Old School Marvel Superheroes Campaign

Game Master Bill Kirsch

Harken back to the days of the 1980's when TSR created a brand new RPG based on the Marvel Universe. Set up your FASERIP, attempt your Power Stunts, hope for at least a Green, and always track your Karma!


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Female Altered Human Sheet

As she returned to the fray, Whippoorwill saw the brief exchange between the newcomer and the one on the ground. She got a better look at the one in the air manifesting a strange dark energy, and saw the homemade costume, complete with sport pads.

New York, she shook her head. This is where you go to get into the hero business.

She gained altitude to catch sight of the one with the tail near the stage. Intuition: 1d100 ⇒ 1 White

Completely losing track of the other one, she instead focuses on rescue, and descends to the roof of the castle to help the last victim trapped. Hi, I'm here to help. Hold on and I'll get you out of here. She coaxes the remaining woman from her death grip on the wall.


Reason EX
1d100 ⇒ 91 Yellow


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

Now hold on, Whippoorwill, the bad guys get to go, too! ;-)


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

Okay, rest of Turn 2:

Blacklight: Attempts to stun Bad Guy #1 and fails.

Bad Guy #1: Who the hell are you supposed to be? Cloak can't fly!
He takes a potshot at Blacklight again, ignoring the castle. 1d100 ⇒ 78YELLOW! Bullseye! You feel like your body's about to shake itself apart and take Am(50) Force damage.
Heh. That's what you get when you mess with the Shocker!.

Bad Guy #2: Seeing that Shocker seemingly has his foe in hand, he focuses on the Whippoorwill. You should stay out of this, lady. It don't concern you. A blast of energy erupts from the tail and 1d100 ⇒ 89YELLOW! Bullseye! You grunt in pain as you take Rm(30) force damage. Now fly away, little birdie, before I get serious.

Turn 3:

Whippoorwill valiantly ignores the attack and attempts to rescue the final civilian, landing near her as the roof begins to crumble!

Civilian Strength check: 1d100 ⇒ 73GREEN! The older woman somehow manages to hang on. She reaches out towards her savior with one hand. Whip, you will be +1CS to grab her on your next attempt. AFTER the villains go again. You've used up your actions this turn.

Blacklight: Your move.

Okay, O and W, make one more movement roll. Result will determine if you arrive in Turn 4 (RED or YELLOW), Turn 5 (GREEN), or Turn 6 (WHITE).

Stan: You are racing as fast as you can, but it's gonna be awhile.


male Altered Human Health: 40 Karma: 50

Using Karma:
Just need a hit so going for a Green on the Excellent(20) line.

Teeth chattering and arms shaking Blacklight lands a few feet away falling to a knee, and clutches at his stomach. "I don't know what your talking about... Shocker." Blacklight says with a grunt of pain. He did feel as if he had just gotten a massive shock.

"It's your turn to feel a little pain!" he adds sending another blast of darkness straight at the Shocker.

rolling to hit 1d100 ⇒ 52 # of stun rounds 1d10 ⇒ 8

EDIT:
Green without need of Karma so spent 10 points


No problem. I'm enjoying the show.


Female Altered Human health- 120 Karma- 20

Sure thing

Hyper-Leaping1d100 ⇒ 48GREEN!!!

Oddball bounces along not as bold as before but still manages to propel her self along


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

Turn 3:

Shocker: Attempts Endurance against the Stun Attack 1d100 ⇒ 4 WHITE! He collapses like a sack of potatoes and slides down the rocks into the water. Fortunately for him, the Turtle Pond is not that deep and he only slides in waist deep.

DM NOTE: I am keeping the number of rounds he is stunned private since your character would have no way of knowing how long he's out.

Bad Guy #2: Dammit, Shocker! You always did have a glass jaw. He attempts to blast Blacklight to even the odds as he makes his way closer to the edge of the pond. 1d100 ⇒ 19 WHITE! The blast passes harmlessly overhead. He growls in annoyance and continues to close with you.Let's see how well you hold up hand to hand.

Wolf: I need that roll to determine if you show up next turn.

Turn 4:

Whippoorwill: You're up! The roof is collapsing. It's now or never.


Endurance IN
1d100 ⇒ 30 White (Barely, dang it)


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

Ah, if only you had typed the little magic word that starts with a "K."

The colorfully garbed female begins to outdistance you with her leaps. You lose sight of her as she hits the trees on the southwest side of the great lawn.

Oddball2: Roll Initiative and I'll insert you into the action during Turn 5. Also make an Intuition roll to see what you observe when you arrive, and a Reason FEAT to see if you recognize Bad Guy #2.

Wolf: We'll see you in Turn 6.


Female Altered Human health- 120 Karma- 20

Initiative 1d10 ⇒ 2

Reason 1d100 ⇒ 91 Yellow

Intuition 1d100 ⇒ 20 White


Female Altered Human Sheet

KARMA time!

Grab: 1d100 ⇒ 20

Whippoorwill gathers the woman up in her arms and with a strained pulse of her wings carries her away from the crumbling structure. She dives down to the ground on the opposite side of the castle from the combatants, to avoid any further pot shots while she's busy rescuing.

Edit: I think that's 21 Karma spent. A green is all I need, right?


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

Correct. You earn 20 karma for the rescue, so you basically lose 1 point. ;-)

Whippoorwill disappears behind the crumbling structure with her rescued civilian just as the bulk of the castle collapses in a heap! A massive column of dust and debris spews into the air, blocking visibility on the south side of the pond.

One of the city's more whimsical landmarks is no more.

Blacklight, for the moment, it appears you are alone against the advancing villain. What do you do?


Female Altered Human health- 120 Karma- 20

Oops did that in a wrong order but still the same results


Wolf loses sight of the Oddballs but keeps on moving to the ruckus. He hopes Oddballs is still fighting when he arrives to at least have one ally there.


Female Altered Human Sheet

Whippoorwill sets the woman down as she takes a few deep breaths. Whew. She looks at the stunned and bewildered woman. Go! Keep moving.

She turns to watch the crumbling castle and plan her next move.

Hopefully you won't count this as an action. I'm just filling in some space while waiting for my next turn.


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

Nope. That's just good role-playing. ;-)

When it is your turn, you will be at -3 CS to spot things because of all the dust and debris.


male Altered Human Health: 40 Karma: 50

Getting quickly to his feet after the blast from the insect man's tail, Blacklight wastes no time forming a solid black baseball bat out of the dark matter he is now able to manipulate.

"Your in for a bigger surprise than you know," he takes and swings hard at the man's gut. But the Scorpian uses his tail to quickly catch the bat before the swing connects.

roll to hit 1d100 ⇒ 23 white


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

Hey, how do you know it's the Scorpion? It could totally be another green guy with a tail! LOL

Bad Guy #2: You don't know who you're messin' with, kid. He lashes out with his tail . . . 1d100 ⇒ 44 GREEN! . . . and strikes Blacklight viciously across the face! The young hero falls.

DM NOTE: Take AM(50) Blunt damage, which I believe puts you down. Please make an Endurance FEAT against Kill. You need a green or you start losing ranks. If you make it, roll 1d10 to see how long you're out.

As if on cue, reinforcements arrive!

TURN 5:

Oddball, you crash through the trees and arrive on the scene. The sight of the Scorpion (successful Reason FEAT)looming over a fallen foe takes your attention from everything else (unsuccessful Intuition FEAT). You remember your family talking about him. He's a tough customer, able to go toe to toe with Spider-man. While a threat at range, he's truly dangerous in hand-to-hand combat, as the unknown hero prone before you no doubt learned the hard way.

New Initiative Order: Whippoorwill, Oddball, Scorpion.

DM NOTE: Remember to roll if you want to do more than one action. You can move half your movement for free, but anything beyond that counts as an action. Also, don't forget the Dodge and Evasion options. FYI.

Wolf: You get to go next turn. Please roll initiative, Intuition, and Reason so we can speed up your intro.

Stan: At long last you can see Central Park in the distance. Check out the map (you are coming from the south) and let me know your intended route. You clearly see a pillar of smoke coming from the center of the park.

Whippoorwill: You're up.


male Altered Human Health: 40 Karma: 50

The hard blow from The Green Tail ;) knocks Blacklight flat on his back. Seeing stars for a brief moment, the young would-be hero once more slips into darkness.

Endurance (IN) Roll 1d100 ⇒ 64 YELLOW!!


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

You are stable. Roll 1d10 to see how long before you recover.


Wolf closes the distance as he is running up on the scene.
Oddballs please be alright

Initiative 1d10 + 3 ⇒ (7) + 3 = 10
Intuition EX 1d100 ⇒ 75 Yellow
Reason EX 1d100 ⇒ 50 Green


Female Altered Human Sheet

Now that that's taken care of, time to see about those two vandals. That new guy could probably use some help.

She launches into the air to clear the plume of dust rising from the pile of rubble that used to be Belvedere Castle. Circling above, she scans the area looking for the villains.

Intuition, Pr: 1d100 ⇒ 95 Yellow!

Catching sight of the collapsed form of the newcomer and the guy with the green tail, Whippoorwill positions herself between the sun and him. She flares out her wings as she stays aloft through the wind currents, casting him in shadow. Then she flings an edged quill his way to get his attention.

Throwing Edged, Am: 1d100 ⇒ 64
Yellow! Stun result! 20 points of damage


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

He knows he's screwed if he gets stunned at this point, so KARMA! 1d100 ⇒ 41 +20 Yellow! He growls as the spike penetrates his armor (you can tell some of the damage was stopped), and glances in your direction.

You also notice a few people trapped under debris over by the theater. NYPD are trying to help them, but a few are out of reach or on unstable ground.

Oddball: Time for your close up!


Female Altered Human health- 120 Karma- 20

"Hello Scorpion, catch!!" Oddball says as she throws her Oddball with amazing speed.

To hit with oddballs Shift-X
1d100 ⇒ 44 Yellow hit 20 damage

Oddball moves to catch her ball as it flys away.
Agility1d100 ⇒ 80 Yellow!


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

The sphere smacks him right in the kisser. While you can tell some of the damage was muted, you have definitely got his attention.

Scorpion: If you broads think little toys are gonna take me down, you're in for a world of hurt! Attempts double action1d100 ⇒ 48GREEN! He angles his tail towards Whippoorwill and fires off a shot, while closing and attempting to punch Oddball.
Tail 1d100 ⇒ 85YELLOW! Bullseye! He manages to nail you even with the sun behind you. Take Rm(30) energy damage.
Punch 1d100 ⇒ 96RED! Stun Threat! He clocks Oddball a good one right in the breadbasket. Oddball, check for Stun please, and take IN(40)damage from the hit.

Just as things look bleak for our heroes, more reinforcements arrive!

Wolf: You know who Scorpion is and arrive just in time to see him belt the friendly woman you were just talking to. Across the pond, another villain who you believe goes by the name Shocker lies stunned half in and half out of the water. Up in the air, you believe there's another combatant but you can't make out more than a silhouette with large wings. You believe you spot a few people prone under debris to your right by the partially destroyed outdoor theater.

TURN 6:

Initiative Order: Wolf, Whip, Odd, and Scorpion

Blacklight: 1 round of unconsciousness has passed.

Stan: I need to know how you're approaching the Park.

Wolf: Your move.


Female Altered Human health- 120 Karma- 20

Endurance EX 1d100 ⇒ 15 White

Rounds Stunned 1d10 ⇒ 3

I am out! damn need to reinforce my suit


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

Body Armor is always a good thing.

Man, this has been a stunning combat so far.

Heh.


Female Altered Human health- 120 Karma- 20

LOL


Multiple actions
Fighting EX 1d100 ⇒ 82

As Wolf sees Oddballs get hit, he notices the trapped people. Decisions, decisions

He charges at Scorpion as no one is safe with him around.
Karma!
Charging IN
1d100 ⇒ 77+14 Karma to make it a 91. A SLAM! for 40 Damage.

He shoulders through Scorpion like he wasn't even there and rushes to the trapped people. "Hold on, I will get you out in a second" He tells them.


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

Scorpion attempts to resist the Slam 1d100 ⇒ 19WHITE! He flies backwards 1d10 ⇒ 5 5 AREAS!
In an almost cartoon-like arc, Scorpion is knocked clear across the pond into the rubble of the ruined castle on the other side. WHAM!

Now THAT'S an INTRO!!!

Whippoorwill: Scorpion is a sitting duck right underneath you, thanks to the timely arrival of yet another masked combatant. Make another Intuition check to see what else is happening around you.

Paging Stan, Stan please report to the campaign. ;-)


Female Altered Human Sheet

Intuition: 1d100 ⇒ 48

Green, unless I'm still down -3 CS, then it's a white. I think I'll wait until I know what I see (or don't see) before taking my action.


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

From your vantage point, you notice some of the trapped civilians to the west by the theater. You can't tell much about their condition, though. Police are attempting to rescue some of them, but it'll be awhile before they can reach the rest.

Therefore, a choice: Pile on Scorpion while you can or attempt to save more people.


Female Altered Human Sheet

Piling on seems appropriate here.

Seeing the scorpion-fellow knocked into the pile of rubble the Shocker created, Whippoorwill circled overhead to keep track of him. Those people need help, but I don't think they'll be in any better shape if we don't take care of this guy.

She draws one of her explosive quills and sends it his way. Toys, you say? Play with this!

Karma -- the explosive ones are too precious to waste!

Ranged, Am: 1d100 ⇒ 2 40 damage


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

Ouch. That is a good chunk of karma you just blew through!

However, the steep price might be worth it. The explosion buries Scorpion even deeper into the rubble. He spends his entire turn extracting himself.

The bad guy eventually stands up, but he is looking a little wobbly.

Turn 7:

Blacklight: 2 rounds.

Oddball: 1 round.

Wolf: you are up. Scorpion is too far away for melee at the moment. You are currently free and clear.


Wolf continues to be on the move and goes to help the trapped people. He keeps an eye on Scorpion and Shocker the best he can to avoid any attacks coming his way. He looks to the trapped people "Just give me a sec." He tries to move some debris away.

Dodging if allowed from their attacks
Agility EX1d100 ⇒ 96 -6CS to attackers.

Strength if needed
EX (or Ty if dodging allowed)1d100 ⇒ 38 White either way


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

I will allow you to dodge while making your way to the closest trapped victim. Pulling him out will leave you wide open unless you have some kind of danger sense. In any case, your action ends once you reach him (a Japanese tourist in his 20's).

Whippoorwill: Your turn.


Female Altered Human Sheet

Reason: 1d100 ⇒ 7 White

Whippoorwill circles overhead, trying to keep the green guy busy so the newcomers can see to the trapped people. So, uh, what do they call you? The Green Sting? Green Meanie? What's this all about? You got something against public art?

She drops into his reach and uncoils her whip, giving it a warning crack as she studies his moves, ready to avoid his attacks.

Fighting, Evade: 1d100 ⇒ 37

Green. Whew. Barely.


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

Scorpion: Screw this. He touches the side of his head as he lashes out with the tail. Bench, mission accomplished. Evac.

The tail 1d100 ⇒ 79 YELLOW! would have nearly cut you in half, but you manage to evade it at the last second.

Turn 8:

Blacklight: 3 rounds. Please roll a new initiative and Intuition FEAT and we will insert you into Turn 9.

Oddball: 2 rounds.

Whippoorwill: You can't help but notice that the Turtle pond is beginning to froth and bubble violently. Spray drenches you from behind.

Scorpion: What do ya say we even the odds, baby?

1d10 ⇒ 4

New Order: Wolf, unknown enemy, Whip, Scorpion.

Wolf: You are up.


Wolf goes about helping the trapped people before glancing over his shoulder to locate the others and villains as he hears some chatter.

Strength if need 1d100 ⇒ 32 White
Intuition if need 1d100 ⇒ 7 White
Reason if need 1d100 ⇒ 77 Yellow


male Altered Human Health: 40 Karma: 50

Intuition 1d100 ⇒ 71 Yellow
INIT 1d10 ⇒ 10

Groaning as he rolls over to his belly Blacklight groggily takes in the scene. He puts a had to his aching head as he slowly gets up.


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

Sadly, Wolf is too consumed removing debris to notice much behind him. He does manage to allow one trapped civilian to wiggle free (+20 Karma). There are others who need help, but they are further up the amphitheater.

Unknown bad guy: let's loose with a blast of water at Whip. 1d100 ⇒ 23 White! Water propelled with the force of a firehouse almost slams into your right wing.

Whip: You look behind you and see a man made out of water rising into the air behind you. As he grows, the Turtle Pond begins to drain.

What do you do?


Female Altered Human Sheet

Oh, this is bad. Can't let myself get waterlogged.

Whippoorwill had observed the guy with the tail enough to gauge some weak spots, but the watery fellow was a complete unknown. She launches herself into the air, to put some distance between her and the two bad guys, flinging an edged quill into the green guy again.

KARMA: Need a yellow for a possible Stun: Am: 1d100 ⇒ 32 20 points

Looks like that's 24 points spent.


Stan arrived to a scene of chaos. Lifting the handlebars he skipped his bike up the curb and gunned it across the soft central park grass, his sirens getting bystander's attention enough to get them out of his way.

Skidding to a halt and simply laying the bike down he charged headlong into the bedlam trying to get his bearings. The two floating orbs that followed him swung high and quickly focused on one costumed character after another.

"Showtime." he said to himself, knowing he was already being watched by hundreds, if not thousands of people. He still wasn't used to the idea of being part cop, part actor, but he had a tendency to talk to himself when working out problems anyway. He went with it.

"Scorpion tail. I think I remember him from briefings. None of the others look familiar though. That darkness guy on the ground doesn't look too friendly, but then, neither does Daredevil. So who are the bad guys...

"Link, I need IDs, threat levels, the works."

Omni Knowledge: 1d100 ⇒ 64

For now, go with what you know.

The man in the Special Agent jacket and the motorcycle helmet moved into the middle of
the fight like he owned it. He yelled over the commotion.

"Everybody stand down! Scorpion, lay down on the ground! You are under arrest for destruction of State property, public endangerment, and vandalism."


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

Stan: I need an Initiative roll so I can insert you into the action next round. Plus, don't forget to give me the color to help me determine how much info you get. Is a 64 a green or yellow?

Scorpion: Karma! Resist stun endurance check: 1d100 ⇒ 26 He blows what he's got left to resist the stun.

Who the hell are you supposed to be, Captain America Junior? Attempts double action. 1d100 ⇒ 4 White! -1CS to remaining action. He picks up a chunk of debris and throws it at the new arrival. 1d100 ⇒ 33 White! He must be pretty wobbly as that throw doesn't come anywhere close. He begins to move into the water towards his towering liquid ally.

Turn 9:

Oddball: 3 rounds. Roll initiative and Intuition so I can insert you into Turn 10.

Blacklight: A large guy made out of water towers over the scene. Scorpion, looking rather worse for wear, is stumbling through the mud towards the water guy. There are two new combatants apparently on your side, as well as a young lady in a garish costume on the ground near you. You get your Recovery rank of Endurance. If you go down again, that's it for the rest of the combat.

As this point, everybody can share what they look like to each other, now that we're all together. Stan, especially, as no one's seen you until now.

As soon as Stan rolls, I'll tell you the new initiative and we can proceed.


Female Altered Human Sheet

What happened with the Stun on Scorpion?

The flying woman is wearing a yellow outfit trimmed in red, with white feathers (her quills) hanging from her waist, boots and gloves. She is borne aloft via two great, tan-feathered wings on her back. She wears a red domino mask despite the fact that the wings are so distinctive that there should be no need to hide her identity. In her hand is a coiled whip that she seems to wield with confidence.


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

Forgot. Put it in.


Female Altered Human health- 120 Karma- 20

Initiative: 1d10 ⇒ 5
Intuition:Typical 1d100 ⇒ 29 White


Health 70/120, Karma 70 Chart

Initiative: 1d10 ⇒ 4

The shakes his head and sighs. The hard way it is. Wonderful.

Pulling his helmet off and letting it fall to the ground, Stan pulled a silvery rod from it's sheathe at the small of his back. He snapped it like a police baton and it extended to a length of seven feet and a flag unfurled. he marched forward with purpose as he responded.

"The Standard. Please enjoy the butt-kicking you are about to receive, courtesy of the US Government."

Springing into action, Stan juked past the Scorpion's tail and slammed his staff out towards him.

Attempting Multiple Actions
Fighting (IC): 1d100 ⇒ 72 Yellow, success

Attacking, holding the other action in reserve for Defense
Fighting, Staff Attack (IC, +2 CS to MN): 1d100 ⇒ 55 Yellow=Slam. Stan can slam regardless of strength/size differences (martial arts A)


Male Human Dungeon Master 20/Player 12/Educator 10/Writer 5

That's fine, but you've got to wait for your turn. Plus you have to determine which defensive action you are taking, dodge or evasion and roll for it. Unless you are a precog? ;-)

Initiative for Shocker: 1d10 ⇒ 6

Turn 9:

New Order: Wolf, Blacklight, Unknown enemy, Shocker, Whip, Standard, Scorpion

Okay, Wolf: You are up. The Standard hasn't gone yet, but he has arrived on the scene. There are more people to help. Make an Intuition with your senses, on a Yellow or more, you notice Shocker is awake. Green or less, you don't.

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