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!


151 to 200 of 268 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Health 70/120, Karma 70 Chart

"Thanks Link. Now give me everything you got on Hydroman. He's giving me problems." Stan muttered into his comm piece. Suddenly he had a lot less to worry about. Focusing on Scorpion's attempt to dive into Hydroman, he snarled "No you don't!" and stepped in like a major league batter, swinging his staff toward the green-armored villain. The staff lengthened by nearly five feet increasing it's leverage and momentum...

Omni-Knowledge (EX): 1d100 ⇒ 37 (white)

Fighting (Slam attempt!) (IN): 1d100 ⇒ 80 (yellow result. 36 Damage. I'd like to spend Karma to bump the result. With the +3 column shift that puts me 6 points away from a red result. I really want to send him flying.)


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

Sounds like a plan, but you'll have to wait until it's your turn.

Wolf: You jump from rock to rock deftly until you reach the fallen woman. You quickly drag her to safety.

Blacklight: You fill your scoop with tons of debris, but sadly your aim is off and the debris goes plunking into the mud without disrupting Hydroman. You can try again next turn.

Hydroman: 'Bout frickin' time. Let's go! He forms a massive wall of water, blocking Scorpion from everybody's view on the ground (Blacklight, you'll have to make another Intuition on your turn). The water seeths and rages, forming an effective barrier!

Shocker: Finishes what he's doing.

Oddball2: You are up. The only visible villain is Hydroman, but he no longer has a human form.


Female Altered Human health- 120 Karma- 20

leaping over the wall of water with ball ready.

Hyper- Leaping 1d100 ⇒ 68
INtuition 1d100 ⇒ 43

As for he comment earlier, it was more an idea based off my knowledge of water and that sand or cement mix will absorb water. I mean org a Good intellengence I would think I have that much knowledge?


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

Colors, Oddball. If the leap was a yellow, you managed to get over the top of it. If not, you hit the wall of water.


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

Anyway, a 68 is a GREEN result on Ex Hyper-leaping, so you don't quite clear the water. It catches your lower legs and cartwheels you unceremoniously into the muddy waist deep water. Fortunately, you managed to miss any rocks. Only your pride is hurt.

STANDARD: You are up. There is now a 20 foot wall of surging water between you and the Scorpion. I'll assume you want to change your action.

LINK REPORT:

Spoiler:
Sorry. Like I said earlier, energy and electricity are most effective. He's a difficult foe when connected to a body of water like this. I can alert the Avengers or FF if you wish.

DM NOTE: You cannot retroactively utilize Karma. You must state "KARMA" in your text before you attempt a roll. You spend 10 points of karma at least whether you need it or not.


Female Altered Human health- 120 Karma- 20

Sorry like now I am on my phone :( I will relay colors shortly
Leaping= Green
IN= White


Health 70/120, Karma 70 Chart

Is there a power line anywhere near down that I can yank down and feed to water boy?


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

The closest power source is probably back by the partially demolished theater. It will require an Intuition FEAT to locate a potential source. Due to Scorpion's rampage, the part of the theater nearest to the pond is without electricity. Getting a line out to the pond is another matter . . .

Either way, it'll probably take a couple turns.


Health 70/120, Karma 70 Chart

nevermind then.

"You!" Stan yells to the hooded person making the shadowy forms. "Part those waters for me!"

Blacklight, do you think you could make a big tube or something that could get me past the wall?


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

OMG! Teamwork at last! LOL

So you are going to delay until Blacklight's next turn?


Health 70/120, Karma 70 Chart

Yes.


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

Okay. Scorpion is doing something you can't see behind the wall of water. End of turn.

Turn 13:

New order: Wolf, Blacklight, Standard, Hydroman, Shocker, Oddball2, Scorpion

Wolf: You are up.


Wolf satisfied with the distance he pulled the lady away and looks up at the villains and the others around. Never had to deal with stuff like this in Canada.

He looks around and decides to try something ranged. Wolf rushes to a nearby piece of rebar, picking up and throwing it like an Olympic javelin thrower at one of the villains behind water protection.

Intuition or Reason for seeing a murky target EX 1d100 ⇒ 73 Yellow!
Throwing EX 1d100 ⇒ 66 Green
((This is up to your discretion GM; if nothing is around to throw will take defensive action of dodging Dodging EX 1d100 ⇒ 67 Green))


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

You spot a shadowy shape behind the water. Sadly, the projectile is knocked aside by the force of the water and you miss.

DM Note: Ranged attacks through the water barrier require a yellow in order to compensate for the thrashing of the liquid. Only a green is necessary to spot a form beyond the water, however.

Blacklight: You are up. Standard, you are on deck.


male Altered Human Health: 40 Karma: 50

"Like what? A large drainpipe?" Blacklight yells as he comes around to where the star-spangled man stands. "I'll try," he says aiming a large tube that someone could stand or run inside all the way through the wall of water.


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

Quick Power FEAT to form it, please. More to see how well it is reinforced rather than to see if you can do it.

On the other side of the tube, Standard can just make out Scorpion, who's in the process of jumping through a sewer grate that's been forced open at the bottom of the pond! There is no sign of Shocker.

Standard: Make an Endurance Charge to get through quickly and see if you managed to blindside Scorpion.


male Altered Human Health: 40 Karma: 50

Power check 1d100 ⇒ 46 green


Female Altered Human health- 120 Karma- 20

What happened to me?


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

The new turn order is up above. Standard gave up his turn (delayed) to go right after Blacklight. You are in the same position you've always been.

Blacklight: You manage wedge a pipe into the water barrier. You can feel the pressure trying to crush the construct, but for now it's holding. You will need to concentrate to maintain it, and probably a Pysche FEAT once Hyrdoman attempts to destroy it.

Standard: You are up.


Health 70/120, Karma 70 Chart

"Perfect!"

Stan snaps his wrist, shortening his staff to the length of a cane, running headlong into the shadowy pipe while barking into his earpiece again.

"Link, I'm still waiting..."

Stan makes a B-line for Shocker, swinging his club, hoping to stun the yellow-clad villain long enough to give Stan a chance to aim those gauntlets at Hydroman
Assuming I see him. I'm really hoping not to waste another turn. :)

Omni-Knowledge: 1d100 ⇒ 21 (white. Link must be busy...)

Fighting IN, trying for Multiple Actions: 1d100 ⇒ 87 (red, three actions!)

Fighting IN, +3 CS, Staff attack to Shocker: 1d100 ⇒ 57 (yellow, possible Slam)

Fighting, force him to blast Hydroman: 1d100 ⇒ 79 (yellow. No idea how this resolves.)


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

Okay, hold up. There is no sign of the Shocker. He must have already gone through the grate. The only bad guy you see is Scorpion.
So, Omni-Knowledge, no luck.
Fighting FEAT: 3 actions. One action to get through the tube efficiently in order to get the drop on the bad guy. 2 actions left.

You can apply the hit to Scorpion if you wish or do something else. Let me know. Hydroman is next, so you might want to think defensively.


Health 70/120, Karma 70 Chart

oh g~~&#@nit. So tired of wasting amazing rolls. >.<

Can I knock scorpion out of the barrier and drop down the grate after Shocker? That would get me clear of Hydroman.


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

The slam result can affect Scorpion if he blows his resist feat.
As far as the grate, it is filled with water. You can hold your breath, but if you are having trouble with Hydroman now, imagine what could happen underwater?


Health 70/120, Karma 70 Chart

Guess that last roll becomes an evade


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

Okay. Scorpion attempts to resist the slam 1d100 ⇒ 74YELLOW! You stagger him and he accidently drops the grate back into place. He's looking pretty wobbly, having taken a lot of punishment in this fight (thank goodness for Body Armor).

Hydroman: You gotta a learning disability, Flagboy? He lashes out from the inside of the wall of water. 1d100 ⇒ 29White! He misses you even without the evade. Growling in a strange bubbly way, Hydroman shifts and completes the water dome, which is beginning to shrink in size.

Shocker: Continues to do whatever he is doing, where ever he is doing it.

Oddball2: you are up!

There is now a water DOME separating you from any villains. There is a black pipe leading into the dome, but it seems to be cracking a bit.


Health 70/120, Karma 70 Chart

"Yeah. I have trouble understanding stupid criminals. It's a challenge I struggle with every day."


Female Altered Human health- 120 Karma- 20

Okay so what happened after I went over the wall of water?


Female Altered Human health- 120 Karma- 20

Nevermind i just reread everything

Oddball throws another ball at Scorpion, as she thinks about the situation, and what to do.

Oddball1d100 ⇒ 57Yellow!!

Damage Excellent(20)

Catch the ricochet1d100 ⇒ 41 green!!

" We need to take out Mr. Water Wiggle, either by possibly drying him out or containing him" she says as she prepares another Oddball to throw.


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

Scorpion winces as yet another ball smacks him in the head. He lashes out with his tail at the Standard 1d100 ⇒ 71 YELLOW! Slam potential. Take 50 points physical, Standard (Your body resistance will soak up most of that, I know) and make an Endurance FEAT to avoid a slam result.

Turn 14:

Initiative remains the same as above.

Wolf: You are up!


Health 70/120, Karma 70 Chart

Endurance: 1d100 ⇒ 12

Dammit...


Wolf having no solution for Hydroman; will race through the pipe as well.

(depending on what I need; will use either hyper running or multiple action)
Karma
Running PR 1d100 ⇒ 69 or Multiple action EX 1d100 ⇒ 41
Green on both so only 10 Karma.

Once inside the dome, he notices Scorpion still up even if barely. He goes in and tries to slash at Scorpion's tail with his claws, hoping to remove the damaging end.

Fighting EX 1d100 ⇒ 3 White

Curses!!


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

The Standard is knocked 1d10 ⇒ 5 areas away. The tail caught you right in the torso and sends you smashing through the watery barrier and out over the pond! You end up crashing into the nearby woodland, knocking over a couple small trees in the process. Link shuts down the feed to the cameras, which is SOP when you are getting you butt handed to you.

Wolf manages to spring into the dome and launches himself at the Scorpion. Sadly, footing is treacherous, and his attack is spoiled as he nearly slips face first into the mud. His claws swipe futilely at empty air.

Blacklight, it is not looking good for the home team. What do you do? Maintaining the pipe is a Pysche Feat.


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

Okay, let's move on. Standard, you are up. You will need to spend a move action extracting yourself from,the pile of lumber you created when you crashed through the woods. You are currently northwest of the turtle pond.


Health 70/120, Karma 70 Chart

Stan pulled himself from the woods and started running back as fast as he could, talking into his earpiece. "Link, I'm fine. I know you cut the feeds again. Knock that off. Full accountability, remember? Even if I'm getting my ass handed to me, you don't cut that feed. Get me back on line."


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

Link report:

Spoiler:
I have to follow my orders, Standard. Word from above was to cut the feed. There is something bigger going on here. There's a NYPD high security evidence vault nearby that's been hit by person or persons unknown. It appears this whole thing was just a distraction to draw attention away. We need one of these operatives to interrogate. Co-ordinate these amateurs and get it done. If Scorpion makes it into the sewer system, Hydroman will follow and we won't be able to catch them.

Hydroman attempts to pummel Wolf. 1d100 ⇒ 83 Yellow! Potential slam! Wolf roll and Endurance FEAT to resist. In any case, take Rm(30) damage.

Shocker continues to do whatever he's doing wherever he happens to be doing it.

Oddball2: You are up!


Endurance IN 1d100 ⇒ 47 Green


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

Okay, you get slammed into the water wall, get carried around the circumference of the dome a couple times, and are dumped into the muck unceremoniously. Back off, dog boy! Next time I won't be so nice.


Female Altered Human health- 120 Karma- 20

Oddball seeing Hydro man distracted looks for Shocker.

IN 1d100 ⇒ 55 Green
using this to see if Shocker is there, and potential where he went, If I deduce it I will pursue Shocker


Wolf pushes himself up slowly Ow, that hurt. Never got hit like that before. He shakes the mud from his face and looks back at Hydro man, replying "I'd hate to see how you treated true friends."


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

No sign of Shocker anywhere. Just a wobbly Scorpion. What do you do, Oddball?


Female Altered Human health- 120 Karma- 20

Oddball grabs Scorpion and an gonna try and hit Hydro man with Scorpions tail again than hide.

Reason:1d100 ⇒ 12White
Intuition:1d100 ⇒ 91Red

Can't figure out how to fire it again and than look for a spot to hide into and really search the area from there.


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

You are currently outside the dome of water. Would you like to enter through the strange black energy tube that allows egress? And what would you like to do once you get there?


Female Altered Human health- 120 Karma- 20

Yes I would love to enter


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

Okay, that movement doesn't cost you much. And you combat action? All you see if Scorpion looking a little punch drunk struggling with opening a grate that leads beneath the Turtle Pond.


Female Altered Human health- 120 Karma- 20

throw another Oddball at him.

1d100 ⇒ 76 yellow Hit! Damage EX

than tries to catch it on the rebound
1d100 ⇒ 76yellow


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

The oddball smacks Scorpion right in the kisser (Bullseye!) and knocks him on his butt into the muddy water. He groans and lies still. You have finally knocked him out!

New turn!

Wolf: You are up!


"Nice shot!"
Wolf looks around for something that might help against the watery villain as he plans to evade any attacks.

Reason or Intuition EX 1d100 ⇒ 90 Yellow!
Evading 1d100 ⇒ 31 White


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

Blacklight shouts "Better hurry, guys! I don't know how much longer I can maintain the tunnel!"

Standard, you manage to reach the edge of the Turtle Pond. What do you do?


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

"Nice shot!"

Wolf looks around for something that might help against the watery villain as he plans to evade any attacks.

Reason or Intuition EX 1d100 Yellow!
Evading 1d100 White

Beyond the dome, in the distance, you spy the theatre lights. Electricity and water usually don't mix.

151 to 200 of 268 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Old School Marvel Super-Heroes Campaign Thread All Messageboards

Want to post a reply? Sign in.