Strength-Based Damage DC 23 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Multiattack second target: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20

Since I moved adjacent to them do they still have cover? If they do, subtract 2 from the rolls.

Keeping up Sonic Well to negate the fog and give me concealment from hearing.


PL 10 | Toughness: 2 (10) - Penalties: 0 | Dodge: 6, Parry: 0, Fortitude: 2, Will: 10 | Initiative: +4, Perception: +12 | Hero Points: 2 |

One of these days, she was going to have to find out if she could create illusions. That would... make it a lot easier to help people who needed it, actually. And be less likely to result in the total destruction of her image.

(That image wasn't nearly as important as helping other people, but she didn't think it was inappropriate to want to be able to help people without being seen as a freak.)

Unfortunately, her attempts to grapple the men didn't seem to be going very well - all of them had demonstrated a significant degree of strength, and to be perfectly honest, she had little hope of actually grabbing them if they weren't passive.

And that was just fine. Frankly, as nice as it would've been to pin them down, she was really just trying to keep them distracted and occupied, and she was using her tendrils to basically just fill space between danger and innocents.

"Run, now! It's only going to get more dangerous as time goes on - stay low and get through the doors! Go!" Atsuko said, trying to convince the hostages to escape while they still could.

Persuasion (Hostages): 1d20 + 10 ⇒ (11) + 10 = 21

Maintaining the use of her Tendrils - not actively attacking anyone at the moment, just filling space.


Are we all on the same page as far as our locations? It sounds like Anthem ran in the front door, but I helped us up to the second floor balcony. The door I intended to be knocking down was the one above the main entrance, not the main entrance itself. Adding to the confusion is the lack of communication between us all... Joe would have said something to Cliff if he saw him, but so far he only saw Warden and Cliff disappear around the corner before the fog was let loose. If we're actually on the second floor, Anthem wouldn't need to dodge tentacles as well. And the door I busted down matters; if I didn't come in the main door, how are the hostages getting out? Oy...


Cliff came through the front, main door, but you came through BEFORE I did (I delayed until you busted the door down to zip around the building and drop the fog, essentially). Warden around the back. Chaos and confusion is to be expected though, since none of us have even met yet. Not like we could have coordinated a battle plan.

"Yes, this way, out the door! I'll deal with these guys!" Cliff calls, and then swiftly moves to a different spot in the fog, taking aim at the Runner who feinted at him.

It takes all his willpower to stop himself from making some quip and giving away his position, but he manages, and drops some lightning on the guy's head, his own personal Eeyore style raincloud appearing over the Runner's head before it zaps him.

Attack: 1d20 + 6 ⇒ (11) + 6 = 17


You skipped me. I'd be bothered if it made a large difference in our actions. Assuming you zapped the leftmost Runner...

Joe feels the rush of air as one of the Runners lands right next to him.

"Picked a bad spot, buddy!"
Joe strikes at the Runner with his palms, his hands expanding a little as they travel.
Unarmed Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Waiting on response I suppose


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Not "skipped" so much as "Posted early so the GM can put everything together at once".


I had a hunch that was the case; not a lot of experience with PBP, especially when initiative is in play


Hmm. That's a good point. To keep things moving, the relevant Runner defenses are as follows:

Dodge 3
Parry 4
Fortitude 5
Toughness 6
Will 4

[ooc]They are minions, so even a single degree of failure on any kind of resistance check immediately incapacitates them.

Technically, the Runner you two described would indeed be the same guy. However, given the confusion, we'll just roll with it and say Cliff zapped someone else if Dough's attack takes him out first. I just realized that Dough Joe's attack missed due to the fog. Ignore that resistance check.

Runner 1 resists Dough's palm strike (DC 21): 1d20 + 6 ⇒ (13) + 6 = 19
Runner ? resists Cliff's lightning-o-rama (DC 25): 1d20 + 6 ⇒ (3) + 6 = 9

In the confusion caused by the swirling fog, Dough Joe manages to just miss the nearest Runner. A split second later, a bolt of lightning strikes the same man, hurtling him over the railing. Luckily, Joe's proximity enables him to catch the man before he falls to the marble floor and almost certain death.

Runner 1 down. It isn't Atsuko's turn, but I'll allow the off-turn Persuasion this time as it requires virtually no action.

A scared voice cries out from the floor: "The doors... they're chained! Please! Please help us!"


I missed Anthem's attack for some reason. I mean, I read it. I just forgot to account for it. And Anthem: with those rolls, whether they have cover or not scarcely matters.

Runner 5: Resist Anthem's attack (DC 23): 1d20 + 6 ⇒ (15) + 6 = 21
Runner 6: Ditto: 1d20 + 6 ⇒ (12) + 6 = 18

So close and yet so far...

As Anthem charges into one of the pairs of thugs near the vault, they put up a valiant fight. One swings at her with his knife, but Anthem quickly disarms him by spraining/dislocating/breaking (pick one) his wrist and then knocks him out with a shield uppercut to the face.

The second Runner has trained his sights on Anthem's back in the meantime, but has to duck to avoid her shield as she throws it. He successfully dodges the throw and the shield embeds itself in the wall above his head. Unfortunately, it is followed by a swift kick that slams the poor man's head into the underside of the shield, knocking him out.

A moment later, Anthem has retrieved her shield and the fight is over. Total elapsed time? 1.6 seconds.

I hope you don't mind me taking some liberties Anthem. It seemed badass enough to warrant the narrative. With their stats posted, you guys can narrate your own baddassery going forward.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Sobran wrote:

A scared voice cries out from the floor: "The doors... they're chained! Please! Please help us!"

Huh? Joe busted the front doors open. Unless the Runner Leader popped in and closed and re-chained them?


Pretty sure that was the balcony doors?


Even through the staccato gunfire, a dull pop is audible to everyone in the room as if the air pressure just changed very suddenly. It is accompanied by a brief flash of pink light.

"Ah, here's where everyone is," says a sardonic female voice, hidden in the smoke. Cliff can see its source: a short, svelte woman with chin-length black hair. She is wearing a form-fitting black suit with a strange hexagonal pattern woven into it. A pink starburst is splayed across her chest.

"Warden? Honey? Is that you? I know you're here." Her sneer can practically be felt through the roiling fog. "Sadly, your friends are hurting my friends. I can't allow that."

Yes, I suppose that is a lot of exposition for one combat round. But hey: comics.

She takes cover behind one of the teller desks and waits. Those paying attention might notice the sound of a sword being drawn from its scabbard...

Okay, so here's what is going to happen. Outrunner doesn't know where anyone is. However, she's very smart. The first person that attacks her, she will use that to pinpoint their location and attack. She has an advantage that negates Concealment, so she takes no penalty on her attack, provided she can figure out where someone is. So who's the lucky victim? When the first person attacks her this round, resolve the following attack immediately following your own:

Outrunner teleports to their position in a pink/red flash, executes a single sword attack (+8 to hit, DC 23 save), then teleports back to her original position. Any attacks on her position receive a -5 due to fog and a -2 due to cover. Obviously this changes if she is flanked. EDIT: Her Defenses are Dodge/Parry 10, Fortitude/Toughness 6, and Will 8. I'll trust you folks to not metagame too much.


We just had a discussion about this. Unless I'm mistaken, Dough Joe went in through the upstairs balcony. You can see his current position on this map, which I'm now going to add to the campaign description tab for easy reference.


Swearing under his breath, Warden switch to rust slugs, while he vaults over the tellers desk.

Acrobatics to jump desk: 1d20 + 6 ⇒ (18) + 6 = 24

Running to place himself between the hostages and the firefight, while trying to come up with an appropriate comeback.

"You know how it is, these days! Need me to read you your rights before or after our little dance?"


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Your post to me from the first page:

Quote:
There's IS the matter of you getting through the (chained) door. For the sake of argument, let's just say you waited for Dough Joe to kick in the door and flew in that way. Otherwise you'd have to spend a Hero Point to both bust down the door and then attack.

And then I waited for him to kick in the door, and flew in after, dropping the fog. Was that a different door?


Yes, we were already up on the second floor balcony when I kicked an entrance open. Nobody was very clear, I suppose.


Rynjin wrote:

Your post to me from the first page:

Quote:
There's IS the matter of you getting through the (chained) door. For the sake of argument, let's just say you waited for Dough Joe to kick in the door and flew in that way. Otherwise you'd have to spend a Hero Point to both bust down the door and then attack.
And then I waited for him to kick in the door, and flew in after, dropping the fog. Was that a different door?

Crap, you're right. I was confused too, I guess.


I just reread everything and I see what happened. I meant that you would have to either blow the chain or wait for Dough Joe and go in "that way". By "that way", I meant the separate upstairs entrance he said he was going to use. However, this is not at all clear from a casual reading. I didn't even catch what I meant from rereading MY OWN POST at first. This is obviously a problem.

I clearly need to be much more explicit. I will also try to get this map situation sorted out tonight so we have a better solution. Forgive me folks and bear with me as I work out the kinks.


PL 10 | Toughness: 2 (10) - Penalties: 0 | Dodge: 6, Parry: 0, Fortitude: 2, Will: 10 | Initiative: +4, Perception: +12 | Hero Points: 2 |

No worries. ^^ We'll get it all straightened out soon enough. And next time, we'll probably have an actual plan. XD I find this chaos kind of appropriate, actually...


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

So it's Atsuko, then the Thugs, right?


Rynjin wrote:
So it's Atsuko, then the Thugs, right?

That's correct.


PL 10 | Toughness: 2 (10) - Penalties: 0 | Dodge: 6, Parry: 0, Fortitude: 2, Will: 10 | Initiative: +4, Perception: +12 | Hero Points: 2 |

Atsuko is continuing to do what was in her last post - encouraging the people to leave, and generally using her tendrils to block line of sight to them and make them much harder to target. She's not actively going after any of the Runners - quite the opposite, actually. If she's not an immediate threat, she hopes to avoid drawing attention.


Yikes. 29 hours since the time of my last post. Bad form. Sorry about that.

The two remaining Runners near the vault turn their attention on Anthem.

"Jesus! Did you see that?!" demands one.

"Of course I saw that! No difference. A bullet will take her down the same as any other," responds the other.

"Good luck with that, friend. Tell the boss I'm sorry." With that, the first Runner behaves like his namesake and sprints out the back door.

"Pussy," mutters the second Runner, then opens fire on Anthem.

Runner 8 Multiattack: DC 16; 10 + 4 (Dodge) + 2 (Partial Cover for being in the room where the first set of Runners were): 1d20 + 7 ⇒ (11) + 7 = 18

That is only one degree of success, so the Multiattack doesn't come into play. Basic Toughness save, DC 18; 15 + 3 (Machine Pistol Damage Rank).

Anthem resistance check: Toughness - DC 18: 1d20 + 8 ⇒ (5) + 8 = 13

As the result is a full 5 points under the target, that is just enough to get two degrees of failure. Anthem now has one bruise (-1 on future Toughness rolls) and is Dazed (she may make a Move or Standard action each round, but not both) until the end of her next turn.

Bullets tear up the area around Anthem. She blocks most of the bullets directed at her with her shield, but a single stray bullet unexpectedly cuts through the door jamb she is using for cover and hits her calf. It is a clean hit, through and through, but it still knocks her to her knees for a moment. Luckily, the Runner's gun runs out of bullets at that moment and he has to change the magazine, providing both a reprieve and an opportunity.

Up front, the situation has changed to the worse for the Runners. One of the men calls to the woman in charge: "It's no good boss! We can't see nothin' in here! We need to fall back!"

One of the two men still standing in the lobby shoots blindly at the ceiling. He empties most of his clip until the sound of shattering skylights greets the occupants of the bank. At that point, both of the men jump through the skylight, a good 80' up. Then both men fire into the blinding fog below to try to dissuade anyone following.

If anyone tries to get to the roof through the egress the Runners made, make a Machine Pistol attack on yourself: +7 to hit, DC 18 resistance check if hit. If the attack hits with two degrees of success, increase the DC by +2, or +5 for three degrees of success.

SitRep: Two Runners on the roof of the bank, firing blindly through the skylight. No civilians have been hit yet, but they're certainly in danger. One Runner is in the back near the vault, firing at Anthem across that back hallway. The remaining conscious Runner is out the back somewhere, presumably running through an alley.


Damn, I'm hit. Not a good day to B.E. aggressive, homes. Anthem curls her lips, letting go of the controlled silence surrounding her, and channeling the absorbed sound through her pain into a single focused beam of sonic energy, directing it at the punk who shot her.

Sonic Blast 1d20 + 7 ⇒ (14) + 7 = 21

Thug Toughness 1d20 + 6 ⇒ (8) + 6 = 14 vs DC 24

The Runners' gun shatters, as do several of his bones, and he slumps against the far wall. "Dude, you scared? Don't run, bro."


"S~~*. These guys are crazier than I thought."

Ignoring the Runners for now, cliff flies back through the balcony door and around the building to the front door, ground floor, hovering abour 10 feet back and 8 feet up.

"Stand back from the door! I'm going to try and blast it off!" he calls at the civilians on the other side.

Thunderbolt Attack (if necessary): 1d20 + 6 ⇒ (14) + 6 = 20

Wood Door Toughness: 1d20 + 3 ⇒ (5) + 3 = 8

Cliff fires a massive bolt of lightning into the door, sending wood chips and splinters flying everywhere.

"Run, move now!"


"Someone get the hostages out of here! I'll deal with these guys!" Joe shouts basically blindly into the fog. His arms shoot out to grab the edges on the former skylight, and with a stomp for momentum, he slingshots himself into the air, out of the building and into the Runners' spray of gunfire.

Unfortunately for the criminals, Joe's the last person they want to try shooting. Despite landing a majority of bullets, Joe's dense, doughy body absorbs each and every hit. He was right about one thing: he certainly wasn't going to get hurt tonight!
Spent several minutes calculating and verifying before realizing that Damage 3 can't touch Impervious 10. To their credit, anyone but Joe would be full of holes right now; they rolled a 12.

"Hey guys, stop! That tickles!" Joe taunts as he bursts from the fog. "At least let me return the favor!"

At the peak of his leap, Joe thrusts an arm toward one of the crooks.

Dough Joe Unarmed Attack:: 1d20 + 10 ⇒ (12) + 10 = 22 vs DC 14
Runner's Toughness:: 1d20 + 6 ⇒ (15) + 6 = 21 vs DC 21

The Runner isn't fazed by his strike, but it leaves Joe an opening to grab him with his expanding hand as he lands on the rooftop himself.

Fast Grab advantage lets me make a free Grab action when I connect with an unarmed attack. It may not have hurt him, but it did hit!
Runner's Dodge: 1d20 + 4 ⇒ (1) + 4 = 5 vs DC 18
Yow! Two degrees! That leaves him bound; he's defenseless, immobile, and impaired!
Joe's doughy fingers clutch the Runner around his waist and one of his arms, but his gun arm is still free.


Cliff leaving the building causes the fog to fade away, allowing Outrunner to see Warden's proximity and notice how swiftly her allies have been whittled away. Moments later, Cliff blasts the doors off and the fog returns.

Civilians begin blindly groping their way toward the door. At least the automatic fire from the rooftop has ceased. One of the two remaining goons struggles in Dough Joe's grip while the other begins to reconsider his options. Evidently coming to a decision, the free Runner (no pun intended) throws down his weapon and yells: "I surrender!"

Inside the lobby, Outrunner snorts in disgust. "I guess I'll have to settle for what we already hauled away. I'd love to stick around and play, but I'd like to be able to spend the funds, you know?"

Exhibiting a new facet of her power, the leader concentrates for a few seconds to open a crimson portal which shimmers in the space between her and Warden. She has yet to step through.

If it comes up, Atsuko could probably trace that portal with a power stunt. I'm not sure how many of you are familiar with that use of Hero Points, so I figure it's worth mentioning this sort of thing early on. Originally I was going to have her use her other power teleport and vanish, but I feel like I can't deprive Atsuko of the chance to fling furniture.


PL 10 | Toughness: 2 (10) - Penalties: 0 | Dodge: 6, Parry: 0, Fortitude: 2, Will: 10 | Initiative: +4, Perception: +12 | Hero Points: 2 |

I don't even know how many Hero Points I have - I'm not sure you ever said. XD

Moments after the automatic fire from above began, Atsuko's tendrils snapped out, grabbing chairs, couches, and various other pieces of furniture before hauling them into the air and using them to build a quick shield of sorts above the captives. Her goal was to get the innocents out - then, and only then, would she be turning her attention to the attackers.

"Get moving! The faster you're out of here, the better!" she snapped. "Follow the directions of the police once you're outside!"


You're right, I didn't think of it. So: as per standard, everyone starts the adventure with 1 Hero Point. You earn more when Complications come into play and are reset to 1 whenever a new adventure starts. I'll be sure to demarcate that as it can be a little fuzzy in PBP.

Feel free to point out instances where you think a Complication has come up and I missed it. With five characters with two to three Complications each, it's going to happen.


"Oh no you don't"

Heart beating like a drum, Warden flings himself forward, trying to get a clear shot off towards the Runner leader. He lands hard on his shoulder but doesn't register the pain as he is too busy slamming down on Smiling Julies trigger.

Shotgun attack (with rust slugs): 1d20 + 7 - 5 ⇒ (17) + 7 - 5 = 19

Wasn't sure if Warden was able to get out of Meteor Mans fog, and still get a good shot off. If he actually managed to do that, just add 5 to the roll (maybe only -2 cause he's at the edge of the fog? not sure where Outrunner is in relation to everything else).

Don't know the head honchos stats either, otherwise i'd have rolled her defense. The shotgun is rank 8


As written, the rules wouldn't allow you to get a shot off before the fog returned (when the door was busted down), due to the turn system. However, it makes sense to me that Warden could rush a shot in that time. We'll split the difference and call it Partial Concealment, which reduces the penalty to -2. Unfortunately, with her Partial Cover, this is just enough to miss the shot.

Outrunner is hiding behind the teller desks, which you just jumped. You essentially ran past her in the blindness and confusion.

Warden's shot takes a chunk out of the desk Outrunner is hiding behind. She snarls, "Rust?! That's just playing dirty Joh--Warden."

She yells a couple of choice epithets and flings herself through the portal. It closes swiftly behind her, leaving the nascent heroes alone with now-freed hostages and two surrendered goons, one of which has stopped struggling and resigned himself to Dough Joe's iron doughy grip.

EDIT: It was pointed out that there were two goons left, not one. Corrected.


Award: 1 Hero Point to Warden for triggering his Rivalry Complication.

On a side note: Does the world already know that Cliff is Meteor Man or should this be his 'coming out'? On a semi-related note, is he in costume or wearing normal attire?


PL 10 | Toughness: 2 (10) - Penalties: 0 | Dodge: 6, Parry: 0, Fortitude: 2, Will: 10 | Initiative: +4, Perception: +12 | Hero Points: 2 |

Atsuko's tendrils moved the furniture back into position. She wasn't entirely sure that she'd gotten all of them back in the right spot, but they were at least mostly back where they should have been. Then - after a quick glance to see that not too many people were looking - she vanished from sight again to watch and see how things unfolded.


Warden slowly gets up, taking the time to load his shotgun with something else than rusty nails (he doesn't really think about what), he can't help but exclaim "Møgfisse" , though he doesn't say it loud enough for anyone not standing near him to hear it.

Holstering his shotgun, Warden looks over the scene.

Yo! Karate Kid! Catch Warden yells as he flings a few heavy zipties in the direction of Dough Joe on the first floor. He then walks over to the hostages, Oblivious to how intimidating he may or may not look, as he checks to make sure none of the hostages have been seriously injured.

Treatment to check for injuries: 1d20 + 9 ⇒ (17) + 9 = 26


Dough Joe is up on the roof, but I'm sure you could throw them up there through the skylight.

Most of the civilians made it through the battle unscathed, but there is one woman slumped against the wall, pale and shivering. She has a single gunshot wound to her forearm. It doesn't appear serious on its own, but she may be going into shock.

The other former hostages are filing out the shattered front door and gathering in loose clumps in the chill night air.

Given how high that roll was, I'll accept that as your roll to treat as well. Describe it however you like!


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Sobran wrote:

Award: 1 Hero Point to Warden for triggering his Rivalry Complication.

On a side note: Does the world already know that Cliff is Meteor Man or should this be his 'coming out'? On a semi-related note, is he in costume or wearing normal attire?

He's been around for a little while now, but mostly dealing with cats in trees and the occasional fire. This is his first MAJOR crime stopping event. He's in a suit, not a costume.


Rynjin wrote:
Sobran wrote:

Award: 1 Hero Point to Warden for triggering his Rivalry Complication.

On a side note: Does the world already know that Cliff is Meteor Man or should this be his 'coming out'? On a semi-related note, is he in costume or wearing normal attire?

He's been around for a little while now, but mostly dealing with cats in trees and the occasional fire. This is his first MAJOR crime stopping event. He's in a suit, not a costume.

Good to know. I'll be sure to have the news people react appropriately.


Seemingly conjuring a pair of surgical pliers, cleaning spirits, and gauze from under his plaid shirt. He goes to work on the woman while trying to calm her down, by talking to her in a laid back manner.

"Quite an evening huh? Don't worry about the arm, you gonna have it good as new in a couple of hours, i'm just making sure you don't ruin your jacket until then."[b]

Seeing that the woman still looks distant, he snaps his fingers in front of her head once [b]"Hey! don't black out on me." Warden stops unsure of what to say next to try and get her attention and lighten the mood. After coming up with, and shutting down a few different idea "Kind of a rough way to end the evening don't cha think, but hey at least you now have an excuse to stay at home a few days and catch up on breaking bad"

Rubbing a bit of alcohol on the wound, the woman cringe in pain. "Has to hurt before it gets better" - Continueing on as if nothing had happened "Do people even still watch breaking bad? I got as far as season 2, then forgot to pay my subscription for a couple of months and never really got back into it..."


"I stopped watching after a friend spoiled the ending," the injured woman says quietly. She still looks scared, but color has returned to her cheeks and she seems more responsive.

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