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

so if i read that right that means that since it affects the dodge and parry save, does it also affect the person's AC, since AC is 10+those saves? or is AC not affected but when you use it as a save as a reflex-esque save then the bruise is counted. also, when did that map of the museum get up there,i just noticed it and if it has been there for a week i'll feel like a complete idiot.
thank goodness for emit's teleport, otherwise i might be doing hundreds of thousands of property damage to attempt to get out of the vault.
perception: 1d20 + 0 ⇒ (11) + 0 = 11
calling Baker's number on the phone
hey Baker, the mask guy is here in the vault room, he tried to lock us into the vault but Timeline has something to say to that. it looks like he already took something from the vault.just a heads up


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

Damn... hes getting away.
Timeline uses his next move action to port to the entrance to the exit he disappeared into.
I got to stop this bastard no matter what happens to me...Its game over for this guy.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

No, I just posted the map tonight because Baker actually said he was looking it up. Yes your AC's are lowered as well. Bruises suck especially in large quantities as it is the equivalent of taking HP damage for M&M.

So Emit, are you actually teleporting Martin Luther King Jr. with you out of the vault? And then into the middle of the Final Exhibit? As 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

Yes to taking Joe with me and yes to porting to the middle of the exhibit if possible. and yes as timeline not going to redo the whole getting items thing. and yes i realize it might cause a problem with just being there as timeline but its time to just finish this.


Female Human Assistant Director of the Sphinxonium

Emit/Joe:
You and MLK Jr. find yourselves in the middle of a shocked group of people. A couple scream, several gasp, and the SHRU guards and the military attache immediately fall into a defensive stance in front of the general. Admist the throng of people, you cannot seem to easily pick out D. Mask.

That's him! that's the weirdo that hit me earlier!

Make Perception checks.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

DM only:
BBE: 1d4 ⇒ 4 Environment
Environment: 1d2 ⇒ 2 Structure
Structure: 1d6 ⇒ 1 Damage
Target: 1d6 ⇒ 1
1=Ceiling, 2=Floor, 3=Wall, 4=Vault, 5=Furnace, 6=Mummy Case

Baker:
As you finish climbing from the basement you notice a VERY large crack in the understructure of the basement ceiling...i.e. the floor of the Sphinxonium. Hero Point awarded and BBE registered


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

perception: 1d20 + 1 ⇒ (14) + 1 = 15 also what were the results from the last perception roll we made in the vault.
People listen to me there is a villain in this masquerading as a security guard he calls himself D.mask he killed a guard and has done god knows what to Archibald but he uses a dangerous toxin you must evacuate now!!


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

in this room, forgot the word room my bad


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

Having access to the cameras, and knowing which guard D.Mask was masquerading as, can I see if I have a good picture of his face? Further more, does the museum keep contact information on each (or most) of its guests (especially for an event such as this), so that I could feasibly find that database and access all of their phone numbers and assume they have the capability to receive picture messages? And finally, can my PDS access the general alarm to the building and/or the fire alarm?

In general, hit me with the skill checks!


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

You have not gotten a good look at his face as he is accustomed to keeping his face from facing towards cameras. The guest list is there but as the Gala invites were "+1", at least 50% of the people here are not "on the list". And you have no way of knowing if they all have phones capable of receiving multi-media messages.

There is no general alarm as this is not a police, fire, or military station but there is of course a fire alarm. You know this will likely result in something of a panic to get outside which will give the villain ample time to escape in the commotion. You need no computer check to activate it (and it's not connected to the computers anyway) as there is a fire pull in every room (except maybe the storage rooms). If you want to check the Final Exhibit cameras to try to spot D. Mask, then you need to give me a Perception check. Am I to assume you are spending these rounds moving towards the Final Exhibit with your move action as you use your standard to manipulate the cameras?

Emit/MLK Jr.:
General Rencore: The only one wearing a mask here is you, surrah. I for one will not hide from the likes of your kind. The General stays well behind his men and pulls his service pistol. He and his men train their weapons on Timeline.

Madelyn pulls an antique six-gun from an ankle holster and also trains it on Timeline. T-t-that's r-right. Make a funny move and I-I'll shoot.

In the background, the minor holographic display kicks in at the pre-planned time. Welcome to the world of Ancient Egypt! Tonight you will become one of only a handful that have gazed upon the Pharoah Em-Shakaroath!!! At the end of the statement, the lid of the sarcophagus is thrown wide revealing...a MUMMY! It rises from it's centuries old tomb moaning in hatred!!

Frightened unduly by the sudden happenings, the General fires a shot at the mummy!
Attack Roll: 1d20 + 3 ⇒ (11) + 3 = 14 Damage DC 18

The mummy screams!!! ...in pain. Also blood begins to pool from his shoulder.

DM Only:
Dr. Oz's Deception: 1d20 - 2 ⇒ (11) - 2 = 9
Attache #1 Insight: 1d20 ⇒ 18
Attache #2 Insight: 1d20 ⇒ 8
General R. Insight: 1d20 ⇒ 12
Madelyn Insight: 1d20 ⇒ 3
Archy's Toughness save: 1d20 - 1 ⇒ (18) - 1 = 17


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
You find your way into the access tunnel just fine. It's a good thing you brought the flashlight Bill offered you as it becomes pitch black as soon as the door closes behind you. A rank smell comes from further down the tunnel and you can hear the slight burbling of sewage flow from up ahead. Shadows dance along the cobblestone walls and cement archways of the cramped tunnel.

You make it to the main sewer line only to find that rank doesn't even begin to touch the pervasive odor of the sewage. It would appear that the stagnant cesspools have built the smell up to nauseating levels.

Fort Save.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Oh, the mummy distraction has the Gala attendees attention so this next turn you needn't worry about being shot by the military guys or Madelyn.

Military Init.: 1d20 + 2 ⇒ (14) + 2 = 16
Madelyn: 1d20 ⇒ 4
Mummy: 1d20 ⇒ 11

Updated Initiative:

  • Baker
  • Timeline
  • Death Mask
  • Military Attache & General
  • MLK Jr.
  • Mummy
  • Madelyn


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

persuasion1: 1d20 + 2 ⇒ (13) + 2 = 15 for the first statement I made last post.
Ladies and gentlemen I assure you I am here to help and this D.mask is responsible for the death of at least two men and must be stopped.
persuasion2: 1d20 + 2 ⇒ (13) + 2 = 15For this posts plee
Timeline looks around quickly to spot d.mask
perception: 1d20 + 1 ⇒ (2) + 1 = 3
perhaps to quickly well damn.
I might need the rest of my gear better grab it.
Timeline teleports to Madelyn's office and uses his standard to dawn his pip boy and arm blaster. and ports back with turn about.


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

DM:
Oh lovely...
Fortitude: 1d20 + 3 ⇒ (2) + 3 = 5
First roll of the game and it's a 2 haha


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

perception: 1d20 + 0 ⇒ (4) + 0 = 4
Is the mummy another hologram?


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Retrieving your briefcase is a standard action but donning your gear requires you to open the briefcase and actually put the two wrist devices on (another standard). That puts you inside Madelyn's office and you have donned your devices. (No turnabout).

MLK Jr., no it is not a hologram. Insight check.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
You heave noisily into the channel. It takes you a minute before you can muster together your senses to continue. There is no sign of a back up here at this junction.

Make a Perception check as you approach the next junction.


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 teleport half my move and because opeining the case and dawning the two devices is a standard and use my other half move to teleport back.


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

DM:
Perception: 1d20 + 5 ⇒ (8) + 5 = 13


Male Human Fort Takoma Military Training Consultant

My bad Emit, you are correct. Learn me to post before bed.

Neither Emit nor MLK Jr. can spot Death Mask in the crowd.

One of the military personnel makes his way to MLK Jr., gun aimed at the mummy.

MLK Jr.:
Are you trying to give me a heart attack? Who's the goon pretending to be King Arthur? Nevermind, I probably don't want to know. Give me a report and make it quick.

Still waiting for Baker's Perception check/actions for this round and MLK Jr.'s actions for this round.


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

Perception via camera feed: 1d20 + 6 ⇒ (1) + 6 = 7
Yea, I'm too busy with other things to notice anything going on in the tour group.

A quick call to Emit,
god, we need some sort of bluetooth communicators if we end up being a team...
Hey, if you can block off any of the doors to the museum and force D.Mask out the side entrance to the room you're in, I can have a friend waiting out there for him.

Baker changes into Risen Fate, opens the loading dock door and flies out to the "Fire Exit?" door on the side of the last room in the exhibit, waiting to take down any of the goons (specifically D.Mask) that come out the door.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Here is the rule for getting rid of those nasty Bruises.

Recovery:
Living targets remove one damage condition per minute of rest, starting from their worst condition and working back. So a damaged character recovers from being incapacitated, then staggered, dazed, and finally removes a –1 Toughness check penalty per minute until fully recovered. The Healing and Regeneration effects can speed this process.

Baker, you only get Emit's answering machine. You are able to speed dial Joe though and tell him the same thing you were about to say to Emit. The side door from the Final Exhibit room is the side door you and Marrisa entered earlier today. It is normally locked, you recall Archibald unlocking with a set of keys. Once there, you do discover it to have a fire exit crash bar on the inside.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
You catch yourself before tripping over a seemingly random string stretched across the tunnel. Attached to said string are a number of empty cans and metal scraps makeing a crude but effective alarm system. Still no sign of the blockage. The east and west runoffs are still flowing downstream but the main northern line is only a trickle.

You are able to hear the sound of hundreds of little feet scampering...and they are getting closer! Well done, no surprise round for the Rat Swarm.

Initiative: This is rolled by me to make everyone's responses quicker. Post your actions as soon as you can, even out of order to make combat go faster. generally wait to post your next turn until after every posts for the previous turn.

  • Rat Swarm 12
  • Elli 3

The Rat Swarm pours out of the nearest auxiliary sewer pipe and forms into a huge mass that carpets the floor! A wave of rats pour over you biting and gnawing. Fort save and Insight Check please.

DM Only:
Swarm Stealth: 1d20 - 2 ⇒ (9) - 2 = 7
Rat Swarm: 1d20 + 3 ⇒ (9) + 3 = 12
Elli: 1d20 + 1 ⇒ (2) + 1 = 3


Baker:
You catch on quickly, I thought I was going to have to hold your hand again. A gaseous posion? A Gorgon by any other name...


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

insight: 1d20 + 0 ⇒ (10) + 0 = 10
Arthur guy is cocky and has an annoying penchant for puns and little to no subtlety but he actually saved Madelyn not tried to kill her so he is a good guy. Also if you could close off the main entrance and route the civilians through the side exit,we might capture the real culprit.

there are two dead civilians, one was a janitor found upstairs and died on the way to the hospital, the other was a worker who unloaded cargo down stairs. the down stairs corpse appeared to be killed by a poisonous gas that distorts the face. While downstairs investigating, from the air vents a gas cloud of nerve gas dispersed hitting a civilian downstairs and the king Arthur guy. but they seemed affected but not dying.

That guy wielding the nerve gas calls himself D. mask and fled into the crowd with something from the vault. He is very nimble since he easily traversed the ducts throughout the museum earlier and shut down the security here.i think he is responsible for the mummy but i'm not sure. the arrest short man could make holograms real,but that mummy's not an illusion.

Arthur teleported himself and i into the vault after the criminal when we saw his heat signature on the sensors in the air-duct which explains the climbing pike and the climbing gear we found hidden in the museum.
i am taking a full round to convey information, or maybe more than 1 round. also is the Mummy Baker's doing? not that i know that in game


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

DM:
Fortitude: 1d20 + 3 ⇒ (9) + 3 = 12
Insight: 1d20 + 7 ⇒ (13) + 7 = 20


Female Human Assistant Director of the Sphinxonium

MLK Jr., you realize it's definetly not a mummy, but rather some poor soul wrapped in toilet paper and gauze. The soldiers lower their weapons.

I think he...it?...is injured! Someone get me some medical supplies. And call an ambulance!

As Madelyn moves towards the sarcohhphogaus, the mummy lurches forward falling onto the floor moaning in agony. The fall dislodges some of the wrappings revealing the very disoriented and pain-stricken Director of the Museum, Archibald Louvre!

Archy! Oh my stars! You've been shot! She drops her weapon and attempts to free Archy.

DM Only:
Initiative for Rampage: 1d20 + 1 ⇒ (10) + 1 = 11

Perception checks from each of you to spot D. Mask on your turn.


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

Huh there's Archibald but more important everyone should be surprised except one person.
was hoping to use investigation to put two and two together to notice if any one is not surprised combined with a perception maybe to get some kind of bonus

investigation: 1d20 + 10 ⇒ (3) + 10 = 13
Timeline scans the room looking for the one person that wouldnt be surprised Archy was in there.
perception: 1d20 + 1 ⇒ (8) + 1 = 9

We got to find this guy now!! M.L.K Do you see him?
need to know if I see him before I do anything if I don't ill probably just teleport to Archy and do a treatment roll on him to see how bad off he is but let me know.


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

perception: 1d20 + 0 ⇒ (18) + 0 = 18


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Emit, you do not see D. Mask. Every seems to be in various stages of shock from seeing the shot museum director. There is a strange noise however. A low almost thumping sound reverberating around the room. Perception too low to pinpoint source or identify.


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

DM:
Re-read my post :P I was telling Joe and Emit to block off the doors leading to rooms 8 and 10 so that the only opening was to the outside, so that when D.Mask was forced to run, he would have to run that way.


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 not seeing D.mask Teleports to Archibald side to check on him.
treatment: 1d20 + 10 ⇒ (13) + 10 = 23
TimeLine simultaneously uses his pipboy to call and ambulance.
Pipboy contact local hospital...Waits for answer The director of the sphinxonium has been shot send an ambulance to the sphixonium right away.


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

Joe and Emit, in case you missed it, I got ahold of Joe on cell phone while you were getting to the final room. Each of you block off a door leading back into the museum, Doors to rooms 8 and 10, that way the only door left is the one leading outside. When you flush the villians out, i'll have sent Risen Fate there to cold-clock our friend D.Mask.


Human [MIA (deceased?)][-H- *S* D] (3hp/3Lp)[Defenses] D:3(9)/ P:1(7)/ T:1/ F:1/ W:2 [Stats] STR:1(8)/ STA:1(8)/ AGI:3(11)/ DEX:3(11)/ FIG:1(8)/ INT:1(8)/ AWE:2(9)/ PRE:2(9)

Readied Action
Expertise Superhero: 1d20 + 11 ⇒ (1) + 11 = 12 Wow, lotta 1's recently...
-Catch the villians by surprise by charging them back into the room (with full-speed flight) when they open the door to escape.


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

The problem we are having at the moment Baker is that we cant even make a roll to find him yet. But my next turn I can do that.I know
Kid Fate is anxious to get some action.


Human [MIA (deceased?)][-H- *S* D] (3hp/3Lp)[Defenses] D:3(9)/ P:1(7)/ T:1/ F:1/ W:2 [Stats] STR:1(8)/ STA:1(8)/ AGI:3(11)/ DEX:3(11)/ FIG:1(8)/ INT:1(8)/ AWE:2(9)/ PRE:2(9)

Yup, that's fine, i'm just setting things up for when stuff goes down, heh


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Summary of round so far;
Risen Fate prepares to Bull Rush the villain when/if he runs out the fire door.

Timeline, in full plate armor, teleports to Archy's side and quickly ties a tournaquet around Archy's shoulder to staunch the bleeding.

Colonel Kopel barks orders to the other two soldiers and the SHRU to block off the exits to the other rooms (other than the fire door). You better be sure about this, Joe.

A reverberation can be felt throughout the room...

MLK Jr. finishes his visual scan of the room and realizes something. There are no security guard uniforms among the people here. He does spot one peculiarity: A man in a fancy suit near the north wall is reaching to adjust a hastily donned bowtie...to reveal a fresh burn wound on his palm...your eyes meet and he dashes towards the fire door knowing his cover has been blown. He's still in the room but he's only about 10 feet from the fire door. Yay for prepared actions.


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

There he is Saul, he's rushing towards the fire exit, he is nearly there. you can see the burn marks on his hands from what we did to the heating system.
I call Timeline
D. Mask is now dressed in a suit and is running towards the fire exit where a friend of Baker is. Be careful and not port directly in front of him or he might dash to a side door or take a hostage.
I prepare an action to move in on him once he reaches the exit door so that i don't close in on him and spook him into taking a hostage, that is something i'm not good at handling, as shown earlier.


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

Roger that M.L.K. get ready to hit him... oh and don't go easy on this bastard. Ive taken care of Archibald's wounds for now so we can focus on Mr.Mask
Timeline spots him running as he finishes patching up Archy and giving Madelyn a knowingly nod to assure her hes the good guy.


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

DM:
Elli shrieks a bit at the amount of rats that are scrambling over her and tries to place herself against the wall as much as she possibly can.
Can I torch the ones on me by setting myself on fire and then shooting fire at the ones coming at me? I would need the clothes and the gear I have to be selectively protected to not burn.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
There are certain tropes from the superhero genre that will be employed in this campaign and your clothes not burning when you activate your fire armor/wings is one of them. I do prefer to add a high standard of practicality to my game world so I would appreciate a neat explanation of why your clothes don't burn. Your character has had years of practice with her powers and would have figured out some way to not burn her clothes...or have a spare set with her at all times. Text or PM me whenever you think of something cool but for the meantime just assume that they do not burn. being in the sewers is bad enough without being naked on top of that.

Elli, the rats swarming over you biting and gnawing Dazes you. You instincitively understand that Swarms are immune to physical damage, as hurting a few of the creatures making up the swarm will not deter the swarm itself. Energy attacks are a different matter entirely...

Dazed: A dazed character is limited to free actions
and a single standard action per turn, although the
character may use that action to perform a move, as
usual. Stunned supersedes dazed.


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

DM:
Elli puts her armor up to keep the rats from biting her as much as possible and immediately starts torching the living day lights out of the swarm.
I'll teach you to mess with me


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

DM:
Fire Blast: 1d20 + 10 ⇒ (14) + 10 = 24


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

DM Only:
Rat Swarm Toughness: 1d20 ⇒ 4

Elli:
You hit the dead center of the Rat Swarm, burning away dozens of the rats and spreading the fire to more of their brethren. The remaining rats appear disorganized. They failed their save vs. your effect by 3 degrees. They take a Bruise (a cumulative -1 penalty to all saves) and gain the Staggered condition for the remainder of combat.

The rats currently clinging to you begin to gnaw hungrily!
Rat Swarm Toughness Save vs. Fire Armor: 1d20 - 1 ⇒ (13) - 1 = 12 DC 18
Several rats burst into flames as they gnaw and bite you. They take another Bruise and would be Dazed for a round, however Staggered supersedes Dazed.

You need to make a Fortitude save and it is now your turn.

Degrees of Success: Beating the target DC is considered 1 degree of success. For every 5 you beat the DC by, you gain an additional degree of success. Sometimes this will grant you a bonus of some sort but generally getting anything past 3 degrees of success doesn't award anything.

Degrees of Failure: Failing a DC counts as 1 degree of failure incurring the normal penalties for the related check. Similar to Degrees of Success, failing by 5 or more will add additional degrees of failure. The most common DC you will need to make is versus various damage effects. Failing a damage effect gives you a Bruise. Failing by 2 degrees means you are also Dazed for 1 round. Failing by 3 degrees, you are also staggered for the rest of combat. Failing by 4 degrees and you are Incapacitated and out of the fight.

Staggered: A staggered character is dazed and hindered.

Dazed: A dazed character is limited to free actions
and a single standard action per turn, although the
character may use that action to perform a move, as
usual. Stunned supersedes dazed.

Hindered: A hindered character moves at half normal
speed (–1 speed rank). Immobile supersedes hindered.


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

DM:
Fortitude: 1d20 + 3 ⇒ (11) + 3 = 14
I take another shot at the swarm, not worrying about the rats on the armor for the time being.
Fire Blast: 1d20 + 10 ⇒ (10) + 10 = 20
If I should not have made that last fire blast roll, ignore it. Also, can I tell how big the swarm is?


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

The reverberation gets significantly louder and is now recognizable as a helicopter! An explosion rocks the building and blows a hole in the ceiling over the Gala room. Six men rappel down into the room in a coordinated maneuver carrying assault rifles and wearing black leather uniforms with a stylized blue shield. Their helmets completely cover their faces and resemble a knight's helmet. Someone in the helicopter shouts through a megaphone.

We are the future! We are the Knights of Revelation! You are carrying an artifact destined to change the world! You are unworthy of such an honor and to even look upon it would desecrate the Holy Stone! Vacate the premises and no one will be harmed! We are the future! We are MUTANTS!

At this final proclamation, a gargantuan, hairy form falls through the hole in the ceiling to land inside the Gala room. Wielding a battleaxe two heads taller than a man, this great horned beast bellows a challenge to all who dare stand in the way of the Knights of Revelation!

I am Rampage! I am war INCARN-

The minotaur-esque creature's last words are interrupted by the floor of the Gala room giving out underneath his feet. He drops from sight rather spoiling his otherwise impressive entrance. You have Risen Fate to thank on that one.

The six minions look at each other somewhat confused, one of them shrugs, and then they proceed to find cover along the edges of the room.

Colonel Kopel mutters an expletive, It's like motherfrickin' Halloween tonight. All the ghouls are out and ready to party.

The guests let out a collective scream and begin running for the fire door. The fire door bursts open upon yet another masked figure his arms spread wide in preparation for a leaping tackle. The guests in front come to a halt only to be shoved forward by the press of bodies from behind. Several tumble to the sidewalk while others trample over them. Risen Fate, make a Perception check to spot D. Mask in the crowd to trigger your action.

MLK Jr., your move action is triggered as D. Mask gets swept along with the mass of people outside and into the night.

Nearly forgotten in the panic, Madelyn protects Archy from the stampede of people, taking a few blows before it thins out. Archy begins to moan,

Perception DC 14, DC 16 if outside:
It's the curse! I was...warned...but I didn't listen. Cthulhu! Ph'nglui...mglw'nafh Cthulhu R'lyeh...wgah'nagl fhtagn.

Once Risen Fate is done triggering his action, it's the start of a new round.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
You manage to ignore the distracting and nauseating presence of these hungry rodents as you focus another beam of fire at the swarm's center. Their attack affects a 30 ft. burst so I am assuming they occupy a 60 ft. circle. Yea that's a LOT of rats.

Rat Swarm Toughness save: 1d20 - 2 ⇒ (13) - 2 = 11 vs. DC 23 Fire Ray. Also normally I'll be rolling the saves in my DM Only spoiler but I thought it would be informational for you to see my process.

23-11=12; 12/5=2.4;
With failures you round up, with successes you round down. So they failed by 3 degrees again. If you have previously failed by 3 degrees, then failing it by 3 degrees a second time is treated as failing by 4 degrees (i.e. you are knocked out, dead, incapacitated, KOed). So the rat swarm is out of commission! yay!

You leave a devastating trail of fried rats as you spontaneously light them on fire with your glowing finger of fiery death. The remaining rats take the hint and disperse in all directions, shimmying up sewer pipes, scurrying down auxiliary channels, jumping into the sewage, or burrowing into nooks and crannies. Within seconds there is not a rat to be seen...

The tunnel is as silent as the grave.


Human [MIA (deceased?)][-H- *S* D] (3hp/3Lp)[Defenses] D:3(9)/ P:1(7)/ T:1/ F:1/ W:2 [Stats] STR:1(8)/ STA:1(8)/ AGI:3(11)/ DEX:3(11)/ FIG:1(8)/ INT:1(8)/ AWE:2(9)/ PRE:2(9)

Perception for D.Mark: 1d20 + 6 ⇒ (9) + 6 = 15
Perception for Archy: 1d20 + 6 ⇒ (10) + 6 = 16


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Risen Fate tries to spot Death Mask in the throng of people and just catches the glint of a brass button the museum security guards wear on their sleeves. The man is dressed well but with a crooked bow tie. He must be wearing those clothes over the security uniform!

Go ahead with the triggered attack roll and then Grab check.


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

Oh just peachy that thing looked tough, although that helicopter might be useful.
M.L.K. Take the big thing and let our new friend handle Mr.Mask and ill do my thing.

Timeline looks at the helicopter and teleports behind the pilot stealth: 1d20 + 4 ⇒ (10) + 4 = 14 this plus my subtle teleport hopefully will be sufficient for him not to notice me.

Timeline touches the side of the helicopter wall from the inside and teleports the helicopter 4 miles further into the air.

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