| Bill Kirsch |
Wolf manages to free another civilian (+20 Karma), but careful lifting of debris takes all his attention and he loses track of what's happening behind him in the pond.
DM NOTE: Wolf, you have moved fairly far away from the battle as you rescue civilians. You will need at least a green on your hyper-speed to get back to the fight next round (if you stop rescuing).
Blacklight: You do notice Shocker is standing up, but he's on the other side of the giant water guy from you. You'll need a bullseye to tag him. Your turn.
DM NOTE: We've blown through over 100 posts in just over a week! Nice going, guys. Hope you're enjoying everything thus far.
| The Standard |
Dodge: 1d100 ⇒ 81
I forgot about that. Always seemed silly to do defense rolls preemptively. In what kind of fight do people decide to dodge or parry before they notice what kind of attack is headed their way?
| Bill Kirsch |
Sorry guys! Connectivity issues.
Water Bad Guy: Charges the Standard as he closes with the Scorpion. 1d100 ⇒ 50Green! Standard take Mn(75) as you are deluged under tens of thousands of gallons of water! The liquid bad guy reforms almost instantly. Back off or drown, Flag Boy. It makes no difference to me.
Shocker: Gingerly makes his way towards his watery comrade and takes a pot shot at Whippoorwill. 1d100 ⇒ 41 Green! Fortunately, he appears to be having a problem with one of his gauntlets, so you only take Rm(30) damage.
Whippoorwill: You are up.
DM NOTE: All three villains are literally in the pond now. The aqua villain has drained a large portion of it into his body, so the water level has dropped to thigh deep even in the middle of the pond. A few fish are flopping near the edges and the terrain is quite muddy and tough to move through.
Standard: On your turn I will tell you what Link has found out about your adversaries.
| The Standard |
Doesn't Body Resistance reduce that to 35? Also, what happened to my Dodge?
| Bill Kirsch |
I believe so, yes.
You haven't gone yet (you are after Whippoorwill), therefore your dodge isn't in play. In addition, dodge is for ranged attacks. Evasion is for melee.
BTW don't forget the color. I think you had a yellow for dodge, but I'm not sure.
| Whippoorwill |
Whippoorwill gasps at the newest attack. Not good, not good. I'm not going to last much longer. She wheels over, formulating a desperate plan.
She dives toward Shocker, her whip snaking ahead with a loud crack, entangling him as she rushes past. She banks hard, skimming the ground as she circles around and around the villain to wrap him up in the cord.
Fighting, weapon specialis: 1d100 ⇒ 60
| Bill Kirsch |
Are you attempting Grappling with the whip? Or just striking him? In order to entangle him you'll need a yellow. Plus, what's the damage?
DM NOTE: Guys, not to sound like a broken record, but please add the color to your roll. It really makes things easier for me.
Standard: I assume you want to do what you wrote out above. I do need your damage for the slam attack, please.
Scorpion attempts to resist the slam 1d100 ⇒ 31Green! 1 area slam. Scorpion is knocked through his watery ally into the opposing bank of the pond! He spends his turn extracting himself from the muck.
Stan: Link report:
| Whippoorwill |
Sorry! That was a yellow result, assuming I'm allowed to use Fighting with the whip to grapple. (+2 CS for weapon specialist)
| Whippoorwill |
Yikes! Any way I can try to Dodge then?
1d100 ⇒ 68
That would be a yellow.
| Whippoorwill |
Crap. Then I'm hung out to dry.
I don't suppose activation his defense is his action?
| Blacklight |
Not knowing anyone in this fight Blacklight takes a hunch as to who the bad guys might be.
Intuition 1d100 ⇒ 2 Maybe +1CS since a flag usually means a good guy? EDIT nevermind a +8 CS wouldn't help LOL
Since drowning someone seems a bit extreme Blacklight decides to stop Pond-Boy first. From behind the giant waterman he creates an nearly opaque structure surrounding him. It is shaped just like a bottle of Aquafina.
"Now, now." he says as he twists the "cap" of the structure on tight. "Play nice or time-out will become a wash-out for you."
| Bill Kirsch |
Wolf: You continue to help people, moving farther from the combat. You save another (+20 Karma) and realize the paramedics and/or NYPD have reached the rest.
Blacklight: I need a power FEAT roll to enclose him. It's kinda hard to determine where he ends and the pond begins as he's in a state of flux.
Once we have that, we'll continue. Oddball, get ready. You're up once I'm done with my NPCs.
| Blacklight |
Power Roll 1d100 ⇒ 5 Note that constructs are made of IN(40) material strength
EDIT: OMG! a 2 then a 5 - come on Dice Gods don't Judge me! lol
Just as he's about to finish his construct Blacklight stops. "I could slice off his feet if I don't get this under him." he thinks at the last second.
The black water bottle fades as he thinks that this wasn't such a good idea.
| Bill Kirsch |
Water Guy: Shake a leg, Shocker, I don't got all day! Attempting multiple action: 1d100 ⇒ 10WHITE! Single action -1CS! He attempts to blast Whippoorwill. 1d100 ⇒ 96YELLOW (after the -1CS)Bullseye. The liquidy villain begins to settle down, losing height but expanding his girth.You too, Scorpion. Shake a leg!
Whippoorwill, a fire hose velocity blast of water slams into you! Take Ex[20] damage. Where are you health wise?
Shocker: Carefully avoids getting near the Standard and dives INTO the water guy! He disappears into his bulk.
DM NOTE: Intuition checks will be necessary from now on to target Shocker. Color depends on how close you are to the battle.
Oddball: You shake your head as your vision clears. The battlefield has changed significantly since you blacked out. A large water mass with man like features covers most of the Turtle Pond, and a very muddy Scorpion is standing about ten foot in front of you with his back to you. His tail is twitching like a living thing only a couple feet in front of your face.
He 1d100 ⇒ 6WHITE! has no idea you're awake. You may attempt a blindside if you wish. What . . . do you DO?
| Whippoorwill |
That took me out.
She looks incredulous at Shocker's defense as she spirals around him. Oh, come on! You have got to be ki-- Oof! Whippoorwill is cut off as a blast of water engulfs her and plows her into the ground. She disappears in the wave and as the water recedes, her wet form is still on the grass.
Endurance (Ex): 1d100 ⇒ 81
Looks like yellow.
| Bill Kirsch |
That's blunt thrown right? Probably a stun.
Scorpion attempts to resist 1d100 ⇒ 52GREEN! Stunned for 1 round.
Scorpion never sees it coming. The sphere smacks him right in the back of the head and he keels over face first into about a foot of water.
Oddball, intuition FEAT to find your balls (heh) in the muck. Green finds one, yellow finds both. Picking them up will count as your movement for next turn or you can leave them for now.
Standard: You are up!
The winged woman has fallen from the sky like a wounded dove, fortunately hitting the soft ground of the partially drained pond. Scorpion has been coldcocked from behind by a colorfully garbed woman and is currently lying face down in the muddy water. The black energy flyer is surveying the battlefield from above.
And the water guy (Stan, do me a solid and yell his name) looms over you, about 20 across and 15 feet high.
| The Standard |
Stan rolls to his feet, responding to his earpiece. "Go for it."
Omni-Knowledge (EX): 1d100 ⇒ 74 (yellow result)
Stan squints, pulls out his service issue taser, and lunges at the watery figure.
"Stand down, Hydroman. There's no way you're getting out of this."
Fighting (IN), Taser: 1d100 ⇒ 95 (red result)
| Bill Kirsch |
I figure the Taser doesn't do more than Ex(20) or it'd kill people.
A current of electricity surges through Hydroman and he shudders. Standard you grit your teeth as the current also passes through you, but your body resistance soaks it up.
A few seconds later it short circuits from the water.
Nice shot, G-man. Let's see how you like mine.
Scorpion is snoozing this turn.
TURN 11! Things are cooking now.
Wolf, you are up!
| MarvelWolf |
Seeing that the emergency services have finally arrived. Wolf lets them handle the citizens that were trapped. He turns and rush back to fray.
---
Karma action.
Multiple action EX 1d100 ⇒ 16 White
Hyper running PR 1d100 ⇒ 43 43 Karma for Yellow
----
Wolf pushes himself to get back and help. Not having any real mind for tactics at the moment, he charges at Scorpion again.
Charge RM 1d100 ⇒ 1
----
Wow, that's horrible. Who gave me their crap die? *looks around*
| Bill Kirsch |
You do realize Scorpion is down currently? Of course you did roll a one. LOL.
Anyway, Wolf makes excellent time and arrives next to Oddball2 and the currently downed Scorpion. He skids to a halt as he notices his opponent is face down in the muck. The gang's finally all here.
Blacklight is up.
Hydroman (Thank You, Standard!)is the only visible foe at the moment. Scorpion is prone below you, tail twitching feebly. No sign of Shocker after he dove in the enlarged Hydroman (unless you make an intuition check).
| Blacklight |
Blacklight flies around the massive Hydroman winding his way towards his head. Hoping to take out the liquid villain he sends a sharp jet of darkness right at him.
Roll to hit 1d100 ⇒ 21 White. Don't know his size so don't know what the +CS to hit is, but sure it isn't +4 so a miss.
Hydroman opens a "hole" in his chest and the bolt passes right through without hitting him.
| Bill Kirsch |
Hydroman: Take a number, kid. I got bigger fish to fry. He forms a massive wave and charges into the Standard.
Charge attempt 1d100 ⇒ 79 Yellow! Slam! Take Mn(75) which is 35 after your body resistance and attempt an Endurance FEAT to resist being washed away.
Shocker: Is doing something inside Hydroman that none of you have seen thus far because nobody has made an Intuition check (they are free actions BTW).
Oddball2: You are up.
Standard: You're on deck.
| Oddball 2 |
Okay gonna try to dismantle the scorpions tail and use it on Hydroman
Oddball quickly analyzes the tail of scorpion and decides to undo the thing.
Reason + Hyper-Invention= a check of Amazing, with Repair tinkering that is Monsterous 1d100 ⇒ 39Green
If I get it off, I'll cold cock Scorpion once more before i turn the device onto Hydro-man.
| Bill Kirsch |
You do not have the strength to tear it off, but you figure out how to activate the firing mechanism.
I will allow you to take one ranged pot shot with it at Hydroman at -3CS as it is still twitching. So roll an Agility feat (no weapon spec as this is not your weapon).
| Bill Kirsch |
Nope. That would take hours and hours of research. In the middle of combat the best you can do is kitbash.
You aim the tail at Hydroman and fire, but the water form surges out of the way as you fire.
Whip: One round has passed.
Standard: You are up!
| The Standard |
Stan cursed under his breath as his taser shorted and he took another hammering blast of water. He tossed the taser aside while his mind whirled.
What the hell is Shocker doing in there?
Intuition (TY): 1d100 ⇒ 21
"Shocker! Right..." he muttered to himself, looking deeper, dodging to the side.
Would it be possible to strike the Shocker in such a way as to discharge his blast into Hydroman?
| The Standard |
Well, yeah.
Damn, can't see him.
Fighting, Defense: 1d100 ⇒ 9
Whichever kind of defense is the one that will let me not get hit by another blast from water boy, that's what I'm rolling.
...not that it matters with that roll. What a waste of a turn.
| Bill Kirsch |
It happens. Sadly, that's an evasion and a white is an Autohit. However, he's not planning on hitting you this round so you lucked out!
Standard: LINK REPORT:
Scorpion recovers from his 1 round siesta. What the hell? He lashes out with his tail at Oddball. 1d100 ⇒ 30-1CS due to disorientation WHITE! His tail almost takes your head off, but you manage to duck out of the way! Screw this.
He dives forward toward Hydroman, ending up next to him, but not inside . . . yet.
| Bill Kirsch |
TURN 12!
Order: Wolf, Blacklight, Hydroman, Shocker, Oddball, Standard, Scorpion
Shocker is nowhere to be seen. Hydroman has settled a bit more, pushing the level of Turtle Pond out further. Shocker is waist deep in water next to Hydroman. Wolf and Oddball are standing next to each other on the shore facing Scorpion. Blacklight continues to circle overhead. Standard has backed off a bit to put some distance between himself and the punishing attacks of Hydroman's waves. Whippoorwill sprawls unconscious on the far shore, water lapping at her lower legs.
NYPD has set up a perimeter and EMPs are taking care of the wounded.
Wolf: You're up.
Blacklight: You're on deck.
DM NOTE: Everybody make Intuition checks when it's your turn. Don't forget to communicate with each other. Talking, for the most part, is free.
| Oddball 2 |
" If he is made out of water we need to throw concrete or something in him to absorb the water. If we can do that we might take out the hardest one of the three to hit. These two though formitable should be able to fight in basic hand to hand. But Mr. Wet t-shirt contest here is the biggest threats, any sublggestions on how to defeat him" Oddball says as she grabs another ball and ready to throw at Scorpion.
Just my father the original Oddball is dead my mother is still alive :)
| MarvelWolf |
INtuition EX 1d100 ⇒ 56 Green
Listens to Oddball a moment and nods buts gets distracted as the water starts to cover the lady on the far shore. "Good idea but know where we can get any of it? He pauses "You can tell me that in a minute" He starts to run around the pond, ziggy and zaggy; hoping to avoid being hit so he can pull Whippoorwill back from the water's edge.
Dodging EX 1d100 ⇒ 98 RED!
| Blacklight |
Intuition 1d100 ⇒ 10 white
Blacklight starts to sweat inside his wetsuit costume. "Don't know what will stop these guys," he thinks flying around looking for something to give him a clue.
Then the woman with the multitude of colors speaks up and he wonders where he can get concrete around here. "Nothing doing the only thing around here is the..."
Blacklight turns to look at the destroyed castle. He hurriedly flies over and creates a large black scoop to gather up a large amount of debris.
Power roll if needed. 1d100 ⇒ 92 yellow
Agility roll if still time to throw this rubble this round if not will throw it next round. 1d100 ⇒ 8 white