
Risen Fate |

Flying Charge: 1d20 + 1 - 2 ⇒ (8) + 1 - 2 = 7
Slam/Grab: 1d20 + 1 + 6 ⇒ (11) + 1 + 6 = 18
Risen Fate doesn't waste a second. He crouches, leaps, soars, and in true superhero form weaves through the frightened crowd to land a flying tackle (Literally!) on D.Mask and carrying him through the room and crashing into the back wall.
Looks like your luck just ran out.

Risen Fate |

On second thought, we're gonna make sure this sticks; D.Mask got the better of me once, not again. Reroll that Flying charge with a hero point.
Rerolled Flying Charge: 1d20 ⇒ 19 + 1 - 2 = 18

Rabbi Joseph Fankenburg |

perception: 1d20 + 0 ⇒ (8) + 0 = 8
I charge to the whole and jump down hopefully as i had moved closer to D. Mask but the people most likely prevent me from reaching him.
acrobatics: 1d20 + 1 ⇒ (10) + 1 = 11

DM_Lazer_Beam |

Door Toughness: 1d20 + 3 ⇒ (8) + 3 = 11 DC 21
Death Mask Toughness: 1d20 + 3 ⇒ (11) + 3 = 14 DC 13
Death Mask Toughness: 1d20 + 3 ⇒ (9) + 3 = 12 DC 21
BBE: 1d4 ⇒ 1 Ally
Ally: 1d2 ⇒ 1 Complication
Target: 1d3 ⇒ 3 1=Risen Fate,2=Timeline,3=Joe
Joe: 1d7 ⇒ 7
Pilot's Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Death Mask is caught unawares (making Risen Fate's attack a Surprise Attack) and Risen Fate barrels into him sending both careening through the Final Exhibit, past the soldiers, into the Hallway, through the thick wooden doors of the Dino Exhibit, and ultimately into the Dino Exhibit, smashing Death Mask against the stone wall.
Death Mask drops away from the hero, blood dripping from his nose, but landing on his feet.
As this is an ad hoc ruling for how bull rushing someone works you don't get the normal bonuses of applying the normal Grabbed conditions to Death Mask. You instead moved him and dealt him damage.
The soldiers, both military and SHRU, open fire on the Knights.
Handgun attack: 1d20 + 5 ⇒ (6) + 5 = 111d20 + 5 ⇒ (1) + 5 = 61d20 + 5 ⇒ (5) + 5 = 101d20 + 5 ⇒ (7) + 5 = 121d20 + 5 ⇒ (9) + 5 = 14 DC 18
Knight #1 Toughness save: 1d20 + 3 ⇒ (11) + 3 = 14
Only the Colonel hits one, taking the Knight down on the first shot.

Elli Landis |


DM_Lazer_Beam |

Baker took his triggered action but has taken no action this turn. Will need that before I can continue posting the remaining NPC's turns.
Currently have Timeline's and Joe's turns. The military personnel have gone. Waiting on Risen Fate's actions before posting turns for Death Mask, Rampage, the Knights, and the civvies.
Updated Initiative:
Baker
Timeline
Death Mask
Military Attache & General
MLK Jr.
Civvies

Risen Fate |

Prepared action to hold my breath if he starts chucking gas at me again.
Risen Fate squares off with D.Mask.
Lucky you, you're made of tougher stuff than I had hoped. Guess we'll have to do this the hard way. How unfortunate.
(Turn on Fate Sealed and Fate Rewritten if necessary)
Risen Fate glances at the precariously balanced dinosaur skeleton, leaning towards D.Mask, out of the corner of his eye.
Hindered Fate: 1d20 + 8 ⇒ (11) + 8 = 19 Damage DC18

DM_Lazer_Beam |

Expertise (Geography) check please.

Death Mask |

Takes a Bruise and is Staggered until he can recover.
You don't know who you be dealing with, mon. His face changes as he speaks, cheekbones widening, skin coloration changing until his face looks like it was stitched together, a too large grin showing where his mouth should be. He lunges with the dagger he had until this point managed to hide, a green and purple paste smeared along the edge.
Power Attack w/Poisoned Combat Knife: 1d20 + 10 ⇒ (18) + 10 = 28 versus Dodge AC of 13-1
I'm gunna gut ya like I gutted that preeetty red-head. He grins wickedly at you. You realize you haven't seen Marrisa since you left for the basement. The last time you heard her, she had called you about the security guards death...
Risen Fate, need to make a Toughness save and two Fort saves. The Fort saves are only if you take damage from the knife, FYI

DM_Lazer_Beam |

RAAAAGGGHHHH!!! I will end you! The gleam of something metal is all you see before a massive greataxe swings down...fully 2 feet from your location.
Power Attack w/ Greataxe: 1d20 + 8 ⇒ (2) + 8 = 10 Versus Parry AC 19
Wasn't...there...???...*huff*...RRAAAAGGGHHH! Show yourself!
Multiattack Assault Rifle: 1d20 + 5 ⇒ (9) + 5 = 14 Versus Dodge AC 13-1
The pilot calls out, Boss, we gained altitude! A LOT of altitude, but I don't think anything's damaged...
Need a Toughness check. Remember your -1 Bruise and the +6 from full plate armor.
End of this round, start of new round with Risen Fate and Timeline.
Updated Initiative:
Baker
Timeline
Death Mask
Military Attache & General
MLK Jr.
Rampage & Knights of Revelation
Civvies
Death Mask Toughness save: 1d20 + 2 ⇒ (9) + 2 = 11 DC 18
Takes another Bruise as dimensional energy pours forth from you wracking the villains body.

Risen Fate |

Toughness Save: 1d20 + 13 - 1 ⇒ (9) + 13 - 1 = 21
Fortitude Save: 1d20 + 3 - 1 ⇒ (7) + 3 - 1 = 9
Fortitude Save: 1d20 + 3 - 1 ⇒ (10) + 3 - 1 = 12
Oh no! What's he done to Marissa!
Risen Fate blinks a half-step out of reality for just a moment.
If you've gone and harmed any innocents, those agents in the other room will be the least of your worries! Where is she?!

Risen Fate |

Toughness Save: 1d20 + 11 - 1 ⇒ (9) + 11 - 1 = 19
Fortitude Save: 1d20 + 1 - 1 ⇒ (7) + 1 - 1 = 7
Fortitude Save: 1d20 + 1 - 1 ⇒ (10) + 1 - 1 = 10
I read off my Dex score instead of my Stam score...

Rabbi Joseph Fankenburg |

i rise with my move action and attack him with my right,not speaking hoping to catch him off guard.
attack with power attack: 1d20 + 6 ⇒ (18) + 6 = 24DC 24
stealth: 1d20 + 1 ⇒ (4) + 1 = 5

Risen Fate |

I asked you where she is, dammit! Risen Fate yells from the next room.
Grab on D.Mask: 1d20 + 1 ⇒ (2) + 1 = 3
And we're gonna reroll that with a Hero Point
Reroll: 1d20 ⇒ 17+ 1 = 18
Fate grabs D.Mask by the front of his jacket, lifting him off the ground.

DM_Lazer_Beam |

How would you like to proceed? All of the main lines are on the map but there are multiple smaller pipes not included in the overview map that interconnect between major lines offering you a possible alternate route. However, there may still be clues from this dead end wall. Or you might have a crazy idea that just might work. :)

Elli Landis |


DM_Lazer_Beam |

And I'm sure it's only Elli that's impatient. >.-

Death Mask |

He smiles with glee and you notice a small nick on his arm. a purple/green smear covers the wound. He must've sliced himself when he oulled it on you. He reacts strangely to the normally deadly toxin, and his skin becomes visibly tougher. This is actually a previous BBE granting him a one scene bonus vs. physical toughness. With all the updates I had forgotten, sry.
The toxin feels more potent likely due to it's non-aerosolized form. Your side goes numb instantly (-6 Stamina Score: DC is 16) and you can feel it crawling up one side. (Take a Bruise and you are Staggered until you can recover. DC 21)
You detect no amount of remorse from this monster, nor do you detect any amount of dishonesty in his statement. Hero Point awarded for complication. better late than never.
Hope she weren't no friend. That'd be bawd mojo, mon.
Death Mask's opposed Dodge: 1d20 + 10 ⇒ (20) + 10 = 30 He evades your grab attack easily. He appears to be more in his element now in hand to hand combat.
The villain lunges with his dagger again.
Power Attack w/Combat Knife: 1d20 + 8 ⇒ (6) + 8 = 14 vs. DC 13
Just a Toughness save this time. DC 21
Death Mask Toughness: 1d20 + 7 ⇒ (18) + 7 = 25 vs. DC 18
FYI: In addition to normal recovery, you can spend a full-round action once per combat to remove your worst condition (Staggered in this case).
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.

Timeline |

toughness: 1d20 + 11 ⇒ (2) + 11 = 13
hp re rolltoughness: 1d20 + 11 ⇒ (15) + 11 = 26+10 if 11 or below
Timeline takes the shot with a little help from the gods aka hero point

Timeline |

Well your a pain in my side.
blaster pistol: 1d20 + 6 ⇒ (8) + 6 = 14 Im guessing vs Dodge but its not on my sheet but its DC 20
waiting on my move to see what happens to the knight in case I have to use it to get away.

Risen Fate |

Luck point spent on him to force reroll if necessary
Opposed Counter: 1d20 + 10 ⇒ (10) + 10 = 20

Risen Fate |

Toughness Save: 1d20 + 11 - 3 ⇒ (7) + 11 - 3 = 15
Fortitude Save: 1d20 + 1 - 4 ⇒ (15) + 1 - 4 = 12
5 Bruises total so far, and staggered... ow.

DM_Lazer_Beam |

Bullets spray off your authentic full plate armor and you pull a Han Solo, flipping your blaster up and firing in one smooth motion.
The Knight of Revelation's uniform peels and blisters where the laser blast hits, knocking him from the chopper.
AEEEIIYEEHhhhhhhh.....
Boss? BOSS!!!!... The pilot looks at you and puts his hands up. The chopper immediately begins to spin and he puts one hand back on the controls.
D-D-Don't hurt me. I just fly things. I'm in it for the free food.

Rampage, Avatar of War |

R's TOughness: 1d20 + 9 ⇒ (7) + 9 = 16 DC 29
Greataxe: 1d20 + 8 ⇒ (4) + 8 = 12 Versus AC 19
You sidestep the clumsy swipe cleanly.

DM_Lazer_Beam |

Knights of Revelation
Targets: 1d5 ⇒ 11d5 ⇒ 31d5 ⇒ 51d5 ⇒ 11d5 ⇒ 4 1-2, SHRU; 3-4, Soldier; 5, Colonel.
AK47 gunfire: 1d20 + 4 ⇒ (11) + 4 = 151d20 + 4 ⇒ (4) + 4 = 81d20 + 4 ⇒ (13) + 4 = 171d20 + 4 ⇒ (8) + 4 = 121d20 + 4 ⇒ (3) + 4 = 7 Versus AC 15
Colonel's Toughness: 1d20 + 5 ⇒ (6) + 5 = 11 DC 20
The Colonel takes a grazing shot, knocking the wind out of him temporarily.
Officer Charlie goes down, taking a bullet to the knee.
Soldiers, SHRU, and the Colonel. Oh, my.
Handgun: 1d20 + 5 ⇒ (10) + 5 = 151d20 + 5 ⇒ (9) + 5 = 141d20 + 5 ⇒ (8) + 5 = 131d20 + 5 ⇒ (17) + 5 = 22 Versus AC 14
Three more Knights go down. Mothfrickin' Helmet heads! Kestrel, get that man behind cover now!
To the remaining Knights, You terrorists are all the same! Nothing but bluster! Come and get us you s***s of b*****s!

DM_Lazer_Beam |

As you traverse the sewers you come to a point where you are going to have to crawl...yes crawl...through at least 100 feet of sewer pipes to get anywhere near the main line. Acrobatics check.

Timeline |

See the parachutes there bring two over here and give me one you take the other and jump, because the food cant be good enough to die for. Im assuming that there is a couple parachutes.
Timeline waits until the pilot jumps looking at the second parachute.
well damn cant let him die I suppose.
Timeline using his turnabout action teleports to the falling knight and straps on the parachute and pulls the cord and ports back to the helicopter. Im assuming the helicopter wont fall to earth in one round and is why i ported it up four miles just in case so im hoping to regain control next round if this works thought it was a cool little cut scene like moment.

DM_Lazer_Beam |

From behind you inside the pipe you are in you hear...a scraping sound.
Acrobatics to free yourself before these things catch up to you.

DM_Lazer_Beam |

Below you see an amazing sight. The main storm overflow reservoir has been transformed into a small town! What appears to be clean water, pools in the basin of the reservoir forming a central pool. Crude buildings built of discarded sheet metal, plastic crates, and misshapen particleboard.
The people are as varied as the buildings, ranging from scaled lizard people to hairy dog men.
Three hooded figures come around the ccorner from the tunnel behind you. Intruder! Capture the norm!

Elli Landis |

I turn around and decide to give them one helluva show. I get my sword, armor, and wings out. I essentially want to intimidate them into not attacking me.
Who you callin' a norm? hehe
I grin wolfishly at them for an added effect and from the thrill of being all fiery.

"Shard" |

While he's been talking, neither of the other two figures seems to relax. A fourth figure, hood down, runs up behind the others. Her skin is a green/blue hue with prismatic scales and she has small slits on her neck, apparently gills.

Elli Landis |

I look for any possible weapons on Shard and his friends while turning my wings off. I want to get a verbal confirmation before my armor comes off. I also want to keep a ear out in case anyone comes up behind me on the cat walk.
(Weapons Check)Perception: 1d20 + 10 ⇒ (3) + 10 = 13
(Someone behind me?)Perception: 1d20 + 10 ⇒ (5) + 10 = 15

"Shard" |

Violence is not a necessity. We are more civilized than your world above would lead you to believe. Come with me and we can...talk. His eyes seem to be pleading with you.
From behind you, you hear an almost imperceptible scuff of sneaker on pavement. You realize there are more guards closing off the other end of the catwalk.

"Shard" |

Shard glares at the gill women. He looks back at you guiltily. S-sorry.
The other cloaked figures pull a sack from their bags. It looks like its intended for you.

DM_Lazer_Beam |

The gilled woman steps forward and looks you in the eyes. Her skin begins to shift through the color spectrum in an ever increasing frenzy making you somewhat nauseous watching it. She speaks firmly but softly. It will be so much better if you just come quietly. It is unfortunate but you have seen too much.
Will save versus her Nauseating Pattern ability. Then give me a Strength or Sleight of Hand check to escape the bindings just in case...

Elli Landis |

Strength: 1d20 + 1 ⇒ (2) + 1 = 3
If I don't fall under the nauseating pattern ability, I'm going to head butt her in the face.
Attack: 1d20 + 1 ⇒ (6) + 1 = 7
After that, I'm going to get my wings out and fly around. I'd like to find a tunnel out of the area that's big enough for me to fly through.

DM_Lazer_Beam |

Nooo! The gilled woman realizes her error too late. She yells at Shard. Shoot her! He reluctantly raises a hand...and then lowers it again. The gilled woman's tirade fades as you soar further from the catwalk and down into the city proper.
From your aerial view, you see a number of concerned people pointing your way, the closest ones ducking behind whatever cover lies nearby. There is one large sewer tunnel that seems uncluttered by buildings. A waterfall of relatively clean water falls onto a massive makeshift wooden water wheel. The wheel leaks and creaks, sometimes perilously coming to a stop but always finally tilting forward. There appear to be a number of makeshift electrical streetlights (lamps taped to brooms and the like, although there is one actual streetlight present) that flicker in time with the water wheel. The large-ish building next to the water wheel is seperated from the other buildings by a good number of feet and is marked with all number of scavenged warning signs. "Peligro", "Danger: High Voltage", "Caution: Wet Floor", and even a "Deer Crossing" sign have been nailed to the building.
The large sewer tunnel appears to be the main thouroghfare for this community and is guarded by a couple of hooded figures holding makeshift spears. You could fly past them relatively easily.

Elli Landis |


DM_Lazer_Beam |

Perception Check and Dodge Save please.

DM_Lazer_Beam |

Before you can fully register what these might mean, your Fire Wings wink out of existence! You fall forward towards the middle of the sewage intersection. The smell which you had just forgotten hits you full force as you slam into the sludge. Worse, it appears this section of sewage (for sewage it is) is creating an enormous eddy!
Luckily, you land on the lefthand walkway that runs alongside the channel, avoiding a very smelly demise. You notice your Fire Armor has also been extinguished. No amount of effort on your part seems to be able to reignite it. Your hands are still bound.
The light you saw nearby comes closer bobbing in time to a set of shuffling footsteps. A shaky, elderly voice speaks to you out of the gloom. Hello? Is someone there? I swear I thought I heard something...