Eldritch: NetherWar (Inactive)

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Magical Heroes against the Darkness

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That's fine. Just wanted to make sure you were where you wanted to be.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Fort DC 20: 1d20 + 10 ⇒ (19) + 10 = 29

Gracie stands fast, digging the tip of her mystic blade into the floor to help her remain unshaven by the earthquake. "'No one has to get hurt'?! Your friend started off by drowning people! You bastards already lost your chance at cooperation." A nagging feeling floats the idea that all this is a distraction--why else attack a public event let alone start off with a tidal wave of death and property damage? Well, sheer desire to sow terror, in fairness, but something felt off. Nonetheless, people were being threatened by the watery guy. Leaping closer if necessary, she points her blade at him, hoping a creature mad eod water can be blinded. DC 19 Fort save


Professor Fathom Fort Save vs blindness: 1d20 + 10 ⇒ (8) + 10 = 18 1 degree so he is Dazzled, -2

Oz

Also, not sure everyone picked up on this from the post where the Factor Four entered, but the floor is covered in mist throughout these areas.


Damaged 0 | Hero Points 4 | Perception +6 | Initiative +2 (+6) | Fortitude 7 | Will 7 | Dodge 7| Parry 6 | Toughness 2 (8) | (Counters All Concealment, Darkvision)

Fort DC 20: 1d20 + 7 ⇒ (15) + 7 = 22
Oz acts quickly, allowing the ripples of marble to permeate through him.

Why aren't you guys getting in the portal? It's for your safety! Let the Eldritch Team take care of this, please?"
Persuasion: 1d20 + 0 ⇒ (17) + 0 = 17

sorry, I wrote a post and forgot to post it earlier


A ten foot diameter golden dome shields Cesarina and Win, who was standing next to her. An older couple stumble on the undulating floor and fall into it, gaining its protection.

Oz makes clear that the portal is safer than the current museum battlefield, and patrons begin to move through it, most of them not moving as quickly as you would hope.

Kathar turns toward the South. "Not a jinn, professor, but an elemental spirit, indeed. The Circle of Samara is sufficient to hold a jinn, let us see if it will hold this Pyre."

He moves his hands in a circle reminiscent of Tai Chi, blue white energy tracing his movements. "Insert Cuneiform Here"

Pyre Dodge: 1d20 + 10 ⇒ (3) + 10 = 13

Bands of bright white magical energy encircle Pyre, not touching him, but not allowing him to move. Two degrees of failure means he is Defenseless and Immobilized.


Factor Four actions.

Pyre: The white bands surrounding Pyre are immediately rattled by his fiery form.

Snare Resist Damage DC 23: 1d20 + 10 ⇒ (4) + 10 = 14

Pyre grins at Kathar, "Your magic is no match for the the very idea of fire, Mr. Wizard."

Snare Resist Damage DC 25: 1d20 + 10 - 1 ⇒ (3) + 10 - 1 = 12

Pyre's flaming aura swells and brightens, pushing against the white bands. Kathar's magic blackens and cracks before the bands shatter like glass.


Professor Fathom:

The other Professor, this one made of water, turns part of his attention to Gracie. Without releasing the patrons he has swept into his wave, he propels a pseudopod toward Gracie, which becomes a wave before it slams into her, only a 6 inch tendril of water connecting them.

Fathom vs Gracie Dodge: 1d20 + 11 ⇒ (7) + 11 = 18

The wave hits Gracie, so she needs to make a Fort save DC 21or be Dazed, Stunned, Incapacitated as she is engulfed in the wave.


Granite:

The man-mountain moves toward Oz, clapping his massive hands together on the young man.

Granite attack: 1d20 + 7 ⇒ (17) + 7 = 24

Oz needs to make a DC 28 Toughness save vs Granite's damage


Max Perception: 1d20 + 10 ⇒ (7) + 10 = 17

Concealment: 1d20 ⇒ 13

The mist in the main gallery thickens, not just covering the floor but filling the entire room. Max's normal vision is clouded completely, but his arcane sight is still entirely functional.


Hero Point to Gracie, Oz, and Cesarina for attempting to protect bystanders with their actions. Hero Point to Max for his Complication related to Eldrich and guarding the Bloodstone.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

Invisible and flying, Max follows the Bloodstone like a homing beacon. It helps that he was intimately a part of the setup and organization of the exhibit to know where everything else is supposed to be, too.

He positions himself next to the Bloodstone and readies his bands of Cytorrak against the air elemental when he can pin point its position.

Move Object 8 (6 tons), Precise, Affects Insubstantial 2

Ready vs. Air Elemental: 1d20 + 12 ⇒ (12) + 12 = 24


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Super T are the patrons going through Oz's portal?

Fathom is at -2 to anything involving sight. If he uses sight to target, that should apply, fyi--at least as I understand it! If not I may need to rejigger the power. He would still hit Gracie, because she is not a dodgy type.

Fortitude DC 21: 1d20 + 10 ⇒ (10) + 10 = 20

She is dazed


Damaged 0 | Hero Points 4 | Perception +6 | Initiative +2 (+6) | Fortitude 7 | Will 7 | Dodge 7| Parry 6 | Toughness 2 (8) | (Counters All Concealment, Darkvision)

DC 28 toughness (Impervious 2 Ranks): 1d20 + 8 ⇒ (15) + 8 = 23
Not sure if the Impervious 2 accomplishes anything, but I will wait on GMST's reply)


Gracie, some patrons are moving through the portal. It will take a few rounds for a significant number to get through (3 rounds).

I forgot that would apply to visual based attacks, but it should. Does still hit. So you are limited to a standard action. Possibly not really dazed so much as the water interfering with you.

Oz, Impervious 2 makes you immune to damage effects with a modifier of 1. This one has a modifier of 13, so it is big damage. You only failed by 1 degree, so you have no conditions, just a -1 to future saves vs damae.

Max is readying an action, everyone else should have a turn.


Damaged 0 | Hero Points 4 | Perception +6 | Initiative +2 (+6) | Fortitude 7 | Will 7 | Dodge 7| Parry 6 | Toughness 2 (8) | (Counters All Concealment, Darkvision)

Oh boy, so that's practically useless lol


Impervious 2 basically means thugs with baseball bats can beat on you all day to no effect, but yeah having an Impervious score that low is basically a flavor option.


Oswald Searle, aka OZ wrote:
Oh boy, so that's practically useless lol

Yeah. He is immune to knives in the hands of people without a strength bonus or special skills. It makes sense to me given he doesn't really know what he is doing yet. A good thing to upgrade with power points as you get them.

Your defenses are actually under power level. Toughness+Dodge and Toughness+Parry could total 20.


You guys are up.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Grace observes Fathom may need the water in the courtyard to manipulate and starts thinking about options of how to deal with that... but in the meantime, she decides to test to see how Calesvol, magical blade protected by a lake faerie for centuries, works against Fathom's watery "flesh". She slices through his outstretched tendril.

Attack: 1d20 + 10 ⇒ (14) + 10 = 24
DC 25 Toughness save vs a penetrating magical Damage effect


Professor Fathom Toughness: 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26

Fathoms liquid form slides over Gracie's blade, maintaining its cohesion for the moment.

"How quaint. It's going to take more than a knife you found on sale at Costco to dent me, Lady Knight, Knight Lady, whomever you are..."

Deception: 1d20 + 8 ⇒ (17) + 8 = 25


Wounds: 0|Hero Points: 3|Dodge +5 (+15), Toughness +0 (+5), Fort +0 (+5), Will +10 (+15)|Initiative +0|Magic/Undead/Demon Sense

While maintaining the dome around herself and the civilians, Cesarina spins off a more complex structure, aiming to confound and jail these vile villains, starting with the rock man!

Since you said I only needed a 10 ft. diameter dome to protect myself and some others, I should have a lot of space left for offensive actions. Just trying to trap the rock dude in a sphere of light and suspend him off the ground. I didn't know until just now this required a ranged attack, so I really suck at this but...his Dodge looks like it sucks, so maybe it'll work. I'll make an Accurate Attack for +2 attack.

Attack vs Dodge: 1d20 + 2 ⇒ (11) + 2 = 13

If that beats his Dodge, then he rolls against only a Rank 8 effect due to Accurate Attack, so DC 18 Dodge check.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Insight: 1d20 + 12 ⇒ (19) + 12 = 31

"That's Tesco, you American wanker!" She swings again.

Attack: 1d20 + 10 ⇒ (5) + 10 = 15

Hero point, because why not

Attack: 1d20 + 10 ⇒ (3) + 10 = 13

That turns into a die roll of 14, right? So 24

Oops I got over excited, we're still on the first round she attacked him. Save this for the next round.


Cesarina Villa wrote:

While maintaining the dome around herself and the civilians, Cesarina spins off a more complex structure, aiming to confound and jail these vile villains, starting with the rock man!

Since you said I only needed a 10 ft. diameter dome to protect myself and some others, I should have a lot of space left for offensive actions. Just trying to trap the rock dude in a sphere of light and suspend him off the ground. I didn't know until just now this required a ranged attack, so I really suck at this but...his Dodge looks like it sucks, so maybe it'll work. I'll make an Accurate Attack for +2 attack.

[dice=Attack vs Dodge]1d20+2

If that beats his Dodge, then he rolls against only a Rank 8 effect due to Accurate Attack, so DC 18 Dodge check.

Maybe I misunderstood what you about the shape you made. You said it was 1000 cubic feet. A hemisphere with a volume of 1000 cubic feet has a diameter of about 15 feet.


Good Knight Gracie wrote:

[dice=Insight]1d20+12

"That's Tesco, you American wanker!" She swings again.

[dice=Attack]1d20+10

Hero point, because why not

[dice=Attack]1d20+10

That turns into a die roll of 14, right? So 24

Oops I got over excited, we're still on the first round she attacked him. Save this for the next round.

I'll save that for next time.


I'm going to assume Oz is holding his portal open and Aethelward is struggling with his alter.

Fathom pours himself toward Gracie, attempting to flow into her mouth, nose, ears, suffocating her.

Area Affliction resisted by Fortitude, Cumulative. Gracie needs to make a DC 21 Fortitude Save. She is already Dazed, so 1 degree is Stunned and 2 is Incapcitated. (Sorry!).


GM SuperTumbler wrote:
Cesarina Villa wrote:

While maintaining the dome around herself and the civilians, Cesarina spins off a more complex structure, aiming to confound and jail these vile villains, starting with the rock man!

Since you said I only needed a 10 ft. diameter dome to protect myself and some others, I should have a lot of space left for offensive actions. Just trying to trap the rock dude in a sphere of light and suspend him off the ground. I didn't know until just now this required a ranged attack, so I really suck at this but...his Dodge looks like it sucks, so maybe it'll work. I'll make an Accurate Attack for +2 attack.

[dice=Attack vs Dodge]1d20+2

If that beats his Dodge, then he rolls against only a Rank 8 effect due to Accurate Attack, so DC 18 Dodge check.

Maybe I misunderstood what you about the shape you made. You said it was 1000 cubic feet. A hemisphere with a volume of 1000 cubic feet has a diameter of about 15 feet.

You know, I just assumed it would be bigger. Everything else in M&M is stupidly huge; a similar speed ranking is like 4800 MPH. I just figured I could make something bigger than a gazebo. =/


Free of Kathar's bonds, Pyre launches himself down the hall like a rocket, weaving through the museum with grace into the main exhibit hall. He expects to find Max guarding the stone, but sees nothing as Max is invisible.

"Oh, Mr. Wizard, playing it sneaky like...Nice. Well, I guess if I can't find you, I'll just have to BURN IT ALL DOWN!"

Area effect Flame Aura 10 ranks in a 30 foot radius. This is not enough to hit Max, who is close to the stone and not in range. This does set the building on fire and wreak havoc on the exhibit. Mundane items like paper and posters to up immediately, display cases melt, the marble tiles glow with heat. Wood paneled walls burn.


Granite

Granite Attack: 1d20 + 7 ⇒ (9) + 7 = 16

If I'm wrong about Cesarina's power:
Granite stretches against the walls of the bubble in which he is trapped. The energy bubble explodes.

1d20 + 10 ⇒ (1) + 10 = 11

I think I am right that Cesarina doesn't have more room for a construct around Granite. If that is true, then Oz needs to make a DC 28 Toughness save (with his -1 penalty).


And Sylph...

Eldritch watches the Bloodstone carefully, so when a hand coalesces within the mist, he locks it down with the Bands of Cytorrak. The form of a woman, barely composed of whisps of mist, is wrapped in the magic Bands.

Dodge: 1d20 + 9 ⇒ (13) + 9 = 22

So Sylph is immobile and vulnerable.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

Now visible, Eldritch moves Sylph away from the Bloodstone and into the fire between Pyre and himself using the Crimson Bands of Cyttorak. Mr. Wizard then requests the villain, "Extinguish the fire, Pyre."

Move Object 8 (6 tons), Precise, Accurate 1 (+2), Affects Insubstantial 2 - Position Sylph within Pyre's Aura.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Fortitude DC 21: 1d20 + 10 ⇒ (17) + 10 = 27

With a trained swimmer's reflexes, she manages to stay calm (which is 90% of the battle) and get her face above the stream, and then she spits out the water back at him. "You might want to read my origin story sometime."

Now she'll attack, and she should hit him.


GM Screen:
1d20 ⇒ 12 1d20 ⇒ 7

Fathom Toughness: 1d20 + 12 ⇒ (16) + 12 = 28

Fathom and Gracie can't get an edge over each other. He is easy to hit, but too slippery to land anything solid.

Cesarina (resolve above and take action this round.) Oz. Professor.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Perception: 1d20 + 10 ⇒ (4) + 10 = 14

Grace looks around for options to get creative. She's assuming the water in the courtyard is helping amplify his powers--which may be a flawed assumption, but she doesn't have much else to go on. She's wondering if she could get him or the water in the area separated she's wondering if he'll be easier to deal with. Like, since this is a fancy museum in a superhero city, would it have foam fire retardant instead of sprinklers to protect the artifacts from fire damage?

Teammates with powers that can help are an option (could we teleport the water? Is a fire damage effect enough to dry up water or does it have to be environment control or matter control or something)? Though the nature of this is everybody's hands are full. Grace herself would move to help the others with other aspects of the fight except she's dazed and her complication compels her to protect the people this dude's drowning. I welcome ideas, and Grace will call for help if she can't come up with anything else.


I suppose you could rule that a fire damage effect could "destroy" the water, turning it to steam or something. As for fire suppression in the museum, I imagine it is some sort of gas system (like Halon, though Halon is not a thing anymore, I think). Magically speaking (which people with magic senses could see, but not Gracie since her senses are for fey stuff and these guys are elementals), Fathom is composed of water but is also using the water from the fountain to extend/enlarge his engulf effect.

As for useful items, the gallery with the triceratops is a big open gallery with open to a second level walkaround. Both of those levels have animal exhibits. Taxidermied animals, skulls, other bones, dinosaur eggs, butterflies, etc. The garden you are standing in has an miniature English garden feel, wild but peaceful. That is open to a balcony on the second level that you could jump to, and a glass old fashioned greenhouse style roof above. Anything that could reasonably be in those places you can add to the scene for free. A hero point for crazier things like an active security system or something.


There's also Win. She could have access to a gadget, or could call in some sort of help.

Win has moved into the garden area, she crouches behind an overturned stone bench. Her right hand is pressed into her ear, he left holds her phone to her other ear. She is shouting something, but in all the chaos, it is hard to hear.


With Pyre gone, Kathar turns to the civilians. "Let's see if we can move these folks along, friend." he says to the angelic being beside him.

He stretches his hands toward the people moving toward Oz's portal.

Magic Talk:
They sow the wind, and they reap the whirlwind.
Lightning bright runes flash through the air, coalescing in a miniature tornado.

The civilians are hoisted, tumbling but unharmed, through the portal by a blast of wind.

The civilians in the garden area and where Cesarina is protecting them are safely thrown through Oz's portal into the park.


"Eldritch" Max Sinclair wrote:

Now visible, Eldritch moves Sylph away from the Bloodstone and into the fire between Pyre and himself using the Crimson Bands of Cyttorak. Mr. Wizard then requests the villain, "Extinguish the fire, Pyre."

Move Object 8 (6 tons), Precise, Accurate 1 (+2), Affects Insubstantial 2 - Position Sylph within Pyre's Aura.

"I CAN'T EXTINGUISH THE FIRE, ELDRITCH. I AM THE FIRE!"

But the roaring aura around him does subside, drawn back into his fiery form. He extends his hands toward Eldritch and unleashes a blast of pure elemental flame. It misses Max to the right, but engulfs the case surrounding the Bloodstone. The reinforced glass melts away like water, leaving the stone out in the open.

Attack against object: 1d20 + 10 ⇒ (20) + 10 = 30

Case Toughness DC 30: 1d20 + 3 ⇒ (7) + 3 = 10


Sylph:

Wrapped in the Crimson Bands, though her face is little more than so much mist in a vaguely human shape, Sylph smiles. "So clever moving me away from your pretty stone. It's a shame you didn't realize that I am the f!$*ing air in the room..."

In the direction of the fiery eyes Max saw in the corner, Sylph nods and says, "Got it, mistress. We're good to go."

Max turns away from Pyre and Sylph to the Bloodstone, only to realize that a tendril of fog stretches form Sylph through the fog in the room to the stone, clutching it in a sort of fog tentacle.

Suddenly, the Factor Four are surrounded by a sulphurous flame, their forms growing indistinct as the flame consumes them.

Max:
Max's experience with the succubus and his magic sight make it immediately clear that this is the magic of The HellQueen.

Cesarina:
This fiery teleportation magic is demonic in nature.

DC 13 Expertise Magic, Crime, Freedom City, etc.:
The Factor Four typically use a teleportation effect that appears as though they are being surrounded by crystal structures. This strange fire is not characteristic of their MO.


This takes us out of combat.


Everyone gets another Hero Point, as there is at least a little GM Fiat here.


Damaged 0 | Hero Points 4 | Perception +6 | Initiative +2 (+6) | Fortitude 7 | Will 7 | Dodge 7| Parry 6 | Toughness 2 (8) | (Counters All Concealment, Darkvision)

As the last of the civilians enter the portal, Oz releases the orb back into the Dreamtime ether. He shakes his hands, pats himself down and gives Cesarina an awkward thumbs up. "Hey, we work well together Cessie! How'd the others do?"


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

"Damn. Damn. Damn the HellQueen." Max whispers to himself searching the areas where the Factor members or fiery eyes were. He attempts to determine where they went, such that he could scry them or teleport there.

He knew he should have put a decoy in the case and starts blaming himself for this whole catastrophe.

Investigation: 1d20 + 10 ⇒ (11) + 10 = 21


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

As Fathom disappears and the waters recede, Grace moves toward the people who had been caught up in the waters to help, applying first aid to anyone not breathing but still has a pulse, her armor and blade disappearing into the air as she moves toward the first unconscious person to check. Seeing Win on the phone she knows she has the presence of mind to both call the local authorities as well as UNISON.

Treatment: 1d20 + 7 ⇒ (10) + 7 = 17

DC to Stabilize is 15 so that should be good. I can keep making checks but I'm figuring this is "fluff" as far as the action goes.

Once EMTs arrive she gets out of their way and rejoins the group.


Investigation reveals that the area that was covered with Sylph's mist exhibits a dew-like moisture. There isn't anything left that would point to a place where they came from or where they went.


Wounds: 0|Hero Points: 3|Dodge +5 (+15), Toughness +0 (+5), Fort +0 (+5), Will +10 (+15)|Initiative +0|Magic/Undead/Demon Sense
Oswald Searle, aka OZ wrote:
As the last of the civilians enter the portal, Oz releases the orb back into the Dreamtime ether. He shakes his hands, pats himself down and gives Cesarina an awkward thumbs up. "Hey, we work well together Cessie! How'd the others do?"

"It appears we managed to drive them away somehow? I see no other reason why they'd retreat, unless they somehow managed to snag what they were here for while we were distracted?"

"Eldritch" Max Sinclair wrote:
"Damn. Damn. Damn the HellQueen."

Cesarina raises an eyebrow. "I'm quite certain she already is, Eldritch. That's somewhat the problem with her."


Good Knight Gracie wrote:

DC to Stabilize is 15 so that should be good. I can keep making checks but I'm figuring this is "fluff" as far as the action goes.

Once EMTs arrive she gets out of their way and rejoins the group.

The woman vomits water as Gracie compresses her chest. He eyes flutter open, her dark dyed hair clings to her face, her makeup drips from her face. "Thank you, thank you. That monster" Her hand climbs to her neck, "My necklace, he took my necklace!"


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

Eldritch stalks toward the group while surveying to ensure that his talents are not required to save civilian lives now.

Approaching Cesarina, he replies, "The HellQueen took the Bloodstone. And the collateral damage covered their magical tracks. She hired the Factor and watched through a scrying spell. We probably need to wait for her next move."

Hearing of the civilian's robbery, Eldritch suggests, "If there are unique mundane pieces that were stolen, we might be able to track the Factor through their fence. And the Factor to the Queen."


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Presuming no one else needs assistance, or after she is done with her first aid, she asks the woman to describe the necklace, agreeing with Eldritch's assessment that information on other stolen goods may be helpful to them.


There are several people with minor injuries, but Fathom doesn't seem to have been out to kill people. Just rough them up and swipe their jewels and wallets while he was at it.

The woman describes the necklace, "...platinum chain, alternating diamonds and rubies. My husband gave it to me before he passed. It was quite valuable...and obviously also had sentimental value."

Win catches Gracie's eye, "Medical and Police are already here, they were covering the event. This is AEGIS territory, so UNISON's involvement will be minimal." She moves closer so that she can speak with only Gracie hearing, [smaller]"Listen, I'm going to have to go. Apparently we lost contact with a UNIQUE team deployed in the Middle East 15 minutes ago. They thought it was just a communication problem, but it hasn't come back."

As a reminder of info your characters would know but you might not, UNIQUE is the branch of UNISON operations that involves Supers and their support staff. UNISON is the United Nations organization that deals with supers.


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Kathar moves to Max, "Does it not seem strange to you, Eldritch, that these villains would attack this place while your team was obviously in attendance. Why not later when the exhibit is open to the general public? Surely that would have been easier? I shall see if I can trace their movements. Should you need to contact me, here is my card."

With a minor act of legerdemain, he produces a white business card embossed with simply, Kathar, Keeper of the Keys.

And then he moves his hand in a circular motion, opening a portal that shimmers with a white light.

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