| DM_Lazer_Beam |
You hear a splash as someone appears to have entered the sludge in the channel. Oh dear, now I'm wet. Still can't let whatever that was drown...nasty fate that. Unless she has gills. Maybe she has gills. Well if she has gills why am I wet? Do I have gills? *blubb* *cough* No I suppose not. Oh yes, the flying fire. Maybe it landed on the other side...wish I had gills.
| Rabbi Joseph Fankenburg |
He's feeling these punches, lets hope i can get him to stay down.
power attack
attack: 1d20 + 6 ⇒ (20) + 6 = 26 DC29
stealth: 1d20 + 1 ⇒ (18) + 1 = 19
| Risen Fate |
hmmm... we're both pretty messed up right now...wonder if I can get lucky just once more...that wall we smashed into looks pretty broken up...
Baker glares at the grinning villain in front of him, willing the wall behind him to crumble.
Hindered Fate: 1d20 + 8 ⇒ (1) + 8 = 9
Apparently not. Guess i've twisted the arm of luck a bit far today, haha. Let's reroll that with a Luck point.
reroll with Luck: 1d20 ⇒ 12 + 8 = 20 Damage DC18
| Death Mask |
Death Mask's Toughness: 1d20 + 6 ⇒ (9) + 6 = 15 DC 18 Sealed Fate
Risen Fate, you can feel the last traces of the toxin dissipate as you begin to grin uncontrollably. No save, just fluff.
I always like to see de people smile in dere last moments.
Power Attack w/Combat Knife: 1d20 + 8 ⇒ (11) + 8 = 19 vs. AC 13
DC 21 Toughness save, Risen Fate.
As his knife connects with you once again, retalitory energy arcs across his body. Another Bruise
Death Mask eyes you warily. What voodoo you be doin', mon? Dat ain't good fer ya health.
A scream splits the night air. Mayor?! That wall just collapsed...AHHH! your arms! I-I mean they'll be fine, they'll be fine. Help! Someone help me! The mayor is pinned under some rubble! The voice is coming from outside the wall that you just willed to hit Death Mask. BBE registered, Hero point awarded
Neutral NPC: 1d4 ⇒ 3 Permanent Weaken
Target: 1d5 ⇒ 4
1=General Rencore, 2=Officer Mahoney, 3=Lt. Mahoney, 4=Mayor, 5=Museum Patron
Weaken type: 1d8 ⇒ 6 Dexterity Weaken
Effective Rank: 1d10 ⇒ 2
| Rampage, Avatar of War |
Knights of Revelation
Assault Rifles @ Colonel Kopel: 1d20 + 4 ⇒ (9) + 4 = 13 DC 15
The first Knight misses and the second Knight throws a peculiar blue grenade...
Frost Grenade: 1d20 + 4 ⇒ (11) + 4 = 15 DC 5
Colonel Kopel & Co.
Dodge Save: 1d20 + 5 ⇒ (1) + 5 = 61d20 + 5 ⇒ (2) + 5 = 71d20 + 5 ⇒ (11) + 5 = 161d20 + 5 ⇒ (7) + 5 = 12 DC 15
Officer Charlie, Lt. Mahoney, and one of the soldiers becomes frozen solid! Colonel Kopel's leg becomes covered in frost!
Handgun Fire: 1d20 + 5 ⇒ (19) + 5 = 241d20 + 5 ⇒ (20) + 5 = 25 DC 14
Take more than that to make me retire! Both remaining Knights go down, with a crit from the Colonel.
Your battle instincts take over and you strike the same spot you had hit previously with pinpoint precision.
*SNAP* RAAAGGHHHH! Rampage twitches once...and falls unconscious from the pain. His lower torso is noticably limp.
Hero Point awarded for perfect K.O.
| DM_Lazer_Beam |
You glare at him.
*gulp*
He points to an open compartment above your head with parachutes and then jumps.
You grab a parachute from the compartment, teleport and place the pack on the limp Knight falling to his doom. You are now back in the helicopter, your teleport already compensating for the wild gyrations of the unmanned vehicle.
Acrobatics check.
| DM_Lazer_Beam |
As the voice comes closer the light highlights a rather skinny specimen of a man, hardly more than bone, beard, and sinew. He is holding a piece of gnarled driftwood that balances a lantern on one end. Apparently the water in this bend of the sewers is the clear fresh water you saw earlier. The man manages to make it over to your side rather out of breath. He sees your bindings, raises an eyebrow and proceeds to pull a out a risty penknife and free you.
Well there's your problem! Don't fly with your hands tied next time! Daft kids always doing strange things... Best come over to the other side to my house. It's drier there...of course I suppose you aren't wet...Are you tired?
| Rabbi Joseph Fankenburg |
assuming the next turn has occured.
I look around the collapsed rubble and look for a way up.
perception: 1d20 + 0 ⇒ (10) + 0 = 10
athletics: 1d20 + 4 ⇒ (9) + 4 = 13
I try to climb my way if an unblock stairs is not available.
Colonel, their leader is defeated, back up is on its way.
| Elli Landis |
This is much appreciated, thank you, and I certainly wouldn't mind somewhere to rest a bit. Would you do me the honor of giving me your name?
| DM_Lazer_Beam |
Name? Oh, they call me Puritan. But you can call me Grandad...or Frank. My name isn't Frank of course but see I've forgotten my real name. Or it was a terrible name and I lost it. No that can't be right...
But seriously though... He hands you his lantern and taps his foot expectantly.
| Elli Landis |
Oh my, this old man. Haha he does kind of remind me of my Papa.
I lean down to offer him a piggy back ride. Alright, across the river we go. How deep is this?
| Risen Fate |
Looks like it's you or me, doesn't it. Let's see who really has luck on their side.
Ithran, I really hope you're with me on this one...Let's give this a shot!
I spend 1 Hero Point on Beginners Luck for 5 ranks in Unarmed Combat.
I spend my move action to use Lucky Mimicry to copy Death Mask's +5 to close combat maneuvers. Expertise Superhero: 1d20 + 11 ⇒ (8) + 11 = 19
I use Extraordinary Effort to gain two extra standard actions this round. I'm now at a total of a +11 to unarmed combat and have 2 standard actions.
I Power Attack and All-out Attack Death Mask twice.
RAAAAAAGH!!!
Risen Fate batters away with unbridled fury and reckless abandon at the thought of Losing Marissa. It has already been far too long and this fight needs to end now!
Power Attack: 1d20 + 11 - 2 + 2 ⇒ (12) + 11 - 2 + 2 = 23 Damage DC18
Power Attack: 1d20 + 11 - 2 + 2 ⇒ (7) + 11 - 2 + 2 = 18 Damage DC18
Saving my last Hero Point and my use of a Luck Point just in case...and no matter what, i'm going to be exhausted after this turn, as well as staggered and dropping my Dodge and Parry to +0...
| Timeline |
acrobatics: 1d20 + 3 ⇒ (15) + 3 = 18
Timeline pops back on the falling helicopter stabilizes then looks to the driver seat and ports to it giving a quick look at the controls.
vehicles: 1d20 + 10 ⇒ (8) + 10 = 18
Timeline grabs the control stick, flips some switches and pushes some buttons and rights the helicopter then files back down towards the building and the hole it made.
Ha Ha I guess its true what they say.. "Time really does fly" Timeline smirks.
| Death Mask |
The villain looks at his new wound. That con't be good. You know how much a good doc costs? This'll take forever to heal, mon.
He stabs at you with a vengeance. Power Attack w/Combat Knife: 1d20 + 8 ⇒ (3) + 8 = 11 Vs. DC 13 ...and he misses your heart by inches.
| DM_Lazer_Beam |
The helicopter is a lighter model.
Defense 6; Toughness 9; 1 Minigun, Ranged Multiattack Damage 5
| Rabbi Joseph Fankenburg |
I'll take his help
athletics: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Thank you, Kent was it. let me help you with these guys. Their leader won't be moving for a while. though, i might have over done it.
i am assuming the climb is a standard action and i then take my move to get close to the knights.
| Risen Fate |
unreliable Mimicry: 1d20 ⇒ 10 and it sticks around. sweet!
No power attack this time, we'll just focus on hitting and hope it lands...
All-out to the Face: 1d20 + 11 - 2 + 2 ⇒ (9) + 11 - 2 + 2 = 20
Ooo... hopefully that hits... Damage DC16
| DM_Lazer_Beam |
While you are drying off, you see him grimace and then rummage around in the kitchen, finds some pills and takes them. He relaxes noticeably afterwards. What's a nice girl like you doing flying around the sewers, eh?
| Timeline |
Timeline Turns off the Helicopter and ports it safely to the roof. Then he ports back into the main room. Timeline surveys the room. looking for anything left standing mainly Mr.mask seeing I didnt get the armor and gas mask for nuthin well after Joe and baker and the general got done with everything maybe it was but oh well.
perception: 1d20 + 1 ⇒ (19) + 1 = 20
Well what did I miss....? Well looks like you guys can hold your own. I took care of the Helli, any one left?
| Death Mask |
Power Attack w/ Combat Knife: 1d20 + 8 ⇒ (20) + 8 = 28 Vs. 13
As his attack lands, his other fist comes around in an attempt to box your ears! As his crit bonus, he's making you save vs. an Affliction effect, DC 10 Fort, in addition to your normal DC 21 Toughness save from damage.
| DM_Lazer_Beam |
Timeline, You port back into the Final Exhibit room. Both SHRU officers and a soldier are frozen in place. Colonel Kopel and the remaining soldier are helping MLK Jr. to disarm the Knights.
Down the corridor you can just make out two costumed supers duking it out in a fist and knife fight inside the dino exhibit. There is a hole in the far wall and you can hear someone's cries for help.
A curious glimmer catches your eye in the hallway. A huge jewel can be seen peeking out of a bulging satchel lying on the floor of the hallway.
| Timeline |
Timeline ports into the room with the two fighting supers keeping his distance out of melee range.
He pulls up his arm blaster and fires at Mr.Mask.
Blaster: 1d20 + 6 ⇒ (8) + 6 = 14DC20
Doubt that hits but oh well
Hey ugly I bet your mom was quite the looker with a face like that. intimidate: 1d20 + 1 ⇒ (8) + 1 = 9
| Rabbi Joseph Fankenburg |
As i don't want the shru agents to be frozen to death i try to strength check them out, assuming that there isn't a free knight.
strength: 1d20 + 4 ⇒ (9) + 4 = 13
I'll get you out of there quickly
or if there is a free knight capable of firing,
attack: 1d20 + 6 ⇒ (2) + 6 = 8
and for good measure
perception: 1d20 + 0 ⇒ (19) + 0 = 19
| Elli Landis |
| DM_Lazer_Beam |
A wall you say? I thought our river had gotten deeper recently. Although I'm afraid I don't know who's responsible. I tend to let the younger generation handle the finer point of things. This development is quite troubling though. Can't have upperworlders tramping around down here. Even pretty ones such as yourself. *sigh* I suppose I'll have to convene a meeting.
*KNOCK* *KNOCK*
I wonder who that coul- The door is kicked open and several people enter the room. They all have normal appearances and are wearing the same cloaks that the patrollers on the catwalk wore.
One of the women yells, There she is! She's the one that got away! We've got to kill her now. Lord Puritan, we can't let her return to the surface. The others seem to hold a lot of respect for Puritan.
| DM_Lazer_Beam |
After a moment, the pain subsides and Puritan seems to have composed himself. She is a guest that has wandered in here with nothing but the best of intentions. You will treat her as such. Seriously, you youngsters nowadays. No respect for common courtesy. Chardy, you will apologize to to Elli and then excuse yourself. If the rest of you can can keep quiet maybe we can find ourselves a peaceable solution.
Elli has informed me that one of you obstructed the main sewer line to increase the flow of our river. I shouldn't have to explain how moronic an idea that is as more upper-worlders will be investigating the blockage. They might be on their way here as we speak.
Puritan turns to you. I am dreadfully sorry, my dear. They are so impetuous. But they mean well. I don't suppose you have any ideas on how to resolve this situation?
| Risen Fate |
This guy just won't drop!
unreliable Mimicry: 1d20 ⇒ 9 Crap.
Luck Point to reroll.
Reroll: 1d20 ⇒ 13 ...and it sticks.
Screw it. I've come this far.
You just don't know when to SIT! DOWN!
All-out Power Attack to the Face: 1d20 + 11 - 2 + 2 - 2 ⇒ (12) + 11 - 2 + 2 - 2 = 21 Damage DC18
My luck is so going to run out when he hits me back... or when my BBE hits...
| Death Mask |
BBE: 1d4 ⇒ 4
Environment: 1d2 ⇒ 2
Structure: 1d6 ⇒ 2
Target: 1d5 ⇒ 3
4=Dino Skeleton, 5=Helicopter
Degrade/Reinforce: 1d2 ⇒ 1
Risen Fate, several large cracks appear in the ceiling. A large groan comes from the ceiling as it's degradated structure tries to hold up a few tons of concrete ceiling. Just about anything might send it crashing down.
You hit Death Mask once again in the jaw. He staggers backwards just as Timeline appears firing his wrist laser! Unfortunately the shot goes wide. Takes a Bruise.
I not be gettin' paid enuff fer dis. I will come for you again, voodoo man. Death Mask throws a small pellet at the ground and smoke fills the room! Total visual Concealment. Cannot attack targets in the cloud unless you have some other sense to pinpoint them. Particularly accurate senses (see the Extra) combined with a successful Perception check would allow targeting but the target receives a +5 to AC vs. such attacks.
MLK Jr. you spend this round and last round breaking the SHRU and soldiers out of the ice. They appear to be in early stages of hypothermia but otherwise unharmed. (Except for poor Charlie who has taken a bullet to the knee.)
End of round. New round go!
| Risen Fate |
Cough cough! If he's leaving I have other people to save. Quick, go help the mayor to an ambulance and watch out for that ceiling, make sure no one comes in here, it looks like it might come down at any moment! I'll be back after I help some other civilians that need immediate attention!
Risen Fate doesn't wait for an acknowledgement from Timeline before flying (at half speed) towards where majority of people for the Gala have gathered, looking for Marissa.
Before going outside, he stops in an area with no people to try and make a quick call to Marissa. If she doesn't answer he continues on towards the crowd.
Perception: 1d20 - 2 + 2 ⇒ (3) - 2 + 2 = 3
Where is she?! This is not good...I will never forgive myself if she's dead because of me.
| Elli Landis |
| Timeline |
Timeline hearing the cries for help teleports outside the hole in the wall outside the smoke and sees the mayor laying under a wall that has somehow fell on him.
Man the person who made this building was horrible its falling a part left and right.
Don't worry mayor ill get you to safety.
Timeline uses his standard action to port the wall of the mayor. or the mayor out of under if the wall is more rubble and therefore more pieces.
| Rabbi Joseph Fankenburg |
Scanning for D Mask if he leaves from the dinosaur exhibit.
perception: 1d20 + 0 ⇒ (10) + 0 = 10
i continue to help the shru officers in any manner that they need.
Colonel, their leader,the Minotaur meta has been dealt with. I have freed your fellow officers. Is there anything you need of me. it looks like my friends are having some trouble with the Murderer D. Mask judging from the gas cloud.
He was the one responsible for 2 deaths so far. if you could help to surround the building and cover any exits including air-vents we can hopefully catch this criminal.be careful, he is fond of poisonous gases so be sure to wear protection.
| DM_Lazer_Beam |
Risen Fate, you are able to fly through the Final Exhibit room and outside through the fire door. The smoke grenade combined with your weaken state hampers your vision and you can't seem to find Marrisa in the streams of people running or limping away from the Sphinxonium. On the bright side, none of the trampled people seem to have been hurt very bad as they are also running away at top speed. You hear sirens in the not so far distance.
Timeline, You port outside to find the Mayor pinned under some rubble from the collapsed wall. He is only semi-conscious and in great pain. You are able to teleport him out to a clear spot nearby.
T-T-Thank...you. He manages to whisper.
MLK Jr., Colonel Kopel motions you over. We've got the cleanup handled here. You need to get out of here [i]now[/]. I don't think the General really noticed you and there will be fewer questions if you simply let this King Arthur whacko take the blame for this. He sees your looks and adds, Or credit for this, whatever. We'll talk about this later. You need to lie low for awhile. Got it?