GM WhtKnt's Forge of Heroes (Inactive)

Game Master WhtKnt

New heroes give their best to become the future of the Justice League, or perhaps a league of their own!


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CONSTRUCT (PL8) Dodge 8, Parry 8, Fortitude 'Immune', Toughness 10, Will 6; Status:

Are we on the ship's 'bridge' or just the communication area?

Setting his tactical computer to the problem, a unique idea does come to MINOTAR, but he doesn't know how his companions will take it.

"Suggestion: Perhaps if we can take over the controls of this ship, we can then use 'it' to take out the 'master' ship?' Does this seem reasonable to you all, or ludicrous? My computer model says the tactics are sound and that we have the resources to do it."


"I doubt we can take fly and fight with this ship if the crew is trying to stop us. No offense, but you guys really don't seem that familiar with the tech. I think we should go for the big cheese and take the master ship."


CONSTRUCT (PL8) Dodge 8, Parry 8, Fortitude 'Immune', Toughness 10, Will 6; Status:

MINOTAR nods.

"Explanation: We would only have to hold the ship long enough to get to our destination and take out our target. However, you are also correct. My tactical algorithm says our chances are about 50% plus or minus 20% due to unknown alien factors."


Numinous "Nick" Nichols - Posthuman Waterperson Dodge 6, Parry 4, Will 2, Fort 2, Tough 12
Jim Margrove - "Ghost" wrote:
"Okay, all six ships create the jamming network. We can either take out two other ships to create enough of a break in the net to get a signal out. Or, we can try and trace the signal to find the master vessel controlling the primary network and take it out, which might bring down the whole thing. Which idea seems better?"

"If they got plumbing, I think I can get us there. Whichever one."


Isikos - Tim Simpson - living shadow Dodge 6, Parry 6, Fort 6, Toughness 4p/10e, Will 10

"I think that the big ship is the best choice. They'll figure out that this ship is down. If we take out a second, then they'll definitely be working on a reaction. The big ship may be the best defended, but we only need to take one out."


Male Human PL 8

Ghost nods. "My thinking exactly. Let's figure out which one is the master ship. MINOTAR, let's get to work."

Technology, Aid Another for MINOTAR: 1d20 + 5 ⇒ (6) + 5 = 11

MINOTAR gets an extra +2 on his Technology check.


CONSTRUCT (PL8) Dodge 8, Parry 8, Fortitude 'Immune', Toughness 10, Will 6; Status:

Your technology chance is better than mine! =)

"Understood."

Minotaur tries using this ship's systems to locate the main enemy ship.

Technology: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26


Male Human PL 8

You've so consistently rolled higher than me on Technology checks, I honestly thought yours was better than mine.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Taking a moment to look over the scanners, MINOTAR locates the primary control vessel on the other side of town.


CONSTRUCT (PL8) Dodge 8, Parry 8, Fortitude 'Immune', Toughness 10, Will 6; Status:

Looking at Hydronaut and then the others, MINOTAR points to the location on-screen.

"Query: Can you get us there, or near there with your abilities? Also, if we leave this ship, should we blow our planted explosive first? Disabling this ship might cause a big enough distraction to allow us a better surprise upon reaching the other ship?"


Numinous "Nick" Nichols - Posthuman Waterperson Dodge 6, Parry 4, Will 2, Fort 2, Tough 12
Project M.I.N.O.T.A.R wrote:

Looking at Hydronaut and then the others, MINOTAR points to the location on-screen.

"Query: Can you get us there, or near there with your abilities? Also, if we leave this ship, should we blow our planted explosive first? Disabling this ship might cause a big enough distraction to allow us a better surprise upon reaching the other ship?"

"I can get across town. It'll take a few trips to bring everyone."


"Yeah, I like the idea of blowing something up. That always gets attention. "


Male Human PL 8

Ghost pulls out the detonator. "Okay - I'll go last, since I can phase through the explosion if need be. Take MINOTAR first so he can work to secure the immediate area."


CONSTRUCT (PL8) Dodge 8, Parry 8, Fortitude 'Immune', Toughness 10, Will 6; Status:

Nodding, MINOTAR agrees.


Numinous "Nick" Nichols - Posthuman Waterperson Dodge 6, Parry 4, Will 2, Fort 2, Tough 12
Project M.I.N.O.T.A.R wrote:

Nodding, MINOTAR agrees.

"Ok, let's get wet," Nick said. He put a hand on MINOTAR's shoulder and looked off into the distance, feeling the water on the other ship. There it is. He tensed his body and pushed off the ground with his feet, plunging into the Blue.

Teleport: 1d20 + 10 ⇒ (13) + 10 = 23

Dark Archive

Maps: Car. Crown || Skull & Shackles

MINOTAR and Hydronaut appear in the holding tanks of the command vessel. As MINOTAR need not breathe and Hydronaut can breathe water, they can remain here indefinitely.


CONSTRUCT (PL8) Dodge 8, Parry 8, Fortitude 'Immune', Toughness 10, Will 6; Status:

MINOTAR signals to Hydronaut that he is functioning properly and waves for him to keep with the plan. He then proceeds to scan for the easiest way out of the tank, or the easiest way to create an opening out of the tank.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Technology: 1d20 + 4 ⇒ (16) + 4 = 20


Numinous "Nick" Nichols - Posthuman Waterperson Dodge 6, Parry 4, Will 2, Fort 2, Tough 12
WhtKnt wrote:
MINOTAR and Hydronaut appear in the holding tanks of the command vessel. As MINOTAR need not breathe and Hydronaut can breathe water, they can remain here indefinitely.

Nick gave him a thumbs up and went back for the next person.

Teleport: 1d20 + 10 ⇒ (11) + 10 = 21

And if that goes well, here are a few more.
Teleport: 1d20 + 10 ⇒ (5) + 10 = 15
Teleport: 1d20 + 10 ⇒ (7) + 10 = 17
Teleport: 1d20 + 10 ⇒ (15) + 10 = 25
Teleport: 1d20 + 10 ⇒ (3) + 10 = 13

Dark Archive

Maps: Car. Crown || Skull & Shackles

A few teleports later and everyone is safely assembled in the engineering section of the vessel, thanks to a hole that MINOTAR cut through the holding tank.


CONSTRUCT (PL8) Dodge 8, Parry 8, Fortitude 'Immune', Toughness 10, Will 6; Status:

MINOTAR points to the door.

"Emphatic Warning: From here out, if this is truly their lead vessel, things will only get worse. I suggest you all prepare for more determined enemies, possibly even elite troops or a general. Time to set off the blast then I think, and move as quickly as we can to find the communications controls in this vessel."


Male Human PL 8

"Sure thing." Ghost presses the detonator to set off the explosion on the other ship. "Should Isikos and I scout ahead, or should we stay together?"

Dark Archive

Maps: Car. Crown || Skull & Shackles

As Ghost presses the button, there is a rumble deep in the bowels of the ship. This is echoed as several other explosions go off. Finally, it culminates as the fission drives go up, resulting in a fiery explosion that devastates and destroys the vessel.


CONSTRUCT (PL8) Dodge 8, Parry 8, Fortitude 'Immune', Toughness 10, Will 6; Status:

MINOTAR seems off-put by the size of the explosion, however his voice is unwavering in his view of the current situation.

"Shocked Analysis: My calculations must have been off by a larger margin than predicted. I was only attempting to disable the ship, not destroy it completely. However, this could still work to our advantage. We should continue quickly now."

Raising his acquired weapon, MINOTAR moves to enter the passageways away from the water storage unit and his best guess toward the enemy communications station in the ship.

Does my weapon have the 'grenade launcher' capability too? Or is it limited to a 'blaster only' style weapon?

Dark Archive

Maps: Car. Crown || Skull & Shackles

Yes, yours is also underslung with a grenade launcher. Burst Area Blast 6 (Alternate; DC 21; Burst Area: 30 feet radius sphere, DC 16; Unreliable (5 uses)).


"Nothing wrong with a big boom to get attention. " and he will grow to size and head out.


Male Human PL 8

"If it draws more people between us and them away, I'm all for it. Let's go."

Ghost moves to keep up with the others, going invisible to peek around corners ahead of them.


Numinous "Nick" Nichols - Posthuman Waterperson Dodge 6, Parry 4, Will 2, Fort 2, Tough 12
Straightjacket wrote:
"Nothing wrong with a big boom to get attention. " and he will grow to size and head out.

"That's a boom I can get behind," Nick agreed.


CONSTRUCT (PL8) Dodge 8, Parry 8, Fortitude 'Immune', Toughness 10, Will 6; Status:

MINOTAR keeps silent and stays near the rear of the group. His opinions remaining only his own, for the moment at least. Keeping his sensors and and internal radio link on standby for any sign of a communications spike, physical hub, or junction box while the others forged ahead worrying about the enemies.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Technology: 1d20 + 4 ⇒ (12) + 4 = 16

Dark Archive

Maps: Car. Crown || Skull & Shackles

The group moves out, finding the layout of the vessel similar to the previous one. The explosion of the other vessel seems to have stirred up a hornet's nest or activity. Avoiding patrols is difficult, even with the aid of Ghost and Isikos. If you take your time, you can make it to the control room in 1 hour and avoid patrols and unnecessary encounters. This assumes that you are hiding in empty rooms, around corners, etc. If you want to get there quicker, you can go the direct route, taking only 10 minutes, but I will check for encounters on the way.


CONSTRUCT (PL8) Dodge 8, Parry 8, Fortitude 'Immune', Toughness 10, Will 6; Status:

I'm good either way I think. I don't know if an hour will make much difference to what is going on right now. Although, I think avoiding enemies is better all around for now. So I'm leaning that way...


Isikos - Tim Simpson - living shadow Dodge 6, Parry 6, Fort 6, Toughness 4p/10e, Will 10

I also agree with avoiding enemies if we can. We have some really good scouts.


I guess if the diversion isn't diverting, then we do the slow way since the point of the diversion was to lower the risk.


Male Human PL 8

Fast way. We don't know what the aliens are doing, and if we take the slow way, we may not be able to stop it before they finish.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Waiting to hear from Hydronaut, but it looks like the general consensus is to avoid encounters as much as possible.


Numinous "Nick" Nichols - Posthuman Waterperson Dodge 6, Parry 4, Will 2, Fort 2, Tough 12
WhtKnt wrote:
Waiting to hear from Hydronaut, but it looks like the general consensus is to avoid encounters as much as possible.

Sorry. Nick is on board for sneaking around.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The group quietly moves through the vessel with Isikos and Ghost scouting ahead to warn them of guards or patrols. With a little effort and by moving slowly, the party makes their way to the main lift shaft to the bridge. The lift doors open beckoningly when the button is pressed.


Male Human PL 8

"Okay, let's disarm any lift traps that may be set."

Ghost attempts to examine the lift and disarm any traps that are set - like the electrocuted floor.

Technology: 1d20 + 5 ⇒ (11) + 5 = 16


CONSTRUCT (PL8) Dodge 8, Parry 8, Fortitude 'Immune', Toughness 10, Will 6; Status:

Technology: 1d20 + 4 ⇒ (19) + 4 = 23


Straightjacket waits for the inspection, having been burned before.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Ghost and MINOTAR don't find an electrified panel on the lift floor, but they do spot the hidden lasers in the ceiling panels. With a little effort, the lasers are disarmed and the lift seems clear to enter.


CONSTRUCT (PL8) Dodge 8, Parry 8, Fortitude 'Immune', Toughness 10, Will 6; Status:

MINOTAR moves to the back of the elevator, knowing he takes up the most space and weight. He then readies his grip on his stolen assault blaster for the next phase of their journey, pointing it at the ceiling for basic safety.


Male Human PL 8

Ghost gets in the elevator, ready to phase as needed should it become necessary. They had to strike quickly - subdue the bridge crew and guards, then disable the jamming and contact the League.


Straightjacket will shrink to human sized so he fits in the elevator and then enters.


Isikos - Tim Simpson - living shadow Dodge 6, Parry 6, Fort 6, Toughness 4p/10e, Will 10

Isikos will slide in and stay on the elevator wall. Being two-dimensional has it's advantages.


Numinous "Nick" Nichols - Posthuman Waterperson Dodge 6, Parry 4, Will 2, Fort 2, Tough 12

Nick just tried to keep alert and ready. Best he could do until there were aliens to splash.


CONSTRUCT (PL8) Dodge 8, Parry 8, Fortitude 'Immune', Toughness 10, Will 6; Status:

Once the door shuts, MINOTAR starts talking without any prompting or even moving a metal muscle.

"Combat tactics: If the door opens on a large enemy group, let me get a shot off with my grenade launcher, if I can get it to work. Isikos, move to flank any leaders and keep their attention. A distracted leader is no leader at all. Hydronaut, how slippery can you get? Have you tried sliding under the enemies feet in order to reduce friction and cause them to fall? Enemies on the ground, usually can't fight nearly as well. Straightjacket, move to the weakest or most wounded enemy, and begin removing them from the equation. Reducing their numbers fast will multiply our chance for success with each enemy put down for the count. Ghost, try to find the communications' controls as soon as possible. Try to avoid combat if you can, unless a good opportunity simply presents itself to take out an enemy. Once we have engaged, I will take shots at the best targets as they present them selves, or move to melee as needed. If anybody needs help, call out 're-group' or 'Omega'. Do these tactics sound reasonable? We must learn from our previous error and try to plan ahead if possible."


Male Human PL 8

Ghost nods. "Sounds good to me. I'll get ready now." Ghost fades from view as he turns invisible - he'd teleport to the communications console, then deactivate the jamming. He just hoped it was all laid out the same as the other ship.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Stupid forums ate my post. Here is a map.

Ghost has a round of actions before the others arrive. The room is not unlike the one that you were in before, except that there are two guards, a massive humanoid male, a human woman, and something that is best described as an alien officer present. The alien officer is standing before the controls for the jamming.

"One of them is here! The others are in the lift!" the woman exclaims. There is no surprise round. Ghost, so far as you can tell, they can't see you, but she can sense your presence. You have one round before your allies arrive.

The woman (Lady Seven) holds her action, readying an attack if Ghost should make himself known.

Ghost, you're up!

INITIATIVE
Lady Seven
Hydronaut
MINOTAR
Ghost
Straightjacket
Isikos
Soldiers
Star Boss
Major Rall

Dice Rolls:
Ghost Initiative: 1d20 + 8 ⇒ (8) + 8 = 16
MINOTAR Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Straightjacket Initiative: 1d20 + 0 ⇒ (15) + 0 = 15
Hydronaut Initiative: 1d20 + 8 ⇒ (12) + 8 = 20
Isikos Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Soldiers Init: 1d20 + 0 ⇒ (10) + 0 = 10
Major Rall Init: 1d20 + 5 ⇒ (1) + 5 = 6
Star Boss Init: 1d20 + 6 ⇒ (1) + 6 = 7
Lady Seven Init: 1d20 + 11 ⇒ (14) + 11 = 25


Numinous "Nick" Nichols - Posthuman Waterperson Dodge 6, Parry 4, Will 2, Fort 2, Tough 12
Project M.I.N.O.T.A.R wrote:

Once the door shuts, MINOTAR starts talking without any prompting or even moving a metal muscle.

"Combat tactics: If the door opens on a large enemy group, let me get a shot off with my grenade launcher, if I can get it to work. Isikos, move to flank any leaders and keep their attention. A distracted leader is no leader at all. Hydronaut, how slippery can you get? Have you tried sliding under the enemies feet in order to reduce friction and cause them to fall? Enemies on the ground, usually can't fight nearly as well. Straightjacket, move to the weakest or most wounded enemy, and begin removing them from the equation. Reducing their numbers fast will multiply our chance for success with each enemy put down for the count. Ghost, try to find the communications' controls as soon as possible. Try to avoid combat if you can, unless a good opportunity simply presents itself to take out an enemy. Once we have engaged, I will take shots at the best targets as they present them selves, or move to melee as needed. If anybody needs help, call out 're-group' or 'Omega'. Do these tactics sound reasonable? We must learn from our previous error and try to plan ahead if possible."

"I'm not actually that slippery. Sorry."


Male Human PL 8

Ghost freezes, making sure they can't see him. He knows they can detect him, and that the others are coming. Still, the presence of the Human woman concerned him - a conspirator? A traitor? What was she doing here? He decided, for the moment, his best course of action was to wait, listen, and prepare to move when the moment is right.

Ghost will also hold his action, until the alien officer is pulled away from the jamming controls.

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