The World's End - Maximum City [A Mutants & Masterminds Campaign]

Game Master DM_Lazer_Beam

The World's End - Maximum City
DM_Lazer_Beam's M&M Campaign
Elli's Map of Massachusetts
Station X-438
Castle Sinh Overview


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Middle-aged Human Male [Injuries] [HP]0[Luck] 0 [Defenses] D: +9/P: +9/T: +0/F: +0/W: +0 [Stats] STR: +4/STA: +0/AGI: +1/DEX: +0/FIG: +1/INT: +0/AWE: +0/PRE: +0

i use the time that Baker is using on the furnace to explore the last two crates for anything useful
crate #1
perception: 1d20 + 0 ⇒ (19) + 0 = 19
crate # 3
perception: 1d20 + 0 ⇒ (17) + 0 = 17


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
ARE YOU KIDDING ME?! Taking the ticket off my windshield, I open my hand so it's sitting in my palm. I stare at it with a wrathful gaze as flames lick up around my hand and start to burn the ticket. I smirk a bit when it really catches fire. Once that was done, I drop the ashes outside my car and get in. Start the car. Start moving. Start cooling down... I'm going to need to go to the city and tell them I lost my ticket or something *sigh* It's going to be that kind of day


Male Human [0x Bruises] IT System Administrator (2hp/9Lp) 1ppt 0ep

Let's see what Hammer Industries has for security measures on this furnace.
Baker plugs his PDS into the terminal.
Expertise Computers: 1d20 + 7 ⇒ (1) + 7 = 8
Expertise Computers: 1d20 + 7 ⇒ (1) + 7 = 8
Expertise Computers: 1d20 + 7 ⇒ (10) + 7 = 17
Expertise Computers: 1d20 + 7 ⇒ (9) + 7 = 16
Expertise Computers: 1d20 + 7 ⇒ (6) + 7 = 13

Hmm, lots of low rolls there... three above 12 though... I'll keep these I think, we'll see what happens.


Male Human professor [Injuries]x[heropoints]1[powerpoints]0

Are you saying that this Murderer D.Mask is up there right now just trotting around willy nilly around all those innocents around Madelyn.
Emits begins pacing around mumbling to himself.
I could go back and stop this all but who knows what could happen...no no I cant not after last time but I have to do something but what!!! God this is so frustrating I could just teleport around the entire museum until i track this rat down and port him right into a maximum security prison....but that might take to long,what do i do come on what would Jason do he always knew what to do oh Brother where are you when I need that incredibly obnoxious demeaning insulting advice because Im dumb compared to you speech!!

oh what you want me to try to hack that quad-harmonic quark fluctator shouldn't be to hard.
Expertise computers 1: 1d20 + 11 ⇒ (2) + 11 = 13
Expertise computers 2: 1d20 + 11 ⇒ (9) + 11 = 20
expertise computers 3 : 1d20 + 11 ⇒ (19) + 11 = 30
Expertise computers 4: 1d20 + 11 ⇒ (9) + 11 = 20
Expertise computers 5: 1d20 + 11 ⇒ (4) + 11 = 15

Emit pushes Baker aside gently.
Sorry kid i know your good with this tech stuff but let an expert handle this.


Male Human [0x Bruises] IT System Administrator (2hp/9Lp) 1ppt 0ep

Yea, I must be a bit shaken up after that whole dino ordeal still...
Nice rolls!
Baker stands back to try and settle his mind.


Male Human professor [Injuries]x[heropoints]1[powerpoints]0

Thanks and im Assuming I also borrowed you pds when i pushed u away because my Lil device isn't with me atm so ill hand it back when hes done posting.
Its ok kid maybe I can teach you a thing or two but later, now we make haste its up to us to figure this out, and whether you are super or not your a part of this now and to be honest Ive worked with worse if it means anything.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Wow, nearly perfect bell curve of rolls there. Technically if you aren't aiding Baker, I have to go with his rolls first.

Baker, the system is frustratingly dense and repetitive. Just as you think you've gotten in, the warning light turns on and extra security protocols are activated to reset the system and undo all of your progress. +5 to all DC's.

Emit, seeing your chances of flushing the villain out about to evaporate, you take over the controls. After some intial difficulty with the out-dated mainframe configuration, you manage to not only halt the securtiy protocols, but reverse it back to it's source. The light blinks green indicating you have control of the system.

Two virtual gauges appear on the screen alongside a highlighted view of the entire museum vent system. One gauge is for temperature and the other is for fan speed. There is an abnormal hot spot in vent PR-0017. That particular vent provides air to the museum's walk-in vault.

Joe, as you are searching through SE-0012 you find a tiny dart underneath a full-set of plastic human bones. This was apparently the short-running Skeletal Exhibit.

The next crate over, CE-0024, contains nothing interesting that you can find other than some carboard cutouts of a caveman and some felt loincloths from the Caveman Exhibit.

Joe:
You notice that you can't seem to get the silvery substance out of your skin. You now have a funny silver mark on your body somewheres. You can choose the location but it must be visible as some point. Good locations are Palm, Forehead, and Chest. Not allowed locations are, Butt, Dingus, or some other location that you can't show someone in a public place without getting the cops called on you. Any thoughts on what it is?


Male Human professor [Injuries]x[heropoints]1[powerpoints]0

Lets heat things up!!
Emit increases the heat as the plan dictated to force the villain out. Also if I increase the fan speed as well it may cut the time to get the heat to the spot it needs to be. So I shall.


Middle-aged Human Male [Injuries] [HP]0[Luck] 0 [Defenses] D: +9/P: +9/T: +0/F: +0/W: +0 [Stats] STR: +4/STA: +0/AGI: +1/DEX: +0/FIG: +1/INT: +0/AWE: +0/PRE: +0

chest please
hmm, there is an abnormal heat spot in the ducts over the vault, if only there were some way for one of us to get to the vault quickly and check up into the air-vent as to what that is. if only timeline were here he could probably do that, cough cough cough.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
You are able to get your rusty red VW bug running and start on your way towards the sewer treatment plant. Along the way you pass the Sphinxonium and you note the large banners mentioning a new exhibit that is being shown today. An artifact is supposed to be revealed at a Gala this afternoon! Maybe they are finally going to recognize you for your amazing find. It's strange that they didn't call you to tell you about it... If you were to just show up to the Gala though you could crash their party if they don't give you credit!

The treatment plant is understandably a good distance from the main city but you manage to arrive on time. A large billboard above the brick and cement building is emblazoned with the name of the owners: Wayste & CO. The plant manager comes out to meet you at the front door. The balding man practically reeks of chemicals.

Hello there, gal. You'n must be the geogramer that's gunna fix our prublem? Well you'nt come a moment too soon. Only Vats 1-3 are runnin' and if'n I don't get the back-up cleared Ol' Mr. Wayste is gunna waste me if'n ya catch ma drift. Now don't git that skeered look in yur eye. I ain't asking ya to clean da vats or nuthin'. The main sewage line is all stupped up somewurs and we can't seem to get enough flow. You need to git up tru the access tunnel into the sewer proper and radio me when you is get to tha prublem. Job pays only if we can get the flow to start again. Names Bill by n' by. He hands you an old-style walkie talkie.

You can tell from the flow of the sewage that it is really low.
You can ask the foreman for a map of the sewer lines and any other mundane gear that you'd find helpful in fixing the "prublem".


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
Oh my God, this is what they called me for? Well, lets see what the problem is. If I can fix it, at least I get some damn money. Taking the walkie, I clip it to the pocket of my cargo pants. Nice to meet you Bill. Ya got a map of this place so I can find the other vats? How many of the vats aren't working? I start walking into the building with a motion for him to follow. I'm feeling slightly impatient to get going on this job.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
Oh, them vats are runnin' fine, darlin. They just ain't full. You've got to go into the sewers through the access tunnel and see wut dun plugged 'er up. Bill hands you a map of the city's sewer lines. He also shows you to a side room where they have spare waders. Just in case.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Emit cranks the fan speed and heat up to 11. You quickly begin to read temperatures in the 100 degree Farenheit range. The abnormal temperature reading now becomes practically undetectable against the background of heat.

You can hear a rattling sound coming from the Vent Shaft.


Male Human [0x Bruises] IT System Administrator (2hp/9Lp) 1ppt 0ep

That doesn't sound good.
I go to check that out. Carefully.


Male Human professor [Injuries]x[heropoints]1[powerpoints]0

Well Its good theres no cameras down here.
Emit it looks to his two partners.
well I can go check out the vault.
But first Emit that still has bakers pds pulls up the vault camera and puts it to a loop.
expertise computers: 1d20 + 11 ⇒ (17) + 11 = 28
Emit then turns to Baker handing back his pds
Here you may need this. Ok boys heres the plan Baker you will stay here in case they manage to come back through the vents you will be here. Joe Suit up cause you and me are going in I may need back up and I know you can handle this. I put the cameras on a loop in the vault so we should be good to port in there take care of business without anyone knowing.
Emit then steps back a bit and transforms into Timeline.


Male [Injuries][heropoints][stabilty]2 [Defenses] D:+3 /P:+0/ F:+3 /T:+5/W:+0 [Stats] STR:+0/STA:+3/AGI:+3/DEX:+4/FIG:+0/4/INT:+10/AWE:+0/PRE:+1

Timeline appears Standing there looking at the two.
You ready for this.
Timeline walks over to Joe waiting to teleport him.
Timeline will teleport once i can confirm that everyone can confirm on the plan i know im not the leader but the situation called for action so hopefully no one is upset that i laid out this plan and feel free to say no but if its a go and joe changes into whatever he calls a supersuit then ill teleport.
Timeline after everything is confirmed Teleports into the sphynxonium main vault.


Middle-aged Human Male [Injuries] [HP]0[Luck] 0 [Defenses] D: +9/P: +9/T: +0/F: +0/W: +0 [Stats] STR: +4/STA: +0/AGI: +1/DEX: +0/FIG: +1/INT: +0/AWE: +0/PRE: +0

will do! I use my thousand faces to transform in a hurry into the good reverend Martin Luther King Jr. expertise religion: 1d20 + 16 ⇒ (8) + 16 = 24
I'm ready when you are. Baker, you good with monitoring the current camera feeds?


Male [Injuries][heropoints][stabilty]2 [Defenses] D:+3 /P:+0/ F:+3 /T:+5/W:+0 [Stats] STR:+0/STA:+3/AGI:+3/DEX:+4/FIG:+0/4/INT:+10/AWE:+0/PRE:+1

I can take you with joe with a teleport


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
Seems I missed that detail in the main post, this is what I get for posting while talking to other people Sounds good to me. Do you have a free worker or two? Would be nice to have an extra pair of hands about.


Male Human [0x Bruises] IT System Administrator (2hp/9Lp) 1ppt 0ep

I'll be fine here. Before you go, I'm going to assume you have cell phones? Put my number in there so you can contact me if needed. Baker gives his number.

Get going, i'll stay in the area here at least.
When they port out I want to see if I can pull up a schematic of the building basement. I want to know what exits there are to the basement (vents included). If I can't I'll make a quick tour of the basement to locate and then seal off all but the entrance we came in by.

I really hope I can trust these guys. They seem like they're good, but i still should keep an eye on them, just in case. And once we seal this place off, we shouldn't let them have all the fun, should we Ithran? Baker mentally smirks.

I'm going to use my PDS to get a visual from the cameras on where Timeline and Joe are porting to, so I can keep track of what's going on up there, and hopefully keep an eye on their movements throughout the museum.
Expertise Computers: 1d20 + 7 ⇒ (17) + 7 = 24


Male [Injuries][heropoints][stabilty]2 [Defenses] D:+3 /P:+0/ F:+3 /T:+5/W:+0 [Stats] STR:+0/STA:+3/AGI:+3/DEX:+4/FIG:+0/4/INT:+10/AWE:+0/PRE:+1

Rob i already made a check to put the cameras on a loop in the vault i figured that would keep the security away but if you could use your pds to turn off any alarms in the vault it would be appreciated.
Timeline looks to Baker Before we port away. would like him to do this before we port in there.
Hey kid you think you could check for alarms in the vault and shut them down if there is so we don't set them off by porting in.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
I ain't got no bodies ta spur, miss. Wut wit tha recent cutoffs and laybacks I burley have enough to run the vats. That is why I called you.

The Access Tunnel is north of the plant set into the side of a natural hill next to where the sewage flows out of.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

The rattling sound gets louder as Joe begins to change his form and Emit is attempting to loop the vault's camera feeds.

a small metal capsule rolls out of the vent and sprays a green and purple mist into the air!

The cloud fills this corner of the cramped basement including around the furnace controls.

Two Fort saves each.


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
Of course, I just thought it couldn't hurt to ask. She steps into the side room to put on some waders...just in case. While sitting there, she analyzes the map and finds the entrance tunnel to the north. Does the same map with the sewer system show any natural rivers that may affect the sewer system? Also, Do I know of the major rivers in the area (like size and what not)?


Middle-aged Human Male [Injuries] [HP]0[Luck] 0 [Defenses] D: +9/P: +9/T: +0/F: +0/W: +0 [Stats] STR: +4/STA: +0/AGI: +1/DEX: +0/FIG: +1/INT: +0/AWE: +0/PRE: +0

i make the two fort saves, yay
I look down the airshaft for someone coming out
perception: 1d20 + 0 ⇒ (12) + 0 = 12


Male Human [0x Bruises] IT System Administrator (2hp/9Lp) 1ppt 0ep

Fortitude: 1d20 + 1 ⇒ (13) + 1 = 14
Fortitude: 1d20 + 1 ⇒ (2) + 1 = 3
Gonna use a luck point on that second roll there, and anyone else who wants to reroll 1 of their rolls counting the roll as an 11 - 20 can do so.
reroll with LP spent: 1d20 ⇒ 15 + 1 = 16

Let me know when I get my hero point for that, please :)


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
Theribis Lake lies to the north of Maximum City and is known for it's great beaches and clean water. The Theribis River runs north to south around the eastern side of the city. Part of the river is diverted into the sewer system as needed. The sewer treatment plant uses new technology to purify the water before it is sent back into the Theribis River further downstream.

You should see a new link at the top of the page that says Sewer Map.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Baker, you you feel your facial muscles contracting and twitching on their own. Your face feels kinda numb. Take 1 Bruise from Nerve Damage. BBE registered, Hero point awarded.

Baker's re-roll for you guys applies only to the second save. Tell me if you are changing your actions otherwise I will assume the same things you were doing in your posts above.

Joe, you cannot crane your neck to see very far up the shaft. You'd need to climb inside or have some sort fo remote sense to see up the shaft.

DM Only:
BBE: 1d4 ⇒ 2 Enemy
Enemy: 1d12 ⇒ 8 Protection Buff
Rank: 4 + 1d6 ⇒ 4 + (1) = 5 Rank 5
Til end of this scene, Death mask gains a +5 luck bonus to toughness saves from synergetic effect between his immune system and residue from the poison bomb.


Male [Injuries][heropoints][stabilty]2 [Defenses] D:+3 /P:+0/ F:+3 /T:+5/W:+0 [Stats] STR:+0/STA:+3/AGI:+3/DEX:+4/FIG:+0/4/INT:+10/AWE:+0/PRE:+1

Fortitude 1: 1d20 + 3 ⇒ (3) + 3 = 6
Fortitude 2: 1d20 + 3 ⇒ (11) + 3 = 14


Male [Injuries][heropoints][stabilty]2 [Defenses] D:+3 /P:+0/ F:+3 /T:+5/W:+0 [Stats] STR:+0/STA:+3/AGI:+3/DEX:+4/FIG:+0/4/INT:+10/AWE:+0/PRE:+1

fort 2 re roll: 1d20 + 3 ⇒ (17) + 3 = 20


Male [Injuries][heropoints][stabilty]2 [Defenses] D:+3 /P:+0/ F:+3 /T:+5/W:+0 [Stats] STR:+0/STA:+3/AGI:+3/DEX:+4/FIG:+0/4/INT:+10/AWE:+0/PRE:+1

cough cough...Hold on. Hurry with that hack kid and Joe prepare for the teleport after the alarm is down.
Timeline realizing Baker needs time to hack the alarm teleports Baker and Joe with him outside the gas to give him enough time.


Male Human [0x Bruises] IT System Administrator (2hp/9Lp) 1ppt 0ep

Once clear of the gas, Baker taps into his PDS again.
Through the stiff, macabre grin that is creeping into his facial muscles, Baker attempts to turn off any potential alarms in the system.
Expertise Computers: 1d20 + 7 ⇒ (18) + 7 = 25

What the heck, was that some sort of nerve gas?!


Male [Injuries][heropoints][stabilty]2 [Defenses] D:+3 /P:+0/ F:+3 /T:+5/W:+0 [Stats] STR:+0/STA:+3/AGI:+3/DEX:+4/FIG:+0/4/INT:+10/AWE:+0/PRE:+1

Not Clear at the moment kid but first things first bring the alarm down.
I just hope it doesn't have the same affect on us as the dead guy over there.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Now outside the gas, Baker switches to a view of the vault...only to find the camera disconnected. He is also able to get into the alarm system only to find that it has been disconnected as well. A basic schematic of the museum is available for viewing however. There are no other basement entrances other than the stairs and the large vent shaft (although only a very agile person could consider that an entrance).

Emit, you feel your outer extremities begin to go numb. -4 Stamina from Deaden Nerves. this lowers your Fortitude and Toughness saves by a like amount.

I need a second round of Fort saves from Baker/Emit (Joe is apparently immune) as this IS Nerve Gas and has a Secondary Effect. If you'd stayed in the cloud, that would have been a total of three rounds of saves. This D. Mask isn't fooling around.


Male Human [0x Bruises] IT System Administrator (2hp/9Lp) 1ppt 0ep

Fortitude Save: 1d20 + 1 ⇒ (15) + 1 = 16
Fortitude Save: 1d20 + 1 ⇒ (1) + 1 = 2

Balls.
Using a luck reroll on that second roll...again. Everyone can reroll that one again.
1d20 ⇒ 8 => 18 + 1 = 19
I succeed.


Male [Injuries][heropoints][stabilty]2 [Defenses] D:+3 /P:+0/ F:+3 /T:+5/W:+0 [Stats] STR:+0/STA:+3/AGI:+3/DEX:+4/FIG:+0/4/INT:+10/AWE:+0/PRE:+1

Fortitude: 1d20 - 1 ⇒ (5) - 1 = 4
fortitude: 1d20 - 1 ⇒ (15) - 1 = 14

fort re roll: 1d20 - 1 ⇒ (11) - 1 = 10


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
Elli makes her way back outside and to the access door north of the plant. She decides that the best way to go about solving this is to walk along the main sewer line until she sees something that could be blocking the flow. Probably some logs or a build up of the fallen leaves from the city. Leaves always cause problems this time of year. Guess we'll have to see...


Middle-aged Human Male [Injuries] [HP]0[Luck] 0 [Defenses] D: +9/P: +9/T: +0/F: +0/W: +0 [Stats] STR: +4/STA: +0/AGI: +1/DEX: +0/FIG: +1/INT: +0/AWE: +0/PRE: +0

Baker beware, we might soon have a visitor. this gas could have been rigged to go off when we removed the obstruction in hte vent or D. mask is coming back and will be here soon.
contact us if he appears again.


Male Human [0x Bruises] IT System Administrator (2hp/9Lp) 1ppt 0ep

COUGH
COUGH
Yea,
cough cough
Sure thing.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Baker, you seem to shake off the effects of the gas as the last of the cloud disperses.

Emit, you can't feel your left hand any more. Bruise taken from Nerve damage. No actual negative for not feeling your hand. You don't feel any weaker.


Male [Injuries][heropoints][stabilty]2 [Defenses] D:+3 /P:+0/ F:+3 /T:+5/W:+0 [Stats] STR:+0/STA:+3/AGI:+3/DEX:+4/FIG:+0/4/INT:+10/AWE:+0/PRE:+1

I...I.. Cant feel my hand, we must hurry before this gets any worse.
Emit looks to Joe looking weak from the gas.
My friend you look to be immune to the effects to the gas you might need to take point on this at least until I can make my move. I fear close combat is out of the picture for me in this condition.


Male Human [0x Bruises] IT System Administrator (2hp/9Lp) 1ppt 0ep

Refresher on what Bruises do again? I couldn't find it in M&M...


Male Human [0x Bruises] IT System Administrator (2hp/9Lp) 1ppt 0ep

If nerve gas is going to continue to be a thing, I think we might benefit from "borrowing" a set of gas masks from the WWII exhibit...


Male [Injuries][heropoints][stabilty]2 [Defenses] D:+3 /P:+0/ F:+3 /T:+5/W:+0 [Stats] STR:+0/STA:+3/AGI:+3/DEX:+4/FIG:+0/4/INT:+10/AWE:+0/PRE:+1

Give me a sec gotta grab some gear.
Timeline Goes back in time to grab full plate armor and a gas mask. Putting them on in the past.
Expertise history: 1d20 + 12 ⇒ (13) + 12 = 25 eidetic memory + 5
intellect: 1d20 + 10 ⇒ (19) + 10 = 29eidetic memory + 5

Timeline appears back in Full plate Knight armor wearing a gas mask.
Joe you ready?Lets go.
Timeline grabs Joe and teleports into the vault.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

A bruise is the term I'm using for the cumulative -1 to all of your saves (Dodge, Parry, Fort, Toughness, and Will). They represent you taking damage. The more you have, the more likely you will fail subsequent damage saves and eventually by enough to become incapacitated. It's the term that M&M 2e used for them which is why you aren't finding it in the book. They call them "-1 circumstance penalties" and their rules are listed under the Damage power in the Powers section.

DM Only:
D. Mask Perception: 1d20 + 5 ⇒ (20) + 5 = 25 DC 20 to make out voices still alive down in the basement.


Male Human [0x Bruises] IT System Administrator (2hp/9Lp) 1ppt 0ep

Once Emit and Joe teleport out, i'm going to head back to the basement stairs to get out of the nerve-gassed basement so I can figure out what to do.


Hero Point Awarded to Baker, Joe, and Emit for thwarting Death mask's Plan A! Great teamwork!

Emit/Joe:
Emit, you and Martin Luther King Jr. teleport into the vault!...only to find the vault door closing!

You be too late mon...enjoy your tomb...

The vault door closes and the tumblers fall into place locking you in! Not, lol

Inside the vault you can see a pedestal and velvet pillow that is conspicuously empty. There are a number of smaller vault doors lining the inside of the vault. None of them are open.

Perception checks you two.

Baker:
On the outer vault camera you see a figure in a security guard uniform exit the vault and then close it behind him. He is carrying a bulging satchel and quickly makes his way to the north exit (into the Final Exhibit area).

Initiative:
Baker: 1d20 + 9 ⇒ (12) + 9 = 21
Death Mask: 1d20 + 14 ⇒ (4) + 14 = 18
Martin Luther King Jr.: 1d20 + 1 ⇒ (15) + 1 = 16
Timeline: 1d20 + 3 ⇒ (16) + 3 = 19

Initiative Order:

  • Baker
  • Timeline
  • Death Mask
  • Martin Luther King Jr.


Male [Injuries][heropoints][stabilty]2 [Defenses] D:+3 /P:+0/ F:+3 /T:+5/W:+0 [Stats] STR:+0/STA:+3/AGI:+3/DEX:+4/FIG:+0/4/INT:+10/AWE:+0/PRE:+1

No!!!
perception: 1d20 + 1 ⇒ (13) + 1 = 14 need to know if I see the hallway.


Male [Injuries][heropoints][stabilty]2 [Defenses] D:+3 /P:+0/ F:+3 /T:+5/W:+0 [Stats] STR:+0/STA:+3/AGI:+3/DEX:+4/FIG:+0/4/INT:+10/AWE:+0/PRE:+1

I don't think so I cant let you hurt anyone else im going to stop you now.
Timelines Eyes begin to glow with temporal Energy as he ports into the hallway outside the main vault of the sphixonium. I need to know where i port before i take the rest of my turn.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Emit:
You teleport onto the raised dais of the Gala room only to see the form of a security guard disappear around the northern exit into the Final Exhibit room.

You can hear Madelyn giving her speech to the tour group.

And this is the final resting place of Em-Shakaroath a previously unknown Pharoah from the First Dynasty. It was unearthed with full cooperation of the Egyptian government and is graciously on loan for the month. It should be noted...

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