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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Elder Human Mage 20/ Planeswalker 10/ Engineer 10

DM Only:
Brock's TSave: 1d20 - 1 ⇒ (2) - 1 = 1 DC 24.

Oh my stars, this is going to hurt...

Elli:
You take 1 Bruise from the thrown knife. You take no damage from the machete.

Your temper gets the better of you and you stab Brock through and through. His eyes go kinda distant, before rolling up into the back of his head. He falls lifeless to the ground. He failed his save by 5 degrees so it's officially Overkill. :)

Brock! No!! Frodoo pulls a worn AK47 out from behind a pile of crates and begins firing towards you. Die you fiery b****!

AK47: 1d20 + 3 ⇒ (3) + 3 = 6 Vs. DC 11 with Multiattack

He is unprepared for the kick of the weapon and ends up spraying bullets everywhere but you.

Melee Mooks: 1d20 + 1 ⇒ (8) + 1 = 91d20 + 1 ⇒ (13) + 1 = 141d20 + 1 ⇒ (3) + 1 = 41d20 + 1 ⇒ (16) + 1 = 171d20 + 1 ⇒ (13) + 1 = 14 5 in melee, Team Attack vs. AC 19

Knife-Throwers: 1d20 + 1 ⇒ (15) + 1 = 161d20 + 1 ⇒ (12) + 1 = 131d20 + 1 ⇒ (20) + 1 = 211d20 + 1 ⇒ (16) + 1 = 171d20 + 1 ⇒ (7) + 1 = 8 5 in ranged (20 ft away) vs. AC 11

Need 4 Toughness saves from the flying kitchenware. First three are DC 17 the final one that hit was a crit so DC 22


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

DM:
Toughness: 1d20 + 3 - 1 ⇒ (13) + 3 - 1 = 15
Toughness: 1d20 + 3 - 1 ⇒ (9) + 3 - 1 = 11
Toughness: 1d20 + 3 - 1 ⇒ (13) + 3 - 1 = 15
Toughness: 1d20 + 3 - 1 ⇒ (14) + 3 - 1 = 16

I turn around and throw fire right at Brock. FLEE OR SUFFER THE SAME FATE!
Fire Blast: 1d20 + 10 ⇒ (16) + 10 = 26


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

DM only:
Frodoo TSave: 1d20 ⇒ 20 DC 23

Elli:
Each knife cuts you as it whizzes past and the final knife scores a deep cut across your brow. Ouch! You took 4 bruises in a row and you are Dazed for this round (1 standard action only). Luckily this doesn't change your turn as you only made a standard action anyways.

I assume you meant to attack Frodoo as Brock is dead, right?

Your finger glows red hot and Frodoo's hair catches on fire! Bruise

Three of the knife throwers run over to help put their boss out. The remaining continue to try to injure you.
Melee Mooks, Team Attack: 1d20 + 1 ⇒ (4) + 1 = 51d20 + 1 ⇒ (10) + 1 = 111d20 + 1 ⇒ (8) + 1 = 91d20 + 1 ⇒ (11) + 1 = 121d20 + 1 ⇒ (12) + 1 = 13 vs. AC 19

Knife Throwers: 1d20 + 1 ⇒ (17) + 1 = 181d20 + 1 ⇒ (12) + 1 = 13 vs. AC 11

The baseball bats are all looking rather scorched at the moment as your armor deflects all of the nearby attackers. Unfortunatly, the knife throwers core two more hits on you! Two more Toughness saves vs. DC 17. You currently have 5 Bruises.

Over the jeers and whizzing knives you hear heavy footsteps approach. Elli are you oka... He stops dead when he sees the blood dripping down your face. He glares at the Factor X gang members with hate-filled eyes.

RAAAAGGHHHHHH! He brings his right arm to bear like a mini-gun, sharpened shards of crystalline hues growing and then firing from his arm like armor-piercing bullets.

Crystal Cannon, Ranged Multiattack: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 181d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16 Targeting the two knife-throwers.

Knife-Thrower TSaves: 1d20 + 1 ⇒ (2) + 1 = 31d20 + 1 ⇒ (6) + 1 = 7 DC 21

Both of the knife-throwers go down in a hail of crystal shards. Shard continues to fire on nearby targets screaming all the while.

Just FYI, minions need only one failed save to take out. So if you were to damage a bunch with an area effect like Magmatic Edifice or Multiattack with your sword, failing their save even by 1 point will remove them from the fight.


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

DM:
Toughness: 1d20 + 3 - 5 ⇒ (13) + 3 - 5 = 11
Toughness: 1d20 + 3 - 5 ⇒ (1) + 3 - 5 = -1
Rory...uh...-1 against DC17...am I dead?

I swing at the melee guys that are near me; I'll attack 3 of them. I would attack the remainder of the knife throwers, but I don't think I'm close enough

Sword attack multi-attk: 1d20 + 10 - 3 ⇒ (12) + 10 - 3 = 19


Male Human (Mutant) MCU Student

Elli:
The two knife-throwers final shot leaves you feeling woozy. Your world begins to go black around the edges as you see the remaining punks forced to retreat from Shard's unending volley of weaponized crystals. You vaguely think you remember Shard helping you to walk some place that didn't smell of sewer. You think there were sirens and you remember nothing beyond that.

***

You wake up to the smiling face of Drake Tracer, your neighbor. He is lying on a hospital bed across from you, a large bandage wrapped around his chest. You feel expertly wrapped bandages around your shoulder and a large bandaid over one eye. Elli, thank goodness you are awake. Looks like you got beat up too...hahaha...oww...it hurts too much to laugh...

Not sure who beat you up but they said they found you on a street corner after some anonymous phone call told them there was a stab victim on the street. Doctor's say most of your wounds were superficial. If you take it easy, I bet they'll let you out of here tonight. Me? Some Factor X punk got me early this morning on campus. I would've been dead if one of the professors hadn't interfered. Punctured a lung and an artery. They say I'm going to be here a couple of days. It's not so bad I guess...I get more time to study for that test.

That reminds me, I had something I wanted to give you. He grabs a white feather from the nearby table. It matches the coloration of has wings perfectly. Kind of a belated move-in gift. It's actually not one of mine if you can believe it. Found it over your doorstep the day you moved in. Been meaning to give it to you ever since.

You receive item [Perfect Feather][Magic]

You also notice something shining from inside your backpack (which the nurses were kind enough to leave on the table next to your hospital bed). A single long shard of prismatic crystal shines within. Looks like Shard left you something as well.

You receive item [Prismatic Shard][Natural]

Congratulations you have finished your backstory! You receive 1 PP to spend. The doctors will let you out this evening as you recovered very quickly indeed. It is mid evening so just enough time to stop by the Sphinxonium to have a little chat with Archibald Louvre, the museum director over who gets credit for the finding of the artifact...


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

DM:
I blink and take everything in, running my fingers over the bandage on my face.

Drake, hey, I can't believe they got you too and on the college campus! They're getting bold, I don't like this. I'm glad you're ok though.

I take the feather from him. Thanks for this. It's beautiful. I wonder who left it for me...

I keep looking around and spot the crystal in my bag and smile. I should go back and thank Shard for getting me out of that once I get better.

***

After saying good bye to Drake and leaving the hospital, I go back to my apartment real quick, change into something clean, and make my way to the Sphinxonium. Once there, I plan to look for Archibald.

What do I see when I get there?


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli, you arrive at the Sphinxonium admist utter chaos. There are police cruisers and ambulances surrounding the front of the building and you are pretty sure you see a hole in the side at one point. You pull up just as the local S.H.R.U. combat van leaves. You notice Mr. Louvre heading towards his office from the lobby, a number of people tagging behind. A bespectacled man alongside Mr. Louvre (likely the schmuck who's claiming credit for your find) is carefully holding something in a worn satchel.

Welcome to the group. I think we are about caught up now. Player-wise you should know that the Eye is not in fact the artifact that you found a few months ago in Yellowstone although Elli doesn't know that yet. I'll let you run with confronting Archibald on the subject however you see fit. Just using it to get you towards the Sphinxonium at this time. You do not know where your artifact is but Archibald will know.


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

I take a minute to gawk at the damage and then run through the lobby to follow the group of people and Mr. Louvre.

Mr. Louvre! Excuse me?!

I work my way through the crowd of people following him.

Mr. Louvre! Can I please speak to you?


Male Human Professor of Archaeology; Director of the Sphinxonium

W-What? Oh, it's you, Ms. Landis. I-I'm sorry but n-n-now isn't a good time.

Archibald looks visibly upset and is clutching an emergency blanket around him as if touched by an unearthly chill...


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

The entire group reaches Archibald's office (Elli, Emit, Baker, Prof. Dela Ruse, Prof. Archibald Louvre, Madelyn, Marrissa, and even Tex) and turns on his study light. Professor Dela Ruse gently sets the Eye of Cthulhu on the table while Tex fumbles with a spherical projector of some sort. It's the newly refurbished Holocore from earlier, Baker.

Elli, the device Tex, their special effects technician, is messing with appears to be nearly identical to the artifact you discovered in Yellowstone months ago! This one however appears brand new.


Female Human Assistant Director of the Sphinxonium

Archy, it's going to be alright. Perhaps Ms. Landis here can convince you that the Eye is nothing more than an ordinary, if large, cat's eye opal. She is an accredited geographer and I'm sure she can dispel any doubts you might have. Curses are silly superstitions and tonight's event had nothing to do with one.

Madelyn Fourmer, the assistant director of the museum, pleads at Elli with her eyes to convince Archibald that the opal is just that...an opal.

Expertise(Geography) check at -2 for non-specialized, Elli.


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

Expertise Geography: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17

I take the Eye and examine it.

Well, it is a Cat's eye opal, Mr. Louvre, but the pattern of the crystals doesn't seem quite right. The pattern seems too controlled, but it's not man made...and it's not the one I found at Yellowstone. Where did you get this one? Regardless, I doubt this could be the source of any curse. Out of curiosity, what did go on here?

I send a glance to Madelyn as an apology for not really knowing what to say to help Mr. Louvre.


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

Now why would Death Mask be wanting to steal the holo-core...?


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

By the way, hi guys ;D I'm not Mike, keep guessing.


Female Human Assistant Director of the Sphinxonium

Who said Death mask was trying to steal the Holo-Core? The first one was stolen by Dr. Oz as a means to further his techno-illusions and perpetrate the perfect crime. Dr. Oz's goals are not 100% certain but it's likely he was attempting to acquire the Eye, same as Death Mask and the Knights of Revelation. Tex is simply using the Holo-Core for a very specific projection effect...

See Archy? Nothing to be afraid of. Now I for one am curious to see Dr. Dela Ruse's presentation. Prof. Ruse you said we needed light??


Dark Sorceror-King of Viskonia [Bruises=1; Conditions: Staggered]

I haf told yoo pepole not light, moon-light. Specifically, de light of de fool moon during a high altitude electrical dee-sturbance. What ees also known as a blue moon. Eet so rare it almost nevah happin. Boot you say this...this ball can produce it so I agree to speak at your partee. Then de whole place coom down on your head. I warned yoo Prof. Louvre that thees relic is a curse to those who respect not it's power.

As he speaks, he holds it up to the light of the study lamp and a scintillating pattern of light plays along the walls of the room.

See! It weeshes to show us some-ting! Boy, where ees this light you promise?


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

Darn it, i thought it was mike. hello not-mike, if i know you,nice to seeing you again, if we are just meeting, nice to meet you. hopefully soon i can refer to you as something more than just not-mike or Elli.


Male Human FX Technician's Assistant [Bruises] 5

Tex makes a few last adjustments to the Holo-Core. before setting it down on the table. A pattern of eerie blue light plays from the device, displaying a holographic moon in the center of the room, the same size as the orb. Arcs of sheet lightning dance across the "surface" of this holographic moon briefly adding a blue-ish tinge to the moon.

Well it ain't no trick getting my pal here... He raps his knuckles playfully on the Holo-Core's side.

...to display reflected moonlight with no source of light let alone lightnin' bouncing around. Still he seems to have made it work just fine, ain't that right little critter?

The Holo-Core lets out a small assertive beep. Tex beams with pride as he states, I named him Tinman.


Dark Sorceror-King of Viskonia [Bruises=1; Conditions: Staggered]

Yes, yes you fool-headed boy now it ees time to reveal the mysteries of the great Cthul- errm the Great Pyramid!

DC 20 Perception:
You notice Prof. Dela Ruse retrieve a small hand-held object from his inside pocket. You swear it could have been a greenish stone of some sort.

Prof. Dela Ruse thrusts the Eye of Cthulhu into the projection of the moon. An absolutely blinding array of colors bursts forth. The colors assault every sense you have: sight, sound, touch, taste, and smell. The colors shift between all of the known spectrum and into the unknown, colors so alien as to make your mind shudder from their absolute wrongness.

I need SANITY checks from everyone in the room. Your SANITY is equal to (10+AWE)x5. You roll percentile die (1d100) and you are trying to get equal to or UNDER your score. Failing this will make your character's life perhaps more interesting and more crazy but won't kill you...at least not right away. If you continue to pursue lines of investigation of the Cthulhu-esque nature in the future, you can expect more of this kind of check. Both semi-beneficial (such as the Eye) and harmful (Dark Ones anyone?).


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

DM Only:

Madelyn: 1d20 + 11 ⇒ (6) + 11 = 17 DC 20
Marrisa: 1d20 + 11 ⇒ (15) + 11 = 26 DC 20
Tex: 1d20 + 11 ⇒ (4) + 11 = 15 DC 20

SANITY:
Sanity
Sanity is the natural mental state of ordinary life. Normal mental balance is endangered when characters confront horrors, entities, or activities that are shocking, unnatural, and bewildering. Such encounters cause a character to lose points from his Sanity score, which in turn risks temporary, indefinite, or permanent insanity. Mental stability and lost Sanity points can be restored, up to a point, but psychological scars may remain.

Insanity occurs if too many Sanity points are lost in too short a time. Insanity does not necessarily occur if Sanity points are low, but a lower Sanity score makes some forms of insanity more likely to occur after a character experiences an emotional shock. The character’s Sanity may be regained after a few minutes, recovered after a few months, or lost forever.

A character may regain Sanity points, and even increase her Sanity point maximum. However, increasing a character’s ranks in the Expertise (Dark Lore) skill always lowers her maximum Sanity by half their ranks in this new skill. Note that this new skill is a stand alone skill: no ability score you possess will add to checks made with this skill. The knowledge is too foreign to this reality to be affected by your mastery of any of it's normal aspects.

The Sanity rules assume that some knowledge is so alien to human understanding that simply learning of its existence can shatter the psyche. While magic and mutants form an everyday part of a superhero’s life, even a seasoned hero cannot conquer or understand some things. Knowledge of these secrets and creatures is represented by a new skill that goes hand in hand with a character’s Sanity score: Expertise (Dark Lore).

This type of knowledge permanently erodes a character’s ability to maintain a stable and sane outlook, and a character’s current Sanity can never be higher than 19 minus half the modifier the character has in the Expertise (Dark Lore) skill. This number (19 minus Expertise (Dark Lore ranks) is the character’s maximum Sanity.

A character’s starting Sanity equals his Awareness score plus 10. This score represents a starting character’s current Sanity, as well as the upper limit of Sanity that can be restored by the Treatment skill (see The Treatment Skill and Mental Treatment, later in this section). After creation, a character’s current Sanity often fluctuates considerably and might never again match starting Sanity. A change in a character’s Awareness score changes his starting Sanity in terms of what treatment with the Treatment skill can restore. Current Sanity, however, does not change if Awareness rises or falls.

Making a Sanity Check:
Making a Sanity Check
When a character encounters a gruesome, unnatural, or supernatural situation, the GM may require the player to make a Sanity check (1d20+SANITY). The check succeeds if the result is equal to or greater than the effect's DC.

On a successful check, the character either loses no Sanity points or loses only a minimal amount. Potential Sanity loss is usually shown as two numbers or die rolls separated by a slash, such as 0/1d2. The number before the slash indicates the number of Sanity points lost if the Sanity check succeeds (in this case, none); the number after the slash indicates the number of Sanity points lost if the Sanity check fails (in this case, between 1 and 2 points).

A character’s current Sanity is also at risk when the character reads certain books, uses certain relics, and encounters certain locations. These Sanity losses are usually automatic (no Sanity check is allowed); the character who chooses to undertake the activity forfeits the indicated number of Sanity points. I am allowing a save vs. Eye of Cthulhu as a courtesy for letting me surprise you with this.

In most cases, a new Sanity-shaking confrontation requires a new Sanity check. However, the GM always gets to decide when characters make Sanity checks. Confronting several horribly mangled corpses at one time or in rapid succession may call for just one Sanity check, while the same corpses encountered singly over the course of several game hours may require separate checks.

Insanity:
Temporary Insanity
Whenever a character fails a SANITY check by 3 degrees, the character realizes the full significance of what she saw or experienced and goes temporarily insane. If the check succeeds, the character does not go insane, but she may not clearly remember what she experienced (a trick the mind plays to protect itself).

Temporary insanity might last for a few minutes or a few days. Perhaps the character acquires a phobia or fetish befitting the situation, faints, becomes hysterical, or suffers nervous twitches, but she can still respond rationally enough to run away or hide from a threat.

A character suffering from temporary insanity remains in this state for a number of rounds determined by the effect's description and power. After determining the duration of the insanity, roll d% and consult either Table 6-9 or 6-10 to identify the specific effect of the insanity. The GM must describe the effect so that the player can roleplay it accordingly.

Successful application of the Treatment skill (see The Treatment Skill and Mental Treatment, below) may alleviate or erase temporary insanity.

Temporary insanity ends either when the duration rolled on Table 6-8 has elapsed, or earlier if the GM considers it appropriate to do so.

Indefinite Insanity
If a character fails a SANITY check by 4 degrees, she goes indefinitely insane. An episode of indefinite insanity lasts for the rest of the current episode (or as the GM dictates). Symptoms of indefinite insanity may not be immediately apparent (which may give the GM additional time to decide what the effects of such a bout of insanity might be).

Table 6-11: Random Indefinite Insanity is provided as an aid to selecting what form a character’s indefinite insanity takes. (The mental disorders mentioned on this table are explained later in this section.) Many GMs prefer to choose an appropriate way for the insanity to manifest, based on the circumstances that provoked it. It’s also a good idea to consult with the player of the afflicted character to see what sort of mental malady the player wishes to roleplay.

It is possible for characters with indefinite insanity to continue to be played as active characters, depending on the form their madness takes. The character may still attempt to stumble madly through the rest of an adventure. However, with her weakened grasp on reality, she may be a danger to herself and others.

If a character goes indefinitely insane near the end of an adventure, the GM may decide to set the next adventure to begin after the insane character has recovered.

Characters suffering from indefinite insanity are in limbo, unable to shake their mental malady. The Treatment skill can be used to restore Sanity points during this period, but the underlying insanity remains.

After recovery, a victim may retain definite traces of madness. For example, even though a character knows he is no longer insane, she might be deathly afraid of going to sleep if her insanity manifested itself in the form of terrifying nightmares. The character is in control of her actions, but the experience of insanity has changed her, perhaps forever.

Permanent Insanity
A character whose Sanity score falls to -10 goes permanently insane. The character becomes an NPC under the control of the Game Master.

A character with permanent insanity may be reduced to a raving lunatic or may be outwardly indistinguishable from a normal person; either way, she is inwardly corrupted by the pursuit of knowledge and power. Some of the most dangerous cultists in the world are characters who have become permanently insane, been corrupted by forbidden knowledge, and “gone over to the other side.”

A character might be driven permanently insane by forces other than dark gods or forbidden knowledge. In such cases, moral corruption need not necessarily occur. The GM might decide to consider different sorts of permanent insanity, rolling randomly or choosing from among the mental disorders on Table 6-11: Random Indefinite Insanity, above.

A character who has gone permanently insane can never be normal again (in some campaigns, a permanently insane character can be cured with the aid of powerful magic). She is forever lost in her own world. This need not mean a lifetime locked away from society, merely that the character has retreated so far from reality that normal mental functions can never be restored. She might be able to lead, within restricted bounds, a more or less normal life if kept away from the stimulus that triggers strong responses in her individual case. Yet a relapse may come quickly. Her calm facade can be destroyed in seconds if even the smallest reminder of what it was that drove her mad disturbs her fragile equilibrium. In any event, the eventual fate of a permanently insane character is a matter for individual Game Masters and players to decide.

The Treatment Skill And Mental Treatment:
The Sanity rules presented here provide a new use for the Treatment skill, allowing trained healers to help characters recover lost Sanity points. The DC and effect of a Heal check made to restore lost Sanity depend on whether the therapist is trying to offer immediate care or long-term care.

Immediate Care
When someone suffers an episode of temporary insanity, a therapist can bring him out of it—calming his terror, snapping him out of his stupor, or doing whatever else is needed to restore the patient to the state she was in before the temporary insanity—by making a DC 15 Treatment check as a full-round action.

A therapist can also use immediate care to stabilize the Sanity score of a character whose current Sanity is between -1 and -9. On a successful DC 15 check (requiring a full-round action), the character’s Sanity score improves to 0.

Long-Term Care
Providing long-term care means treating a mentally disturbed person for a day or more in a place away from stress and distractions. A therapist must spend 1d4 hours per day doing nothing but talking to the patient. If the therapist makes a DC 20 Heal check at the end of this time, the patient recovers 1 Sanity point. A therapist can tend up to six patients at a time; each patient beyond the first adds 1 hour to the total time per day that must be devoted to therapy. The check must be made each day for each patient. A roll of 1 on any of these Heal checks indicates that the patient loses 1 point of Sanity that day, as she regresses mentally due to horrors suddenly remembered.

Stability:
Stability Points are awarded for certain situations where you might become more resistant to the effects of the gruesome, frightening, or otherworldly. Stability Points work almost exactly like Luck Points in that they will allow you to re-roll any one Sanity check as if using the Improve Roll ability as a reaction.

You can have a maximum number of Stability Points equal to the series power level but are only gained from specific situations (such as not being present when the Eye activates or making your save vs. it).

Stability Points refresh at the start of each new episode.

Expertise (Dark Lore):
The Sanity rules assume that some knowledge is so alien to human understanding that simply learning of its existence can shatter the psyche. While magic and nonhuman races form an everyday part of a superhero’s life, even a seasoned hero cannot conquer or understand some things. Knowledge of these secrets and creatures is represented by a new skill that goes hand in hand with a character’s Sanity score: Expertise (Dark Lore).

This type of knowledge permanently erodes a character’s ability to maintain a stable and sane outlook, and a character’s current Sanity can never be higher than 19 minus the modifier the character has in the Knowledge (forbidden lore) skill. This number (19 minus half Expertise (Dark Lore) ranks) is the character’s maximum Sanity.

The Expertise (Dark Lore) skill can be used to craft useful devices, equipment, or other appropriate items to fight the Dark Ones. It can also be used to identify abilities of Dark Ones that you encounter.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

The 1d100 was a mistype peoples. It's a 1d20 + Sanity. Sanity is equal to your AWE score plus 10. Sorry for the confusion. You are still trying to beat the Eye of Cthulhu's DC 20 or suffer consequences. Scary, spooky consequences.


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

Read it wrong, I thought the holo-core WAS the gem. Also, will we be getting a chance to rest up soon? This many bruises plus exhaustion is taxing...
Perception: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16
I see nothing except the trippy LSD light show.

Sanity: 1d20 + 12 ⇒ (12) + 12 = 24

Don't like the sound of scary, spooky consequences...


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Fear not, Only Sanity related things are involved in this the final scene of your current episode. You will have ample time to recover after we square away this Eye of Cthulhu stuff.


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

Perception: 1d20 + 10 ⇒ (8) + 10 = 18

Sanity: 1d20 + 15 ⇒ (2) + 15 = 17

Uh oh...what consequences?

Hi Kyle! I do know you. Keep guessing.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Eye of Cthulhu Sanity Check DC 20

Success:
Your mind rebels against the mental intrusions of the otherworldly colors. Your maximum Stability Points increase by 1. You have 1 total Stability Points.

Failure:

You understand now. The colors are of another world and whisper secrets to your fragile mind. An image of a coastline appears and one particular location stands out. Although you have never been to this place it feels...familiar somehow...Cthulhu...fhtagn...

You can draw an approximate map of this coastline location although you do not know exactly where the coastline is.

You permanently lose 1 Sanity. You gain 2 ranks in Expertise (Dark Lore). You may now attempt to identify Dark Ones, craft items to affect or defend against Dark Ones, or make Research checks about the Dreamlands as if you had the appropriate Expertise skill. No ability score adds a bonus to your Expertise (Dark Lore) skill.

Joe's absence counts as a successful save.


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

perception: 1d20 + 1 ⇒ (5) + 1 = 6
I don't see squat, pretty lights ooh aah.

sanity: 1d20 + 10 + 0 ⇒ (17) + 10 + 0 = 27


Male Human Professor of Archaeology; Director of the Sphinxonium

Ok then, Everyone BUT the person with the highest Sanity makes the save! Who would have guessed... Stability points for Emit, baker, and Joe. 2 ranks of Expertise (Dark Lore) and 1 Sanity drain for Elli.

As you all recover from the incessant lights, you hear Prof. Archibald sream. Get away! No, no, you aren't real. I don't believe it. i can't believe it! AHHHH! Archibald runs out of the room.

Both Tex and Madelyn are curled into fetal positions on the floor holding their heads. Marrisa seems stunned for a second but is able to gather her wits about her and chase after Archibald before he hurts himself.

Elli, you are suprised to find that you too are curled in a fetal position near the back corner. As you collect your senses, you notice that your hand is tracing something in the air as if by muscle memory.

Baker and Emit, your vision comes back quickly after the blinding flash and you notice that...Prof. Dela Ruse and the Eye of Cthulhu are gone.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

End of Episode 2: The Eye of Cthulhu.

You each gain a Power Point to spend. All Hero Points reset to 1. All Luck points reset to maximum amounts.

You have all earned some serious Downtime. Please post how you are exiting this scene and then resume your character's "normal" in game lives. There are many paths of heroism and it will be up to you to choose which path to take. Will our heroes investigate the "artifact" that Elli found in yellowstone? Will our heroes find themselves able to work with each other? Will they become official vigilantes? Will they SPONTANEOUSLY COMBUST!? Only you can decide.


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

I sit up and rest up head against the wall, my hand is still tracing the air. Some light catches my eye and I notice that the spot on the floor where my hand was in now on fire. It takes a minute, but I eventually realize what is going on.

Aw crap! I quickly put my hands over the flames and try to smother them. I keep patting the area to double check the fire is out.

I look around the room and see Baker and Emit standing there. Assuming you're both looking at me, you would see that I have bright amber colored eyes. Trying to ignore what just happened, I stand up, a little uneasy on my feet, to look to see how the others are doing.

Is Madelyn ok?


Female Human Assistant Director of the Sphinxonium

Elli, you discover that the tracings your finger made seem to resemble a map of a coastline area. The same map you saw in your vision.

Ohhhh, my head. W-What happened? Why am I on the floor? Did I pass out?

Madelyn seems ok but appears unaware of what just transpired. She shudders almost imperceptibly at the fire tracings along the floor.


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

Madelyn are you ok?
Walks over to Madelyn and helps her up.
What happened to you and what was with those lights? Where is Professor Dela Ruse and the eye?

Emit looks to Baker walks over to him and whispers.
Hey kid did you see what happened or where Dela Ruse went with the eye?


Female Human Assistant Director of the Sphinxonium

I feel kinda light-headed but otherwise ok. Did something happen?


Female Human Assistant Director of the Sphinxonium

Tex and Madelyn appear alright but their conscious minds appear to have blanked out the past few minutes. Marrisa remembers the lights but didn't see where Prof. Dela Ruse or the Eye went. Archibald appears to be doing better but seems very tired. Madelyn insists on driving him home.

Captain Abrams posted a few SHRU officers outside to keep an eye on the museum overnight. I think it's better if we all go home and get soem rest. It's been a harrowing night.


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

Interesting... looks like there's another super in the mix...
What happened there? Marissa, are you alright? How about the rest of you?

Maybe we should call it a day, it has been a long one... and I think I need my day off...


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

After seeing that Marissa is coming to and doesn't seem to have anything noticeably wrong, Baker quickly makes his way over to Elli.

In a whisper: Hey, some crazy stuff has been happening today and by the look of what you were doing with your hand, it seems you've been drawn into it.

Baker pulls out two copies of his card and a pen,
Here, take this-- and hands one of the cards to Elli to keep.
--and write your number on this one. He hands her the second card and the pen.
I'll be in touch, I have some things I'd like to talk to you about and I have some other people who might be interested as well.

Baker heads over to Marissa before any more attention can be drawn to his encounter with Elli.


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

Elli smirks at the remark. Yeah, it's been quite the day. Here. She quickly scribbles her cell number out and reads the card she received. Thanks...uh...Baker.
The card gets stuffed into her purse quickly.

Also, Elli decides to take her phone out and take a picture of what she has drawn on the floor.

Turning to the rest of the room, I completely agree Madelyn. Mr. Louvre, after we've rested up, I'd like to come back to talk to you about my artifact and this new one. There are some questions that I would like answered.


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

Madelyn I would like to ride along with you to drop off Archibald as I am concerned about your safety. When you are home safe ill just take a "taxi" home. That is if you don't mind?

Looks to Baker
To Baker Hey kid give me a call sometime but for now I must be going.


Female Human Assistant Director of the Sphinxonium

I would appreciate the company.

Madelyn looks relieved to have someone help her with Archibald and keep her company.


Female Human I.T. Systems Administrator

Marrisa shakes her head at the craziness of the situation. Baker, if you're done making friends, we've a report to write. You know our boss. If it's not on his desk bright and early tomorrow morning...

I should probably give Scott a break. He does look pretty awful. Probably got trampled running away from the action. Speaking of injuries, I really hope Risen Fate is okay. ♡


Female Human I.T. Systems Administrator

Marrisa shakes her head at the craziness of the situation. Baker, if you're done making friends, we've a report to write. You know our boss. If it's not on his desk bright and early tomorrow morning...

I should probably give Scott a break. He does look pretty awful. Probably got trampled running away from the action. I really hope Risen Fate is okay. ♡


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Sorry for double post. Phone somehow "saved" my post in it's memory after submitting it. When I went to check the posts 45 minutes later, I thought I had hit "edit" by accident and hit submit again.

Joe, you take the night bus home. Liora and Abraham have already drawn the curtains and are fast asleep. You have the rest of the night, and your cozy downstairs apartment, to yourself.

***

After the others leave, Madelyn drives Archibald to his house, a stately, crumbling Victorian building on the outskirts of town. The housekeeper assure her that Archibald will feel better after he's rested. Madelyn reluctantly drives away and heads back into town. While stopped for a train, she turns to Emit and asks,

Are you sure I can't drop you at your house? It's really no problem. you were very sweet tonight helping me look for Archy. You do look a little worse for wear at the moment, too. Where do you live?

***

I am assuming that you already retrieved your car earlier.

Elli, your beetle sputters and kicks but gets you home just fine. You are fortunate to find an open parking spot not too distant from your apartment and your landlord has apparently gone to bed already. You go through the motions of grabbing your mail and one handwritten envelope catches your eye.

It's addressed to "Miss Land-is" and contains a sizeable check. A small note on Wayste Co. stationery dictates,

"Ms. Landis, on behalf of Wayste and Co., I would like to congratulate you on work well done. We have settled your hospital bills for you."

The amount on the check is enough to catch you up on rent and then some.


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

Elli exhales audibly. Oh thank God...

Elli goes into her apartment and goes straight to bed.

In the morning she'll desposit the check and pay her rent. She would also like to take some time to find some people who would know about the occult and what she may have seen at the museum today.


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

Yup, reports...right.
Just one more thing I need before heading home...sigh

Let's get going and get that taken care of, eh?
Baker leads the way to the car so he and Marissa can drive back to the office.

You drive, I can barely stand after fighting my way out of that madhouse...


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

No im fine Madelyn Ill take a cab or the bus. I live in a little apartment close to the college but my roommate is a little temperamental and Id rather you not have to deal with that at least not after the day you've had.

Emit arrives at Madelyns house and walks her to her door.

Well Miss Fourmer we must do this again without all the craziness maybe though.

Emit smiles and takes her hand and gently kisses her hand(like a gentlemen as always) and smiles.

Well my dear I bid you a due until the next time you grace me with you presence.

Emit heads down to the local Bus stop and out of sight of madelyn or anyone else and ducks out in an ally and teleports to his hideout to grab Flux and take her home to the apartment.

Well that went well except for everything going to hell but it ended well. I hope I can see Madelyn again soon. Also these superheroes might be just what im looking for for my mission but its early yet.

Emit arrives home to find his roommate Trent patching himself up after his night of fun as well.

Hey kid you look good. Emit laughs at the worse for wear looking guy. Im telling you your going to kill yourself one day your not me or anything.

Emit smirks at his own remarks and walks into his bedroom down the hall and lays on his bed watching TV while licking his wounds per say.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Baker, You and Marrisa make it back to the office, write up a quick report, and drop off the company car.

Marrisa drops you off around 1 AM. She calls after you with that sing-songing tone she has. Don't forget your shift tomorrow.

***

Emit, your roommate shakes his head at you in mock disgust. If by "roughed up" you mean I pulled 3 straight shifts. Only got a break when there was some commotion over at the Sphinx'


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

Emit after watching his TV shows decides to pop over to his hideout and begins preparations on the Quantum chopper. Emit gives the chopper a tune up and gives it a brand new paint job with a little military stealth black paint that he borrowed. they have so much they wont miss a little bit right. Emit steps back and admires his work.

Yes sir She looks good and it should be enough room for the group now I just got to gain their trust so i can bring them to the future to save it.

Emit then begins work on a set of wireless comm devices with ear piece. plan on spending some time to do so with my engineering and inventor if possible figured the team needed to communicate in battle without pulling out phones and what not.
Emit places them into a nice felt lined box. its all about the presentation.

This should do nicely a little starting gift to the team, now how to get them all together again.

Emit calls Baker and Joe and tells them to met me at the top of the old parking garage on the south side to talk about what went down at the museum. If this doesn't work for all of you we can come up with something else.


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 will show up as long as it isn't during business hours.

During my free time i go to see colonel Kopel at the military base.
In addition if the museum isn't closed for too many repairs and look around the Egyptian exhibit when it is re released just to read what was recorded there for curiosity.
Emit, have you considered traveling to retrieve that holo-core that you thew away, it might help you with the cane.


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

Glad you also thought about the ear-phones, I had the idea but didn't post soon enough XD

After sleeping like the dead, Baker wakes up and takes some pain meds to fight off the hangover like symptoms of getting his butt handed to him, and heads to his regularly scheduled shift.

At lunch he sends out a mass text to Emit, Joe and Elli's phones:
This is Baker Scott. Meet me at Ron's Donuts at 4pm, we've got some things to discuss. Ask Ron for the private room, he'll be expecting you.

and then calls Ron to borrow the back room of the doughnut shop for an after work "business meeting." Seeing as this isn't the first time Baker has used it, and he always pays well for his doughnuts, Ron agrees.

Man, if we're even considering being a team, we need some sort of communicators... cell phones don't cut it and can be traced... wonder if I can borrow the R&D department on a late night to work on something... I'll bring it up at the meeting.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

In order to determine your monthly income, I need a profession check from each of you. Having the Benefit(Wealth) advantage will increase your minimum and maximum amount of Equipment Points earned for this month. If you have no job then you would only earn the minimum amount per Wealth Level (no profession check). The skill associated with each of your jobs is of course based on what you do. This monthly amount of Equipment Points earned represents your "spending money" for the month and likely does not reflect on your actual net worth.

Wealth Level:

  • Lv 0 (Cubicle Farmer): 1-5 Equipment Points
  • Lv 1 (Well Off): 6-10 Equipment Points
  • Lv 2 (Independently Wealthy): 11-15 Equipment Points
  • Lv 3 (Millionaire): 16-20 Equipment Points
  • Lv 4 (Multi-Millionaire): 21-25 Equipment Points
  • Lv 5 (Billionaire): 26-30 Equipment Points

The base DC is 0. You receive an additional Equipment Point for every 10 that you beat the DC by. A roll of a 40 would get you 4 extra EP for example.

Having a Job allows you to make a profession check.

Having no need for sleeping, eating, and drinking (all three) increases your monthly income by a flat 3 Equipment Points.

  • Baker = Expertise (Computers)
  • Elli = Expertise (Geography)
  • Emit = Expertise (History)
  • Joe = Expertise (Theology)

Currently Baker, Elli, and Emit are rolling on the Lv 1 (Cubicle Monkey) Wealth Level.

Joe is rolling on the Lv 2 (Well Off) Wealth Level.

Both Emit and Joe receive 3 bonus Equipment Points for their sleep/food/drink immunities.


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

expertise history: 1d20 + 12 ⇒ (2) + 12 = 14 of course a 2 oh well.
So where are we meeting the roof or the donut shop because i was going to reveal the Quantum chopper to the new team at the roof but if not that's cool to ill save it for later. also baker if u want to use your points for the communicaters I have something i can use mine on for the team as well

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