| The Standard |
"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.)
| Bill Kirsch |
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.
| Oddball 2 |
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?
| Bill Kirsch |
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:
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.
| The Standard |
Is there a power line anywhere near down that I can yank down and feed to water boy?
| Bill Kirsch |
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.
| The Standard |
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?
| MarvelWolf |
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))
| Bill Kirsch |
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.
| Bill Kirsch |
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.
| Bill Kirsch |
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.
| The Standard |
"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.)
| Bill Kirsch |
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.
| The Standard |
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.
| Bill Kirsch |
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.
| The Standard |
"Yeah. I have trouble understanding stupid criminals. It's a challenge I struggle with every day."
| Oddball 2 |
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.
| Bill Kirsch |
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!
| MarvelWolf |
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!!
| Bill Kirsch |
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.
| The Standard |
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."
| Bill Kirsch |
Link report:
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!
| Bill Kirsch |
"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.