Heroes of Freedom City

Game Master Joey Virtue

Mutants and Masterminds 2nd Edition Game.

Heroes of Freedom City


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OMNIPOTENT OMNIPRESENT NARRATOR

Techno Priest : I'm giving each jet pack a save vs your DC 18 power with a plus 2 because it's a rank 2 device and someone is manning it
Jet Pack save vs machine control: 1d20 + 2 ⇒ (17) + 2 = 19
Jet Pack save vs machine control: 1d20 + 2 ⇒ (12) + 2 = 14
Jet Pack save vs machine control: 1d20 + 2 ⇒ (16) + 2 = 18
Jet Pack save vs machine control: 1d20 + 2 ⇒ (17) + 2 = 19
Jet Pack save vs machine control: 1d20 + 2 ⇒ (20) + 2 = 22
Jet Pack save vs machine control: 1d20 + 2 ⇒ (19) + 2 = 21
Jet Pack save vs machine control: 1d20 + 2 ⇒ (3) + 2 = 5
Jet Pack save vs machine control: 1d20 + 2 ⇒ (5) + 2 = 7

3 of the Air Calvary fly off out of control at full speed away from the combat.


Hero Points: 1 | Damage Condition: 2 | Status conditions: | Fatigue Condition: 0 | Defense: 18 FF Def: 14 KB-5 | Saves T: 10 F: 8 R: 7 W: 7 | Init: +4 | Notice: +8 (Sense water-based fluids (acute, penetrating))

Round 1 Init 7.
Location: AEGIS bas
Modifiers
Hero Points: 2
Damage Condition:
Status Condition:
Fatigue Condition:
Feats: Fast Overrun, Grappling Finesse, Improved Grab, Improved Overrun
Powers: Hydrokinesis, Waveriding

Flowing onto the scene, she takes in the view. The big guys were knocked liked tenpins and several of the flyers were spiraling into the air in a way that didn't look intentional. **I've got the southern squad** she calls out as she bears down on a group of agents.

Waveform wrote:

Free Action Your Free Action Move Action Arrival [Standard Action Overrun/grapple vs. 10 agents. [b]

Overrun Checks (take 10 vs. Minion) 28; they cannot avoid this.
Grapple Checks (take 10 vs. Minion) 28


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

Round 1 Init 20 (Edit Scene)
Location: AEGIS Storage Facility (Waist deep asphalt)
Modifiers
Hero Points: 3>2 Luck Points: 2
Damage Condition: Bruised (x2).
Status Condition: Stunned. No Dodge Bonus (Def: 14)
Fatigue Condition: None.
Feats: Power Attack (-5 Attack, +5 Effect)
Powers: Super Strength 6 > Super Speed 2

Quote:
OOC: Watcher said I could spend a HP to edit scene, I was going to attack the agents, but Waveform has that handled. So vehicles it is, though that means there is one Mauler left up! (Sorry Golem!) But I need something to throw at the Air Cavalry next round!

It was just under 18 miles from the Lincoln Youth Center on the Southside, to the Aegis Facility just South West of Trainor Airport. As Invictus hit a sub orbital flight path, he cleared the South River and Century Narrows in seconds, his vision allowed him to take in the situation while he was still miles above the skirmish between VIPER & AEGIS.

He isolated the VIPER vehicles & troop carriers, and pulled himself into a power dive, the vehicles were advancing through the gates in a tight convoy deployment. With a sound akin to a dropping bomb, Invictus broke through the cloud layer, his cape streaming behind him. He landed amidst the armored vehicles in a perfect three point landing, his impact leaving a crater almost two feet deep that extended out at least thirty feet from the point of impact.

As the vehicles swerved to compensate for the small earth quake they found themselves in, a blur of red and blue streaked through them, tearing axles and treads from the vehicles.

Quote:
OOC: Move Action to land amidst the vehicles, using my Super Strength to [dice=Groundstrike]1d20+10. Reflex save DC 20. If successful half the DC for the following Check. Strength, Dexterity or Acrobatics check DC 24 (-1/10' from Invictus) or Prone (-4 Melee Attack Checks, -4 Defense against Melee Attacks, +4 Defense against Ranged Attacks). Free Action to switch Array from Super Strength to Super Speed. Surge for a 2nd Standard Action. Using Rapid Attack to attack all Vehicles (hopefully prone!) in a 10' radius from Invictus. [dice=Rapid Attack w/Full Power Attack.]1d20+1. If the attack connects, DC 30 Toughness check.


OMNIPOTENT OMNIPRESENT NARRATOR

Waveform you have one squad of 10 agents completely grappled they can't beat a 28

Invictus you crush through all the vehicles except one that looked differnt then the rest you tear a giant hole in the side to see an area designed to hold and carry a very special piece of cargo/weaponry. Inside you see the super villain Ripper in a containment set up that looks like your damaged and have opened it for release of The Ripper.

Sorry have my phone and couldn't do a good obsidian portal link but he is on the portal.


OMNIPOTENT OMNIPRESENT NARRATOR

Viper Agent
Round 1 Init 4.
Location:Aegis Impound Lot
Modifiers
Hero Points:
Damage Condition: NA
Status Condition: NA
Fatigue Condition: NA
Feats: All out Attack +3 to hit -3 Def
Powers:

The Agents will continue to fire at the AEGIS Agents except 3 will fire at Techno as he Flies by two of the shots catch him squarely causing him to be stunned from the shots. 2 will fire at Waveform and miss.

VS Techno Priest
Viper Auto Blast Rank 8 Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Viper Auto Blast Rank 8 Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Viper Auto Blast Rank 8 Attack: 1d20 + 8 ⇒ (15) + 8 = 23

Vs Waveform
Viper Auto Blast Rank 8 Attack: 1d20 + 8 ⇒ (8) + 8 = 16
Viper Auto Blast Rank 8 Attack: 1d20 + 8 ⇒ (4) + 8 = 12

Two Shots hit Priest DC 23
Techno Priest Toughness Save: 1d20 + 9 ⇒ (3) + 9 = 12
Techno Priest Toughness Save: 1d20 + 9 ⇒ (11) + 9 = 20
Failed one by 11 and is Staggered and Stunned and take one bruise


OMNIPOTENT OMNIPRESENT NARRATOR

Round Round Up
Quark Gets there shrinks and runs into the hanger
Broadway shows up and absorbs the energy from the blasters.
Iron Golem Crushes a shockwave that takes out all but one of the Maulers.
Invictus Takes out all the Viper vehicles and discovers Ripper is inside the last one.
The Air Calvary split there attacks between Golem Invictus and Broadway, They missed Golem hit and stunned Invictus and Broadway absorbed the attacks from the two that shot him.
Priest took over three of the Calvaries Jet Packs and shot them a mile away.
The Mauler Agent missed Golem.
Waveform Detained an entire squad of 10 Viper Agents.
The Viper Agents continued to fight with the AEGIS agents but a few shot at Waveform and Techno Priest two hit him and stunned him.

The AEGIS agents are trying to hold there ground now with your help they should be able to.


OMNIPOTENT OMNIPRESENT NARRATOR

AEGIS Vehicle Storage Facility
Initiative Order
Round 2
Quark 24
Broadway 23
Golem 20
Invictus 20
Air Calvary Agent 15
Ares 14
Priest 12
Mauler Agent 10
Waveform 7
Viper Agents 6


Hero Points: 2|Damage Condition:None |Status Condition: None|Fatigue Condition: None| Def: 23 FF Def:17 KB:15 |Saves T: 5 F: 10 R: 13 W: 10 |Init:+0/+12 |Notice: 9 (microscopic, x-ray vision)

Round 2 Init 24.
Location:Hangar
Modifiers
Hero Points: 4
Damage Condition:
Status Condition:
Fatigue Condition:
Feats:
Powers: Shrinking (Minuscule)

Air Tsunamis rolled over the speeding figure of Dr. Quark as he raced across the tarmac and skidded to a stop in the hangar taking in the chaos of fleeing technicians and the battle raging outside the hangar. Seeing the chopper in pieces carefully organized across the floor, tagged and cataloged, Quark felt his plans of either flying away or shrinking the whole thing fall slowly away.

Ok, new plan

Squinting, he peered carefully at the parts of the vehicle, looking for anything that looked capable of storing useful data.

Notice or Search: 1d20 ⇒ 15 23 Notice or 21 Search with X-Ray and Microscopic vision for important computer tech from the helicopter (black box, flight recorder, navigation, etc.)
[ooc]
Knowledge or Computers check: 1d20 ⇒ 3 +10 Knowledge Technology or +14 Computers if applicable.
If any of this works, he will move to anything that he finds and try to collect it.


OMNIPOTENT OMNIPRESENT NARRATOR

Quark you are able to find some important stuff through the stuff they have already removed from the chopper. Flight Recorder Navigation, ect no Black Box though.


Hero Points: 2 + Luck 2|Damage Condition: None |Status Condition: None|Fatigue Condition: None| Def:15 FF Def:10 KB:-15 |Saves T:13 IT:7 F:- R:+6 W:+9 |Init: +0|Notice: +11

Round 2 Init 20.
Modifiers
Hero Points: 4
Damage Condition: N/A
Status Condition: N/A
Fatigue Condition: N/A
Feats: All Out Attack
Powers: Array=Animate Object, Possession

Golem's hands still ring from the force of the shockwave, he attempts to finish off the last mauler and then move towards Ripper's vehicle.

Golem wrote:


Standard Action to punch the last mauler, All Out Attack
All Out Punch: 1d20 + 12 ⇒ (8) + 12 = 20 DC 26 Toughness save. Move action to leap over to the vehicle.

Golem lands with an earthshaking thud near the van carrying Ripper. I will look at it as I land to see if it has been damaged or what is going on with the vehicle.

Notice: 1d20 + 11 ⇒ (9) + 11 = 20


OMNIPOTENT OMNIPRESENT NARRATOR

Ripper seems to have been hooked into some sort of containment/restraint set up that is now shutting down and retracting from him as he is slowly coming out of the sedation.


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

Round 2 Init 12.
Location: Hovering above the AEGIS depot
Modifiers
Hero Points: 2
Damage Condition: 1 Bruise
Status Condition: Staggered, Stunned
Fatigue Condition:
Feats:
Powers:

Techno Priest gets hit hard and spins out on his glider.
I'll use a HP to not fall to my death if necessary


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

b]Round 2 Init 20 [/b]
Location: AEGIS Storage Facility [Entrance Gate]
Modifiers
Hero Points: 2>1 Luck: 2
Damage Condition: Bruised (x2)
Status Condition: None.
Fatigue Condition: None.
Feats: None.
Powers: None.

As Golem slammed into the pavement beside him and began examing the containment unit housing the monstrous form of Ripper, Invictus reached out a hand. Placing it firmly on the larger man's shoulder, he shook off the worst of the effects from the agents barrage of plasma fire.

Ripper's presence complicated things, either he was a weapon they were using to destroy the AEGIS facility, or the entire assault was a feint, and their true objective lie elsewhere.

He nodded to Golem as he stepped forward, "Lets get this wrapped up quickly, without putting any more lives risk."

Quote:
OOC: Hero Point to cancel the Fatigue from my earlier Surge. Full Round to recover from Stun. Hopefully Ripper takes a little longer to come out of cryo sleep!


Damage Condition: None Fatigue Condition: None Hero Points:1 Def: 15 FF Def:13 |Saves T:+4 IT: F:+9 R:+11 W:+13 |Init:+4 |Notice:+12 Sonar(Blindsight): Hearing

Broadway looks surprised at the blasts from the Air Cav, but is able to use the energy to heal the damage as it happens. He looks at Golem, "Golem, how good are you at basketball, or maybe soccer?" With that he uses his Sonic Wall to cover the air cav units in a globe of solid sonic force, and with a basso hum, his form shifts and becomes hazy "Bet you can't hit the Bay with the globe."

Round 2 Init 23.
Location:Aegis Facility
Modifiers
Hero Points:
Damage Condition:
Status Condition:
Fatigue Condition:
Feats:
Powers: Sonic Wall, Phasing

Sonic Wall: 1d20 + 10 ⇒ (15) + 10 = 25 Take 10 vs Minion DC 19


OMNIPOTENT OMNIPRESENT NARRATOR

Broadway: You are able to get four of the six Air Calvary Agents in the area of your sonic ball

Air Calvary Reflex Saving Throw: 1d20 ⇒ 6
Air Calvary Reflex Saving Throw: 1d20 ⇒ 14
Air Calvary Reflex Saving Throw: 1d20 ⇒ 13
Air Calvary Reflex Saving Throw: 1d20 ⇒ 19

The last one was able to dodge out of the sonic ball.


OMNIPOTENT OMNIPRESENT NARRATOR

Viper Air Calvary
Round 2 Init 15.
Location: Flying over the yard and In a sound bubble
Modifiers
Hero Points: NA
Damage Condition: NA
Status Condition: NA
Fatigue Condition:NA
Feats: Favored Environment Air +3 to hit Power Attack -3 to hit +3 Damage
Powers:

The three in the sound ball open fire on it

Sound Wall Toughness Save DC 26: 1d20 + 9 ⇒ (9) + 9 = 18
Sound Wall Toughness Save DC 26: 1d20 + 9 ⇒ (9) + 9 = 18
Sound Wall Toughness Save DC 26: 1d20 + 9 ⇒ (9) + 9 = 18

The wall holds up but is begining to show signs of damamge.

The Three Remaining Air Calvary Agents begin to open fire on Waveform because she is the one who is currently restraining and entire squad of Agents.
Air Calvary Autoblaster on Waveform: 1d20 + 7 ⇒ (10) + 7 = 17
Air Calvary Autoblaster on Waveform: 1d20 + 7 ⇒ (10) + 7 = 17
Air Calvary Autoblaster on Waveform: 1d20 + 7 ⇒ (16) + 7 = 23

One shot hits her square staggering and stunning her from the force of the shot.
Waveform Toughness Save DC 26: 1d20 + 10 ⇒ (6) + 10 = 16


Hero Points: 2 + Luck 2|Damage Condition: None |Status Condition: None|Fatigue Condition: None| Def:15 FF Def:10 KB:-15 |Saves T:13 IT:7 F:- R:+6 W:+9 |Init: +0|Notice: +11

Is it possible to retcon my turn and have Golem throw the sound ball into the bay?


OMNIPOTENT OMNIPRESENT NARRATOR

Its costs hero points to retcon things.


Hero Points: 1 | Damage Condition: 2 | Status conditions: | Fatigue Condition: 0 | Defense: 18 FF Def: 14 KB-5 | Saves T: 10 F: 8 R: 7 W: 7 | Init: +4 | Notice: +8 (Sense water-based fluids (acute, penetrating))

Round 2 Init 7.
Location:
Modifiers
Hero Points: 1
Damage Condition: Bruised
Status Condition: Stunned
Fatigue Condition:
Feats:
Powers:

spending hero point to reroll the toughness save[ooc]
Waveform toughness save reroll: 1d20 + 10 ⇒ (1) + 10 = 11
[ooc]Stunned and bruised


Damage Condition: None Fatigue Condition: None Hero Points:1 Def: 15 FF Def:13 |Saves T:+4 IT: F:+9 R:+11 W:+13 |Init:+4 |Notice:+12 Sonar(Blindsight): Hearing

Golem, you won't need to retcon, you act before they do in round 3


OMNIPOTENT OMNIPRESENT NARRATOR

Viper Agents
Round 2 Init 6.
Location:AEGIS Impound Yard
Modifiers
Hero Points:NA
Damage Condition:NA
Status Condition: NA
Fatigue Condition:NA
Feats:
Powers:

The Agents after the water stops grappling them, They begin to spread their fire through out all the heroes and agents.

Viper Agents Auto Blaster Attack Invictus: 1d20 + 5 ⇒ (13) + 5 = 18
Viper Agents Auto Blaster Attack Invictus: 1d20 + 5 ⇒ (4) + 5 = 9

Viper Agents Auto Blaster Attack Golem: 1d20 + 5 ⇒ (5) + 5 = 10
Viper Agents Auto Blaster Attack Golem: 1d20 + 5 ⇒ (18) + 5 = 23

Viper Agents Auto Blaster Attack Broadway: 1d20 + 5 ⇒ (18) + 5 = 23
Viper Agents Auto Blaster Attack Broadway: 1d20 + 5 ⇒ (2) + 5 = 7

Viper Agents Auto Blaster Attack Techno Priest: 1d20 + 5 ⇒ (15) + 5 = 20
Viper Agents Auto Blaster Attack Techno Priest: 1d20 + 5 ⇒ (10) + 5 = 15

Viper Agents Auto Blaster Attack Waveform: 1d20 + 5 ⇒ (10) + 5 = 15
Viper Agents Auto Blaster Attack Waveform: 1d20 + 5 ⇒ (15) + 5 = 20

Invictus Toughness Save DC 23 : 1d20 + 12 ⇒ (16) + 12 = 28

The Energy Blast Bounce off Invictus as he is recovering

Iron Golem Toughness Save DC 23 : 1d20 + 13 ⇒ (4) + 13 = 17

The Energy Blast ring true on Golem stunning him 1 bruise and stunned

The Shots fly through Broadway in his Sound Form

Techno Priest Toughness Save DC 23 : 1d20 + 9 ⇒ (13) + 9 = 22
Techno Priest Toughness Save DC 23 : 1d20 + 9 ⇒ (20) + 9 = 29

The shots ring into Techno Priest but his armor is able to absorb most of the damage Take 1 Bruise

Waveform Toughness Save DC 23 : 1d20 + 10 ⇒ (17) + 10 = 27
Waveform Toughness Save DC 23 : 1d20 + 10 ⇒ (10) + 10 = 20

Both shots rattle into the stunned Waveform but her water shield is able to hold up against the damage.
Take one bruise


Hero Points: 2|Damage Condition:None |Status Condition: None|Fatigue Condition: None| Def: 23 FF Def:17 KB:15 |Saves T: 5 F: 10 R: 13 W: 10 |Init:+0/+12 |Notice: 9 (microscopic, x-ray vision)

Watcher, when you do the round up at the end of the round, can you give me some idea of how many actions I need to grow to regular size, pick up whatever looks important, and shrink back to hide it? Are we talking the size of a back pack, a hard drive, or what?


Hero Points: 2 + Luck 2|Damage Condition: None |Status Condition: None|Fatigue Condition: None| Def:15 FF Def:10 KB:-15 |Saves T:13 IT:7 F:- R:+6 W:+9 |Init: +0|Notice: +11

Not ret conning but may HP to retold that save


OMNIPOTENT OMNIPRESENT NARRATOR

Round 2 Round Up

Quark was able to get in the hanger and identify some important pieces a few hard drives and a few other things. You can get all the stuff gathered up and shrank down using your super speed in one turn
Broadway sealed up a couple Air Calvary in a sound bubble.
Invictus Recovered from being stunned
Golem knocked out the last Mauler and went to investigate Ripper.
The Air Calvary unleashed into Waveform stunning her.
Techno Priest recovered from being stunned.
Waveform Recovered from being stunned.
The Viper Agents continued there fire fight with the heroes and The AEGIS agents and stunned Golem and took down a couple of AEGIS agents.
The AEGIS agents took out a few Viper Agents.
Ripper is still coming out of his stasis but he looks as though he is close to being released and coming to.

From all the fire fighting you notice a Gas Tanker encircled by a fire that is slowly closing in on it.


OMNIPOTENT OMNIPRESENT NARRATOR

AEGIS Vehicle Storage Facility
Initiative Order
Round 3
Quark 24
Broadway 23
Golem 20
Invictus 20
Air Calvary Agent 15
Priest 12
Mauler Agent 10
Waveform 7
Viper Agents 6


Hero Points: 2|Damage Condition:None |Status Condition: None|Fatigue Condition: None| Def: 23 FF Def:17 KB:15 |Saves T: 5 F: 10 R: 13 W: 10 |Init:+0/+12 |Notice: 9 (microscopic, x-ray vision)

Round 3 Init 24.
Location: AEGIS hangar
Modifiers
Hero Points:
Damage Condition:
Status Condition:
Fatigue Condition:
Feats:
Powers: Shrinking Minuscule, Super speed 3

Scanning the equipment, Dr. Quark quickly moved through the hangar, tearing out microchips and unplugging hardware. Focusing his control of the forces repelling the particles in the matter from each other, he shrank them into more manageable sizes and shoved them into his suit.

Not very comfy, but this should ruin Viper's day

Ok, big folks, I have the evidence. Let's finish up these snake heads and go get a beer

Dr. Quark wrote:

Free Action Change size to smallMove Action Gather electronics [Standard Action Gather More ElectronicsFree Action Change size to Minuscule


Damage Condition: None Fatigue Condition: None Hero Points:1 Def: 15 FF Def:13 |Saves T:+4 IT: F:+9 R:+11 W:+13 |Init:+4 |Notice:+12 Sonar(Blindsight): Hearing

Round 3 Init 24.
Location:Aegis Base
Modifiers
Hero Points: 3
Damage Condition:
Status Condition:
Fatigue Condition:
Feats:Attack Focus Ranged, Move By Action
Powers: Vertigo

Broadway slides up behind one of the Viper agents on the ground and lets out a whomp sound that's so far down on the pitch scale it's barely audible, and then slides out of range.

Broadway wrote:
Free Action Your Free Action Move Action Move behind Viper Agent [Standard Action Vertigo attack (Nauseate). Attack Your Attack (+9 (+5 base +4,) Attack, DC 19 (DC 19 base,) Fort Save). dice=Touch attack, Vertigo Take 10 vs minion+9 = 19


OMNIPOTENT OMNIPRESENT NARRATOR

Viper Agent Fort Save: 1d20 + 3 ⇒ (9) + 3 = 12

The Viper Agent is totally incapacitated.


Hero Points: 2 + Luck 2|Damage Condition: None |Status Condition: None|Fatigue Condition: None| Def:15 FF Def:10 KB:-15 |Saves T:13 IT:7 F:- R:+6 W:+9 |Init: +0|Notice: +11

Round 3 Init 20.
Modifiers
Hero Points: 5
Damage Condition: Bruised
Status Condition: Stunned
Fatigue Condition: N/A
Feats:
Powers: Array=Animate Object, Possession

Golem seems to stand perfectly still, the dent on his metallic form seems to slowly bend outward until undamaged iron metal is left behind.

Going to recover from being stunned this round and save the HP for later. Golem's regen kicks in and heals the injury.


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

Round 3 Init 20
Location: AEGIS Storage Facility
Modifiers
Hero Points: 2 Luck: 2
Damage Condition: Bruise (x2)
Status Condition: Distracted (No dodge bonus)
Fatigue Condition: None.
Feats: None
Powers: Flight>Super Strength

As Invictus prepared to focus his efforts on restraining the Ripper, he heard something above the cross fire going on around them, a refuelling vehicle had been clipped by plasma fire from the VIPER assault troops, and it looked like the driver was still in the cab of the vehicle unconscious.

"Alright team, heads up on Ripper, lets clear the VIPER agents quickly, and get ready to restrain him, last he broke out of Stronghold it took half the League to put him down, so be careful!"

He kicked off and flew rapidly to the fueling truck, he landed beside the cab and ripped the door off it's hinges extricating the driver from danger. He then took a deep breath and with a gale force winds expelled the flames that threatened to ignite the vehicle.

Quote:
OOC: Move Action: Fly to Vehicle, Free Action: Switch Array to Super Strength, Standard Action: Use Super Breath to extinguish flames (Cone area 90' to a side). Ripping the door off was just descriptor, because if it explodes I will interpose and eat the damage for the driver. Also, I am assuming that the Endangered Innocent trope is a Hero Point? Hoping so, we're gonna need 'em!


OMNIPOTENT OMNIPRESENT NARRATOR

Viper Air Calvary
Round 3 Init 15.
Location: AEGIS Impound Yard, Stuck in a sound ball
Modifiers
Hero Points: NA
Damage Condition: NA
Status Condition: NA
Fatigue Condition: NA
Feats: Favored Environment Air +3 To Hit Power Attack -3 to Hit +3 Damage
Powers: Flight

The three still stuck in the sound ball open fire on it again shattering the sound ball

Sonic Wall Toughness Save DC 26: 1d20 + 9 - 3 ⇒ (6) + 9 - 3 = 12
Sonic Wall Toughness Save DC 26: 1d20 + 9 - 3 ⇒ (20) + 9 - 3 = 26
Sonic Wall Toughness Save DC 26: 1d20 + 9 - 3 ⇒ (3) + 9 - 3 = 9

The last three Calvary Agents open fire on the two that have the most chance to affect the most agents.

Attack on Waveform: 1d20 + 7 ⇒ (12) + 7 = 19
Attack on Broadway: 1d20 + 7 ⇒ (4) + 7 = 11
Attack on Broadway: 1d20 + 7 ⇒ (4) + 7 = 11

Waveform Toughness Save DC 26: 1d20 + 10 - 1 ⇒ (15) + 10 - 1 = 24

The shots miss Broadway and one hits true into Waveform her watershield absorbs most of the brunt of the attack. Take 1 bruise


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

Priest banks his glider over some stray shots, some even grazing him. He swoops in near Ripper's pod and takes a peek inside.

Going off the picture, I'd like to see if his powers are technological.
Tech Awareness: 1d20 + 7 ⇒ (9) + 7 = 16 vs. DC10

He'll use either Robo-Control to take control or Machine-Control to shut his enhancements down if it turns out his enhancements are tech-sourced.
If the notice check turns up negative, he will power stunt his healing ability to repair the stasis pod.


Hero Points: 1 | Damage Condition: 2 | Status conditions: | Fatigue Condition: 0 | Defense: 18 FF Def: 14 KB-5 | Saves T: 10 F: 8 R: 7 W: 7 | Init: +4 | Notice: +8 (Sense water-based fluids (acute, penetrating))

Round 3 Init 7.
Location:Impoud yard
Modifiers
Hero Points: 1
Damage Condition: 2
Status Condition:
Fatigue Condition:
Feats:
Powers: Waveriding, Motion Blur, Water Slam

With Priest dealing with Ripper for the moment, she turns her attention to the sky. Zig-zagging around the yard, she blasts up at the air cavalry.

Waveform wrote:

Move Action zooming around the yard. [Standard Action Attack Water Slam (+8 (DC 25 Toughness) T. Water Slam: 1d20 + 8 ⇒ (7) + 8 = 15


OMNIPOTENT OMNIPRESENT NARRATOR

Rippers Powers are a mutated human that is augmented technology with implants and such.

Ripper Fortitude Save vs Robo/Machine Control DC 18: 1d20 + 12 ⇒ (19) + 12 = 31

As the Water Slams into one of the Air Calvary taking him out of the air.
Did you forget they were minions so you can take 10 to hit them?

Air Calvary Toughness Save: 1d20 + 7 ⇒ (16) + 7 = 23


OMNIPOTENT OMNIPRESENT NARRATOR

Viper Agents
Round 3 Init 6.
Location: Impound Yard
Modifiers
Hero Points: NA
Damage Condition: NA
Status Condition: NA
Fatigue Condition: NA
Feats: None
Powers: None

As the two squads begin to shrink from casualties caused by the heroes and AEGIS agents they fall into one squad of 12 Agents

They will continue to fight it out on all fronts sending five shots at the AEGIS agents while firing one shot at each of you.

Viper Agents Autoblaster on Invictus: 1d20 + 5 ⇒ (2) + 5 = 7
Viper Agents Autoblaster on Iron Golem: 1d20 + 5 ⇒ (6) + 5 = 11
Viper Agents Autoblaster on Techno Priest: 1d20 + 5 ⇒ (11) + 5 = 16
Viper Agents Autoblaster on Broadway: 1d20 + 5 ⇒ (17) + 5 = 22
Viper Agents Autoblaster on Waveform: 1d20 + 5 ⇒ (6) + 5 = 11

The shots ring out hitting both Techno Priest and Broadway.
Techno Priest Toughness Save DC 23: 1d20 + 9 ⇒ (2) + 9 = 11
Broadway Toughness Save DC 23: 1d20 + 13 ⇒ (7) + 13 = 20

Techno Priest slumps over as his body is riddled with energy blasts. Staggered + Stunned

Broadways force field takes the brunt of the blast but it still rattles Broadway some. Take 1 bruise


OMNIPOTENT OMNIPRESENT NARRATOR

Round 3 Roundup

Dr Quark was able to collect some important technical parts from the chopper to help with the investigation.

Broadway took out an agent with his vertigo powers.

Golem recovered from the Damages of the previous round.

Invictus stopped the fuel truck from blowing up most of the compound.

The Air Calvary busted out of the sound ball and blasted Waveform.

Techno Priest tried to take over some of Rippers Systems but failed.

Waveform took out one of the Air Calvary with a water slam.

The Viper Agents formed into one squad and were able to stun and stagger Techno Priest.

Rippers Stasis field and containment unit is fully shut down and he is beginning to become fully conscious and aware.

AEGIS was able to take down a couple more Viper Agents.


OMNIPOTENT OMNIPRESENT NARRATOR

AEGIS Vehicle Storage Facility
Initiative Order
Round 3
Quark 24
Broadway 23
Golem 20
Invictus 20
Air Calvary Agent 15
Priest 12
Waveform 7
Viper Agents 6
Ripper 2


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

Invictus scanned the battlefield as he flew the driver to safety. AEGIS was beginning to hold their own against the reduced number of VIPER agents, that was a plus in their side.

Ripper coming out of stasis was a bad thing, Invictus tapped his comm. "Bonham, your guys are going to have to hold the line and keep VIPER off of our backs. Ripper's going to take all of our attention!", with that he switched back to the New Guard channel.

"Alright guys, here we go. We need to remove Ripper from the equation before he has a chance to boost up to a Gamma level threat. Golem, I'm going to ground him, and then try to assist you in restraining him, we need to go for the grapple. Broadway, I need you to hit him with your most disorienting sonic scream once Golem and I have him tied up. Then Priest, it's up to you, we need you to scramble his implants, it's our only real chance here. Go!"

OOC wrote:
Some in-character table talk! Essentially I think a good plan is going to be have Invictus Heroic Inspiration for Improved Trip, and then Surge for a 2nd standard action, Trip him, and then use his lowered defense to Power Attack with a team check to add to Golems Grapple. Golem follows form, Grappling when he is at lowered defenses (prone) for a hella Grapple check. Once he is grabbed (and hopefully defenseless), Broadway power stunts for a Stun attack resisted by Will, and tags him with it, and then Priest comes in and disables his neural implants, which is really a descriptor for hitting him with a Power Stunted Damage effect resisted by Will. Quark and Waveform, maybe assist with team attacks for either Broadway or Priest.


Damage Condition: None Fatigue Condition: None Hero Points:1 Def: 15 FF Def:13 |Saves T:+4 IT: F:+9 R:+11 W:+13 |Init:+4 |Notice:+12 Sonar(Blindsight): Hearing
Invictus wrote:
Some in-character table talk! Essentially I think a good plan is going to be have Invictus Heroic Inspiration for Improved Trip, and then Surge for a 2nd standard action, Trip him, and then use his lowered defense to Power Attack with a team check to add to Golems Grapple. Golem follows form, Grappling when he is at lowered defenses (prone) for a hella Grapple check. Once he is grabbed (and hopefully defenseless), Broadway power stunts for a Stun attack resisted by Will, and tags him with it, and then Priest comes in and disables his neural implants, which is really a descriptor for hitting him with a Power Stunted Damage effect resisted by Will. Quark and Waveform, maybe assist with team attacks for either Broadway or Priest.

What power feat changes the power to a will save? Might be worth Broadway investing in that feat for his stun as a whole.


Hero Points: 1 | Damage Condition: None | Status Condition: None | Def: 16 FF 11 KB: -5 | Saves T: 12 F: 7 R: 7 W: 12 | Initiative: +3 | Notice: +10 (Danger Sense: Mental), Mystic Awareness (Radius, Ranged, Mental), Uncanny Dodge (Mental)

It's not a feat, it is a +0 Extra, as long as the effect does not typically save vs. Toughness (if it does, then it is a +1 Extra). Basically, if you think that you would always want it to work against Will instead of Fortitude, you could change that without any actual cost.


Hero Points: 2|Damage Condition:None |Status Condition: None|Fatigue Condition: None| Def: 23 FF Def:17 KB:15 |Saves T: 5 F: 10 R: 13 W: 10 |Init:+0/+12 |Notice: 9 (microscopic, x-ray vision)

Round 3 Init 24.
Location: AEGIS Hangar
Modifiers
Hero Points: 4
Damage Condition:
Status Condition:
Fatigue Condition:
Feats:
Powers: Shrinking Minuscule Power stunt alternate power to Growth (Gargantuan)

Hold on a minute, Invictus, if we are just trying to restrain the guy, there is something I have been wanting to try. Where is this guy exactly?

Quark rushed out of the hangar into the bright afternoon. Moving toward Invictus and Golem, he relaxed the spot between his brows where he imagined the tension of shrinking. He knew that his mass changed when he changed size, and that mass had to go somewhere. He had felt out that connection, and believed he could draw mass from wherever that was.

Reaching into another dimension, he pulled matter forth, carefully building his form larger and larger as he moved toward the carrier. Grown to great size, he reached into the transport to grasp the containment pod.

Dr. Quark wrote:

Move Action Move at superspeed 3 to transport Free Action Change size to Gargantuan with power stuntStandard Action Grapple Check Attack Grapple (+29) Grapple: 1d20 + 29 ⇒ (8) + 29 = 37


Hero Points: 2 + Luck 2|Damage Condition: None |Status Condition: None|Fatigue Condition: None| Def:15 FF Def:10 KB:-15 |Saves T:13 IT:7 F:- R:+6 W:+9 |Init: +0|Notice: +11

Round 3 Init 20.
Modifiers
Hero Points: 4
Damage Condition: N/A
Status Condition: N/A
Fatigue Condition: N/A
Feats: All-Out Attack
Powers: Array=Animate Object, Possession

Golem moves toward Ripper and holds completely still, ready to spring on Ripper at the slightest hint of movement.

Quote:
Move action to move to Ripper, Standard action ready to hit ripper as soon as he is tripped, using All-out attack to increase his chance to hit with his attacks.


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)
OOC wrote:

As I may not be able to post until Sunday, I will place my actions into Spoiler blocks. One for if Quarks Grapple is Successful, and another with my original intent, should Quarks Grapple fail.

Round 3 Init 20
Location: AEGIS Storage Facility
Modifiers
Hero Points: 3 Luck Points: 2
Damage Condition: Bruised (x2)
Status Condition: See Spoilers.
Fatigue Condition: See Spoilers.
Feats: See Spoilers.
Powers: See Spoilers.

If Quark's Grapple is Successful:

Status Condition: Distracted & All Out Attack. No Dodge Bonus. Def 9
Fatigue Condition: Fatigued beginning of Next Round.
Feats: Power Attack (5), All Out Attack (5)
Powers: Power Stunt.

As Dr. Quark, now thirty feet tall, reached out and grabbed Ripper with both hands, Invictus adjusted his plan. "Now Golem, while Quark has him pinned, hit him as hard as you can!"

With that Invictus reached down deep into his reserves of power, calling on all the potential locked within his genetic code. He tapped in Centurion's speed, strength and power. He threw a flurry of punches, each punch creating a successive sonic boom, reverberating across the facility as each blow hammered into Ripper's pinned form.

OOC wrote:

Since it's legal in Tales from the Watcherverse, power stunting my Speed & Strength Array to the following: Super Sonic Flurry (Strike 2) (Alternate; DC 27, Feats: Improved Critical 4 (Super Sonic Flurry (Strike 2)); Autofire 3 (interval 1, max +10); Distracting; Mighty; Custom (Inaccurate: -2 to Attack Check)). Giving me a +6 Attack Check & a Damage value of +12.

As Ripper is successfully pinned, he loses all Dodge Bonus and is -4 on his base Defense. I will Power Attack & All Out Attack for full effect. Super Sonic Flurry Attack Check: 1d20 + 6 ⇒ (17) + 6 = 23 Assuming a total Grappled Defense of 3 or less this is a Crit, results in the full +10 from Autofire, and with a Power Attack will force a Toughness Check DC 47 (15(base)+12(Damage Effect)+5(Power Attack)+5(Critical Hit)+10(Autofire Bonus))

If Quark's grapple is unsuccessful:

[/ooc]Status Condition: Distracted & All Out Attack. No Dodge Bonus. Def 9.
Fatigue Condition: Fatigued beginning of Next Round.
Feats: Power Attack (5). All Out Attack (5.)
Powers: Flight>Super Strength[/ooc]

Invictus watched in awe as the normally diminuative Doctor grew to thirty feet tall and attempted to grab the Ripper with his massive fists. Unfortunately the monstrously strong beast threw off the Doctors best attempt.

"Good try Doctor, lets take him down together!" With that Invictus launched himself into the air and circled the field at super sonic speed, a sonic boom washed over the storage facility as he dove in and clipped Ripper behind his knees with an outstretched arm, he then reversed his speed wrapped his immensely strong arms around the monsters waist, throwing him into a clinch allow Golem to more easily restrain him.

OOC wrote:

I am going to use my roll in the first spoiler for my initial attack. I am using a Hero Point for Heroic Inspiration, and taking the Improved Trip feat. I will switch my array to Super Strength and then I will combine Power Attack & All Out Attack to make a Trip Attack. Assuming a 25 hits (dice roll of 17+8 Unarmed) then my Strength Check would be 10(base Strength)+6(Super Strength)+4(Improved Trip) for a total of Contested Strength Check for Trip: 1d20 + 20 ⇒ (8) + 20 = 28. Assuming that is successful, he is Prone & -4 Defense against Golem's Grapple Check.

Invictus will then Surge for a 2nd Standard Action, and make a Grapple Check himself using the only All Out Attack modifiers, but I am using the attempt as a Combined Attack, allowing my bonus to stack with Golems. Combined Grapple Attempt: 1d20 + 13 ⇒ (14) + 13 = 27. If that is successful Golem gets a +2 to his Grapple Check (the resisted portion, NOT, the initial hit check (hopefully the trip helped with that). Hint for Golem, if the Trip is successful, then I would Power Attack so you get a bonus on the Grapple Check in addition to my +2.[/ooc]


Hero Points: 2 + Luck 2|Damage Condition: None |Status Condition: None|Fatigue Condition: None| Def:15 FF Def:10 KB:-15 |Saves T:13 IT:7 F:- R:+6 W:+9 |Init: +0|Notice: +11

Ok So Quark and I posted about the same time but his action occurred before mine. If he is grappled than I would hit Ripper as hard as I can. If not I will try to grapple him. Not sure if Power Attack would help with the Grapple or All-Out Attack.


Damage Condition: None Fatigue Condition: None Hero Points:1 Def: 15 FF Def:13 |Saves T:+4 IT: F:+9 R:+11 W:+13 |Init:+4 |Notice:+12 Sonar(Blindsight): Hearing

Round 2 Init 23.
Location:Aegis
Modifiers
Hero Points: 3
Damage Condition:bruise 1
Status Condition:
Fatigue Condition:
Feats:Attack Focus Range +4, Power Attack 3 , move by attack
Powers:Stun vs Will

Broadway moves in, and tries to hit Ripper with high pitched shriek, overwhelming his senses, and then moves out of reach.

He will also take a look to see if any of the equipment looks like it just needs to be reconnected, or if it's truly busted. Notice: 1d20 + 12 ⇒ (1) + 12 = 13

Broadway wrote:

Free Action Your Free Action Move Action Move close to Ripper[Standard Action Your Attack Action. Attack Synapse Overload(+XX (+X base +/- Modifiers) Attack, DC 21 vs Will (DC 18 base, +3) Type of Save). Attack Check w/Synapse Overload: 1d20 + 6 ⇒ (13) + 6 = 19


OMNIPOTENT OMNIPRESENT NARRATOR

New Guard this is Agent Bonham there is no help I can send you guys the Arsenal is a couple hours away and the Freedom League is MIA so its up to you guys. Ripper can recover at an Amazing Rate like within moments of him being damaged, so make sure you get him in one of the Meta Human Containment Vehicles there at the compound.

Ripper is still technically incapacitated so the grapple check will work automatically, so he is grappled by Dr Quark

Broadways Stun effect
Rippers Toughness Save DC 21 : 1d20 + 14 ⇒ (18) + 14 = 32

Invictus and his can of Whoop A$$
Rippers Toughness Save DC 47 : 1d20 + 14 ⇒ (3) + 14 = 17

From the beating he took at the hands of Invictus he is Unconscious

From the rule of cool Dr Quark and Invictus both get a hero point


OMNIPOTENT OMNIPRESENT NARRATOR

Viper Air Calvary
Round 4 Init 15.
Location: In the Air at AEGIS Compound
Modifiers
Hero Points: NA
Damage Condition: NA
Status Condition: NA
Fatigue Condition: NA
Feats: Favored Environment Air +3 to hit Power Attack -3/+3
Powers:

The Air Calvary turn their Attention to the 40 foot hero grappling their perceived Ace in the hole and open fire on him.

Air Calvary Attack vs Dr Quark: 1d20 + 7 ⇒ (4) + 7 = 11
Air Calvary Attack vs Dr Quark: 1d20 + 7 ⇒ (14) + 7 = 21
Air Calvary Attack vs Dr Quark: 1d20 + 7 ⇒ (13) + 7 = 20
Air Calvary Attack vs Dr Quark: 1d20 + 7 ⇒ (2) + 7 = 9
Air Calvary Attack vs Dr Quark: 1d20 + 7 ⇒ (3) + 7 = 10

All 5 shots hit his current Def of a 7

Dr Quark Toughness Save DC 26 : 1d20 + 16 ⇒ (14) + 16 = 30
Dr Quark Toughness Save DC 26 : 1d20 + 16 ⇒ (18) + 16 = 34
Dr Quark Toughness Save DC 26 : 1d20 + 16 ⇒ (14) + 16 = 30
Dr Quark Toughness Save DC 26 : 1d20 + 16 ⇒ (19) + 16 = 35
Dr Quark Toughness Save DC 26 : 1d20 + 16 ⇒ (20) + 16 = 36

And They all bounce off him like they nothing.


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

Round 3 Init 12.
Location: A few feet from Ripper's pod
Modifiers
Hero Points: 2
Damage Condition: 2 Bruises
Status Condition: Stunned & Staggered
Fatigue Condition:
Feats:
Powers: Machine Control to operate containment vehicle

Burning the necessary HP to clear the stunned & staggered conditions.

Another volley of VIPER fire brings him to his knees. Once down, he rolls to take cover behind Ripper's pod and flashes through the nearby vehicles until he picks up on the containment vehicle.
Golem, cover me! I'm gonna be vulnerable while I do this.
He then assumes control of the vehicle and begins to move it to his location.


OMNIPOTENT OMNIPRESENT NARRATOR

Viper and AEGIS Agents
Round 4 Init 6
Location:AEGIS Compound
Modifiers
Hero Points: NA
Damage Condition: NA
Status Condition: NA
Fatigue Condition: NA
Feats: NA
Powers:

With the Charge of The New Guard and Bonham pushing them on the AEGIS agents got a second wind and charged into the Viper Agents and overwhelm the Agents after a few flurries of fist and fire.

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