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Wayne Kyle-Lane Bruises/Wounds: 0/0; Hero Points 2/2; Conditions: None
Doctor Icarus wrote:
I'll take the advice and spend a hero point for dodge.

I was actually advising Dottie, but dodging is often a good idea.


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

I don't have a hero point. I'm not in a secret identity, so I didn't get one. Unless we started with hero points that I wasn't aware of, but I didn't think we got any until we earned them.

ETA: I just realized I used the wrong bonus for my Fortitude save--it should have been +8. Still it succeeded sufficiently to stabilize her.


Wayne Kyle-Lane Bruises/Wounds: 0/0; Hero Points 2/2; Conditions: None

Everybody starts with one hero point.


Male Human

Having brought a lot of attention to himself and getting shot in his secret identity and made a fool of himself, Mal saw a bunch of others (some in costume) seeming to handle the villains somewhat handily. So he decided to stay down and pretend to be an idiot innocent bystander that had gotten himself shot, and stays down along with all the other non-heroes and villains in the crowd.


Male Human Gadgeteer

Once Jeb reached Mal he tried to speak in a steady voice. "Come on their letting me get you out of the line of fire. Apparently they agree you dying wont help their prospects." As long as Mal doesn't resist Jeb will try to help get Mal out of the lobby area.


Mothman Gene Steverson wrote:
Seeing Bird Man about to drop Harnes into the van, Mothman charges at him hoping to slam the bird unconscious.

This should be a 20, right? d20+5 +2 for charge?

Bird-Man Toughness: 1d20 + 4 ⇒ (4) + 4 = 8

Mothman slams into Bird-Man in a clash of theriomorphs, catching the Bird on the chin, knocking him unconscious. Bird-Man falls to the floor.


Just Nite Owl left, unless Dottie wants to spend the Hero Point she didn't know she had.


male Human Eccentric Millionaire

Xavier lands and springs towards the Ape Man. Seeking to land feet first and knock the man down.

Attack: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

I might think it's wiser to save it for later, but Dottie doesn't want to go down so easily...

Spend Hero Point to reroll Toughness, DC 23: 1d20 + 6 ⇒ (19) + 6 = 25

The claws slash at Dottie's face, and she flashes back, briefly, to the all-too-long-ago days at school, and for a moment, sees herself pummeled to the floor, sent bleeding and reeling by a lightning fast competitor.

Then she remembers it's 90 years later and she's still here, and that tiny trickle of blood drawn by the kitty is nothing compared to far worse torments she's survived.

She grins broadly at the Cat. "You're tougher than I thought. Congratulations, I guess I don't have to hold back."

She holds down the trigger and empties a good part of the clip aimed in the Cat's direction.

Attack, Autofire: 1d20 + 6 ⇒ (3) + 6 = 9

Moment of awesome, moment of defeat.

The gun misfires, however, and she struggles to hold it in place so that the weapon spray does not strike the grenades in the truck. She misses the Cat, but hopefully she also doesn't manage to blow herself, the Bat, and the Cat up.

"Well, that was embarrassing."


Nite Owl misses, and provokes the readied action from Ape-Man and his shotgun.

Ape-Man: 1d20 + 8 ⇒ (8) + 8 = 16

For the second time in a matter of seconds, the blast of the shotgun reverberates through the room, the slug passing through the space that Nite Owl has just vacated.

So we currently have Batman and Dottie engaged with Cat-Man inside the armored car. Bird-Man is down next to the passenger side of the car, where Mothman has just knocked him out. The target is standing next to the open passenger door.

Cat-Man decides not to risk being filled with bullets and attacks Dottie's newfound joy...

1d20 + 8 ⇒ (17) + 8 = 25

Machine Gun toughness vs. DC 23: 1d20 + 8 ⇒ (5) + 8 = 13

So the machine gun is "disabled" and no longer functions

...cutting through the barrel with his sharp claws, leaving Dottie holding a really nice club.

At the front of the vehicle, Mothman sees a man wearing a cloth skull mask lean from the passenger seat and grab the developer, pulling him into the vehicle. There appears to be no one driving the vehicle, and in fact there isn't even a steering wheel.

The armored car engine roars, launching the vehicle toward the street.

Dottie and Batman need to make Reflex saves DC 10 or be tripped as the car jumps forward.
Cat lands on his butt, not on his feet.
Cat-Man Reflex save: 1d20 + 6 ⇒ (1) + 6 = 7


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

Reflex DC 10: 1d20 + 10 ⇒ (3) + 10 = 13

Dottie adjusts to the sudden movement. Looking at the now-stub of a gun in her hand and sighs. "That's the problem with toys, easily broken." She tosses it away and dives at the now-prone Cat-Man, punching him in the face while attempting to hold him down while he's already off his feet.

Am I reading right that I need to succeed on a normal melee attack first, THEN roll grapple separately (rather than just make 1 grapple attempt?) (Sorry, used to Pathfinder, and M&M3 does it differently as well, and it's been awhile since I played this edition.) If so then I'll use my Improved Grab feat to try to deal damage with the initial attack roll, since I've got to make a melee attack anyway.

Melee Attack vs prone opponent: 1d20 + 8 + 4 ⇒ (8) + 8 + 4 = 20

Hopefully that hits. DC 17 Damage. Grapple roll below also only applies if first attack hits.

Improved Grab, Grapple attempt: 1d20 + 13 ⇒ (13) + 13 = 26

And if that succeeds, I'd like to apply the "pinned" effect. Dottie has Improved Pin so it's -4 to escape.

"So Bat-guy, you know these fellas, or was there an invitation to wear animal costumes that I missed?"


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

Sorry: can I also start applying my Chokehold feat suffocation damage? I thought that would start the next round, but re-reading the rules, it looks like everything initiates as soon as the pin is applied, and the pin can be applied with the initial successful grapple check, so it all starts at once. If so he needs to make a DC 10 Fortitude save or fall unconscious.


Yeah, it is old school 3.5 grappling. Your interpretation is all correct. You can start the suffocation, which takes forever, unfortunately.

Cat-Man Toughness: 1d20 + 3 ⇒ (2) + 3 = 5So he is staggered and stunned. You pin him and begin the choking.


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

According to Green Ronin, chokehold is a blood choke that immediately begins triggering the saving throws. The target doesn't get time to hold their breath. (Presumably because this is an actual martial arts chokehold where you're pressing on veins to block blood flow to the brain, rather than cutting off their airflow.)


Good. That's way better.


Cat-Man Fort save: 1d20 + 5 ⇒ (5) + 5 = 10 So he is not unconscious yet.


Wayne Kyle-Lane Bruises/Wounds: 0/0; Hero Points 2/2; Conditions: None

reflex save: 1d20 + 9 ⇒ (12) + 9 = 21

He seems to anticipate the shifting motion of the van and keeps his feet. There's a soft "Wow" as Dottie pulls out her wicked MMA moves. "Fashion innovators always spawn cheap knockoffs." He punctuates this with a swift blow to take down the Cat.

attack: 1d20 + 10 ⇒ (20) + 10 = 30 With him staggered, stunned and grappled, I assume that this gets the full +5 for autofire on top of the crit. That's a DC 31 toughness save against somebody that seems to be a roll with it guy. Teamwork for the win. Dottie will probably feel the vibrations and know that this isn't just a normal blow.

If Cat-Man is knocked out.
"We need to get to the cab. Would you like a hand?" He'll motion for to climb on his back if she's game. The wings should give her good handholds.

Dottie and I should have a move action left. That would let her climb on my back and me to wall-walk along the van up to the cab. I'm trying to be sneaky and I'll add in acrobatics because it's moving.

stealth: 1d20 + 16 ⇒ (13) + 16 = 29
acrobatics: 1d20 + 9 ⇒ (14) + 9 = 23


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

If the Cat is indeed unconscious

Dottie watches the Bat knock the Cat out cold and grins. "You're fun."

She looks at him as he climbs out. "Tell you what. You take the outside and I'll..." she begins removing the claws from the Cat's hands that so easily cut her rifle in half. "See if I can cut my way in from the inside. Then we can flank whoever's in there."


Cat-Man is out cold.

Dottie slips off his heavy gloves. Strike 6 Mighty, Penetrating. Dottie might recognize adamantium?


Male Human

Mal gave the Doctor a blank look and then nodded, accepting the assistance to get out of the dangerous situation. "Thank you."


I'm assuming Knack and Doctor Icarus are using their round to get to cover and begin suiting up. That leaves us with Mothman and Knight Owl before villains turn.


Male Human Gadgeteer

Yeah I was just holding out to see Knack's response as to whether he'd be accepting assistance.

Jeb helped Mal out of the lobby area and into one of the offices of a friend. Once in the office he opens a drawer and takes out some paracetemol before sighing "That's all Mac's got sorry. By the way these guys are making noise I expect someone has already alerted the authorities, they're looking to smash and grab. The cops and ambulances should be here soon. I'm going to try and get some stuff that might help but you should stay here. By the way you are moving it doesn't seem like any huge damage was done."

Not recognizing Mal's protection he assumes the shot must be a flesh wound and darts from the office down the corridor towards his gear. Unknown to him Mal will surely be getting his own gear to deal with these corrupt champions of cacophonous calamity.


male Human Eccentric Millionaire

"Monkey Man needs more pratice" Xavier said as he ricocheted from his landing and took another leap. He charged towards the masked man seeking to connect a blow on this shot gun welding bastard.

attack: 1d20 + 5 ⇒ (3) + 5 = 8


Male cursed human

Mothman takes off trying to keep the vehicle in sight so as to be ready to attempt to divert it from the homeless should this be the time that he's foreseen.


Mission accomplished and several of his squad unexpectedly lying on the floor, Ape-Man leaps for the departing armored car. With a powerful leap, he crosses the lobby, grabbing onto the top of the car with one hand as he swings down into the back of the armored car. He is surprised to find Batman on top of the car, and Dottie within. Seeing Cat-man down and Dottie donning his claws, Ape-Man takes a defensive stance. Dottie no doubt recognizes the style as Aikido.

Not writing well, so just to clarify, he takes a move action to get to the back of the car, then a standard action for Total Defense, raising his Defense by 4 for the round. He is also still holding a shotgun.

The armored car continues to roll, lurching across the sidewalk, side-swiping a car as it turns into traffic. The skull-masked villain inside manages to close the door and secure his hostage.

Remember that the armored car has no driver

So currently, I believe we have Mothman in flying pursuit, Batman on the roof of the vehicle, Dottie inside the vehicle with Ape-Man, and Nite Owl, Doctor Icarus, and Knack still in the Oracle building.

New Round


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

Seeing the ape make no immediate moves and strike a defensive posture, Dottie chooses to risk ignoring him for the moment so she can stick to her plan (especially since Batman will be expecting her to have done it). With the one clawed hand, she strikes the center of the wall between the back of the truck and the cab, hoping to tear a hole in it.

Per the "breaking objects" section in combat, the object "auto-rolls" a 5 on its Toughness, so if the object's Toughness +5 is less than 23, then she breaks it. Full-round action, so she's done.


Armored car toughness is 12, so I'd say the partition is destroyed. Dottie cuts her way into the cab of the armored car.

Dottie cuts her way into the cab of the armored car. It isn't quite as good as a hot knife through butter. More like a a saw through a thick rubber hose. Nonetheless, the sharpness and strength of the claws is impressive. Inside the cabin, Dottie sees a man in black tactical gear wearing a white cloth mask. Something like a cross between Crossbones and Taskmaster. Next to him is an unconscious computer programmer.


male Human Eccentric Millionaire

Seeing his fighting prowess not going to well he switches tactics. With confidence born of sheer will, he walks up to the ape man.

"I'd Surrender now before I really have to get serious, and trust me you won't be able to handle me when I am serious!"

intimidate: 1d20 + 12 ⇒ (10) + 12 = 22
Its worth a shot maybe I can scare this guy enough to lay down his arms


GM SuperTumbler wrote:


Not writing well, so just to clarify, he takes a move action to get to the back of the car, then a standard action for Total Defense, raising his Defense by 4 for the round. He is also still holding a shotgun.

The armored car continues to roll, lurching across the sidewalk, side-swiping a car as it turns into traffic. The skull-masked villain inside manages to close the door and secure his hostage.

Remember that the armored car has no driver

So currently, I believe we have Mothman in flying pursuit, Batman on the roof of the vehicle, Dottie inside the vehicle with Ape-Man, and Nite Owl, Doctor Icarus, and Knack still in the Oracle building.

New Round

Nite Owl, you can't walk up to Ape-Man. He is in the back of the armored car careening down the street.


male Human Eccentric Millionaire

Oh I thought he was left at Oracle. My bad, I guess this would be me jumping at him in the back of the car


Wayne Kyle-Lane Bruises/Wounds: 0/0; Hero Points 2/2; Conditions: None

Facing forward, he hears the echoes of the ape guy go into the van, but he's followed by the guy scrapping with him earlier. He figures that that situation is handled for the moment and goes along with the plan.

He clings to the van with his wings spread out along the roof and lays his forehead on the windshield. There's a light hum and the armored glass shatters.

Same as Dottie. Full round to auto-destroy the windshield. DC 21 > Toughness 17


Male Human Gadgeteer

If Jeb got a hero point for being in his "secret identity" (I wonder how long that will last) he'll be spending it to get his gear on


Male cursed human

Not content with just following the van, since it's going to explode as it gets nearer the homeless shelter, Mothman decides to try to cut the van off by flying over the buildings that the van has to drive around. His purpose is to reach the homeless shelter in hopes of scaring everyone off.


In the cab of the armored car, Whiteskull is having a bad day. There is a madwoman cutting into the cab from behind and some nut in a bat suit just smashed the windshield. He glances at his hostage, then slams his elbow backwards into Dottie.

Unarmed Attack: 1d20 + 13 ⇒ (20) + 13 = 33

Dottie Toughness DC 23: 1d20 + 6 ⇒ (1) + 6 = 7

Dottie takes the elbow to the chin and collapses, unconscious.


Seeing Batman through the various holes in the vehicle, Ape-Man takes aim and fires his shotgun.

"Whiteskull, duck!"

Ape-Man Attack: 1d20 + 8 ⇒ (17) + 8 = 25

Batman Toughness vs DC 21: 1d20 + 10 ⇒ (1) + 10 = 11

I'll leave that open in case Batman wants to do something about that roll.

Mothman darts ahead, scanning the side streets and the street ahead for the buildings from his vision.

Mothman Notice Check: 1d20 + 7 ⇒ (10) + 7 = 17

Two streets up, down a street to the left, he sees a long strand of people standing on the street, waiting in line to get into a building. Blocking this intersection to prevent the car from turning would almost certainly prevent his vision.


New Round


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

Am I just unconscious or do I need to make any Fort saves?


Male Human Gadgeteer

As he hastily finished securing his gear Jeb looked out the window and through the office door he had entered in through. Out the window he had seen the van careening away that the villains had used. Back the door lay to the one who was using his tech but he had already been laid out and would likely make a speedy escape avoiding further conflict, those in the van may yet cause trouble.

Securing his goggles he sighed, maybe the cops would get to him before he woke up but if he didn't help those masked vigilantes with these villains people might get hurt. The bird would have to wait. Checking his belt and sliding the window open he lamented never having started the thing from an elevated position. He dove through the window and grinned and he took off just like he had practiced hoping to catch up with the van before too long and throwing an eye behind him every now and again in case birdbrain would get back up even sooner and ambush him from behind.


Wayne Kyle-Lane Bruises/Wounds: 0/0; Hero Points 2/2; Conditions: None
GM SuperTumbler wrote:
I'll leave that open in case Batman wants to do something about that roll.

Why yes, I'd like to avoid getting my face blown off. That's what Hero Points are for.

toughness: 1d20 + 10 ⇒ (3) + 10 = 13 Since it's a Hero Point reroll, the 3 becomes a 13. A total of 23 points saves.

He pulls his head up enough for just a few pellets to graze him. "Aw, thanks for the warning! But my name's not Whiteskull." He then reaches into the cab to grab the unconscious programmer. He'll pull him free and then let his wings catch the air, flying off of the van. Taking their main target would get them following him.

grab: 1d20 + 7 ⇒ (15) + 7 = 22 I also have move by action to get into the cab, grab, and pull away.


male Human Eccentric Millionaire

In the back of the van he notes that the Ape Man turns to take care of the other attackers. NOt one to miss the opportunity he makes a little jump and kicks at the Ape-Mans' back.

attack: 1d20 + 5 ⇒ (16) + 5 = 21


Male cursed human

Mothman begins to block the corner by looking for cars, garbage dumpsters, and the like.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8


Ape-Man Toughness: 1d20 + 10 ⇒ (14) + 10 = 24Hitting Ape-Man is like kicking a large rock. He shrugs off Nite Owl's blow.


Mothman can easily find a dumpster to roll into the street to block the way, even with such a terrible roll.

Batman grabs the kidnapped programmer and spreads his wings.

Rules question. Batman has only a 12 Str, right? So his heavy load is only 130 pounds. That would mean this programmer, who let's say weighs 180, puts you above heavy but under max. So you can pick him up, but your move is limited to 5 ft? Unless I'm missing something on your sheet, or something else.


Wayne Kyle-Lane Bruises/Wounds: 0/0; Hero Points 2/2; Conditions: None

Yep, that's right. I'm using the speed of the car to separate us instead of my move.


The armored car careens down the street, attempting to turn and slamming into the dumpster. The vehicle slews sideways and up onto the curb, slamming into the corner building, well short of the line of people.

Whiteskull opens the driver side door, since the passenger side is pressed against a building. He glances back at Batman, but decides that today is not his day. He runs down the street toward the soup kitchen, attempting to disappear.

Whiteskull stealth: 1d20 + 11 ⇒ (18) + 11 = 29

Ape-Man lacks Whiteskull's stealth, but still attempts an escape. He rolls onto the top of the van and leaps to the second floor of the building, scaling the outside like a miniature King Kong.


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Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

Dottie drools onto her broken machine gun.


Wayne Kyle-Lane Bruises/Wounds: 0/0; Hero Points 2/2; Conditions: None

Notice: 1d20 + 15 ⇒ (11) + 15 = 26

Batman loses the guy from the van in the crowd. He's tempted to go after the Ape, but we have two unconscious people to take care of. He drops down and lays the programmer down, looking to see if Dottie and the Owlguy made it through.


Male cursed human

Mothman charges at the ape man attempting to catch him in his grip and tear him away from the building he's climbing on.

grapple attack: 1d20 + 8 ⇒ (8) + 8 = 16


Male Human Gadgeteer

Let me know when Icarus catches up and ye can start cleaning up these corrupt criminals... volturing everyone's collars when the heavy lifting is done.


With his flight speed, Icarus should be able to get to the Ape in a move and still have a standard action.

Mothman Grapple check: 1d20 + 15 ⇒ (7) + 15 = 22
Ape-Man resist Grapple Check: 1d20 + 15 ⇒ (18) + 15 = 33

Mothman moves in and grabs Ape-Man, but the Ape themed mercenary shoves the monster away.

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