Heroes of Today

Game Master Ironperenti

Heroes of Today Timeline

M&M 3e character sheet with 2e skills

Heroes maps on roll20

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DM / GM / The man behind the curtain

Single action in the surprise round. Assuming you will brainwash.

Tae kwon do night and it is late for me so headed to bed. Will get normals in the parking lot in the morning or tomorrow afternoon.


Dökkálfar sorcerer | Damaged 0 | Hero Points 1 | Notice +10 | Initiative +0 | Dodge 13 | Parry 13 | Toughness 7 | Fortitude 7 | Will 10

yep


DM / GM / The man behind the curtain

Normals have been added to the map. Most are driving cars so I have added them on top of their cars.

This is apparently a slow hour and here at the back end of the parking lot there is only one woman out at the back of her car unloading groceries. There are others out at the entrance to Walmart and further up the parking lot but no one else is close enough to the action to likely be in danger.

DM ROLLS:

Will save Rock: 3d6 + 5 ⇒ (6, 2, 1) + 5 = 14


DM / GM / The man behind the curtain

How does Sigil's brainwashing work? It looks like you would have to give verbal commands.


Attacks:
[dice=Lightning Bolt Attack]3d6+10[/dice] [dice=Thunderstruck (Innate, Incurable, Dimensional 1, Affects Incorporeal 2, Selective, Area= 30 ft radius) attack]3d6+10[/dice]
Skills:
Acrobatics +11, Insight +6, Perception +6, Persuasion +8
Defenses: Dodge 12, Parry 12, Fortitude 8, Toughness 8, Will 10
Stats:
Strength 0, Stamina 8, Agility 5, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 2

Voltage flies down above the call and sends forth a burst of sound.

I will hit their car to blow out the windows maybe and the two of them.

Thunderstruck (Innate, Incurable, Dimensional 1, Affects Incorporeal 2, Selective, Area= 30 ft radius; affliction vs Fortitude (One Degree: Dazed / Two Degrees: Stunned / Three Degrees: Incapacitated) ) attack: 3d6 + 10 ⇒ (2, 6, 3) + 10 = 21


Dökkálfar sorcerer | Damaged 0 | Hero Points 1 | Notice +10 | Initiative +0 | Dodge 13 | Parry 13 | Toughness 7 | Fortitude 7 | Will 10
Ironperenti wrote:
How does Sigil's brainwashing work? It looks like you would have to give verbal commands.

Yes. The brainwashing is binary. Then if brainwashed, they do what Sigil requests.


DM / GM / The man behind the curtain

Sigil's magic drops onto the roof of the car and settles in and then Voltage (didn't move just used thunderstruck, single action only) hits the vehicle with a thunderous sound. The windows shatter. The passenger side door opens and a shaky Ice gets out.

Round 1
Ice uninjured; dazed
Voltage 8/8<<<
Deverill 4/4<<<
Freefall 7/7<<<
Hawthorne 8/8<<<
Sigil 7/7<<<
Rock uninjured; compelled, incapacitated

DM ROLLS:

FOR Rock: 3d6 + 7 ⇒ (5, 1, 1) + 7 = 14
FOR Ice: 3d6 + 7 ⇒ (6, 3, 5) + 7 = 21


Dökkálfar sorcerer | Damaged 0 | Hero Points 1 | Notice +10 | Initiative +0 | Dodge 13 | Parry 13 | Toughness 7 | Fortitude 7 | Will 10

Sigil floats toward the car staying fifteen feet above the ground and calls out to the Rock, "please get out of the car and surrender."

Then, he repeats the articulation of his hand gestures to attempt to brainwash Ice, too.

Move = flight 2, already moved on the map by mistake last round

Brainwashing: Ranged +10, Affliction 10 [Will; 1. Dazed, 2. Compelled 3. Transformed] (Extras: Ranged, Subtle 2, Insidious)

Targeting: 3d6 + 10 ⇒ (3, 6, 3) + 10 = 22
Effects: 3d6 + 10 ⇒ (4, 4, 1) + 10 = 19


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

GM, please make it so I can move the pedestrian tokens.

Move action: Teleport to be beside blonde woman unloading groceries from cart to her vehicle and port her.

Standard action: Teleport woman to inside the grocery store.

Freefall ports down beside the woman transferring groceries to her vehicle and the two of them then port inside the grocery store, near the front doors. Freefall waves his hands to indicate everyone get far away from the doors and head farther back into the grocery store.

In a poor Arnold vocal impersonation he shouts, "Get back and stay down while me and the others deal with the supervillains outside."


DM / GM / The man behind the curtain

Everyone should be able to control the normals now. Most are in their vehicles. Only one nearby in the parking lot is out of her car and loading groceries.

Sigil notices Rock is slumped over the steering wheel. The woman teleported by Freefall is so surprised she does not release her milk and is left standing in at the doors holding a gallon.

Ice shakes his head as he tries to recover and yells, "Get outta my head you!!"

Hawthorne exits his car and moves toward Ice.

Round 1
Ice uninjured; dazed
Voltage 8/8<<<
Deverill 4/4
Freefall 7/7
Hawthorne 8/8
Sigil 7/7
Rock uninjured; compelled, incapacitated

DM ROLLS:

Ice save: 3d6 + 7 ⇒ (2, 6, 6) + 7 = 21


Attacks:
[dice=Lightning Bolt Attack]3d6+10[/dice] [dice=Thunderstruck (Innate, Incurable, Dimensional 1, Affects Incorporeal 2, Selective, Area= 30 ft radius) attack]3d6+10[/dice]
Skills:
Acrobatics +11, Insight +6, Perception +6, Persuasion +8
Defenses: Dodge 12, Parry 12, Fortitude 8, Toughness 8, Will 10
Stats:
Strength 0, Stamina 8, Agility 5, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 2

Seeing Ice still moving, Voltage sends a bolt of energy at him.

Lightning Bolt Attack: 3d6 + 10 ⇒ (1, 4, 5) + 10 = 20

Lightning Bolt Damage: 3d6 + 10 ⇒ (2, 1, 2) + 10 = 15


DM / GM / The man behind the curtain

Ice is knocked sideways by the bolt from Voltage. He rights himself and hurls a large seven foot spear of ice at the flying hero which passes harmlessly through Voltage.

Round 2
Ice -1 TGH;
Voltage 8/8<<<
Deverill 4/4<<<
Freefall 7/7<<<
Hawthorne 8/8<<<
Sigil 7/7<<<
Rock uninjured; compelled, incapacitated 2

DM ROLLS:

TGH: 3d6 + 7 ⇒ (4, 2, 2) + 7 = 15

atk: 3d6 + 7 ⇒ (4, 4, 5) + 7 = 20
dmg: 3d6 + 7 ⇒ (2, 1, 1) + 7 = 11


Attacks:
[dice=Lightning Bolt Attack]3d6+10[/dice] [dice=Thunderstruck (Innate, Incurable, Dimensional 1, Affects Incorporeal 2, Selective, Area= 30 ft radius) attack]3d6+10[/dice]
Skills:
Acrobatics +11, Insight +6, Perception +6, Persuasion +8
Defenses: Dodge 12, Parry 12, Fortitude 8, Toughness 8, Will 10
Stats:
Strength 0, Stamina 8, Agility 5, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 2

Voltage focuses and sends another bolt at the villain. "Surrender now before this goes even worse for you!" The hero calls out to his icy foe.

Lightning Bolt Attack: 3d6 + 10 ⇒ (1, 1, 6) + 10 = 18

Lightning Bolt Damage: 3d6 + 10 ⇒ (3, 3, 3) + 10 = 19


Dökkálfar sorcerer | Damaged 0 | Hero Points 1 | Notice +10 | Initiative +0 | Dodge 13 | Parry 13 | Toughness 7 | Fortitude 7 | Will 10

Sigil continues to float fifteen feet above the ground repeating the articulation of his hand gestures to attempt to brainwash Ice, again and calls out to Ice, "please surrender."

Move = flight 2, hover

Brainwashing: Ranged +10, Affliction 10 [Will; 1. Dazed, 2. Compelled 3. Transformed] (Extras: Ranged, Subtle 2, Insidious)

Targeting: 3d6 + 10 ⇒ (6, 5, 2) + 10 = 23
Effects: 3d6 + 10 ⇒ (2, 5, 3) + 10 = 20


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Freefall ports back by the womman's car and teleports one of the bag of groceries from the shopping cart into her car by the other groceries already in the car and ports back beside the woman.

He looks to see how his teammates are dealing with the powered villains as he makes sure the bystanders remain within the grocery store and away from the obvious danger occuring in the parking lot.

Turnabout teleport


DM / GM / The man behind the curtain

Voltage blasts the ice man again and knocks him back yet again. And this time Sigil's power manages to overcome Ice's mental defenses. He drops his arm and seems lethargic. Hawthorne wastes no time and puts meta-restraints on Ice. Once he is under control everyone is able to converge on the car and restrain Rock before he comes to. Apparently, he can shift between a human form and his rock form. The thunderclap seems to have hit the car when he was in his human form and likely the reason it disabled him so quickly. The powered villains seem to be well taken care of.

Deverill steps out of the car and whistles, "Wow, I'm glad you guys are on our side."

Combat over

DM ROLLS:

Ice Will: 3d6 + 7 ⇒ (1, 6, 3) + 7 = 17

Ice Tgh: 3d6 + 7 ⇒ (3, 4, 3) + 7 = 17


Attacks:
[dice=Lightning Bolt Attack]3d6+10[/dice] [dice=Thunderstruck (Innate, Incurable, Dimensional 1, Affects Incorporeal 2, Selective, Area= 30 ft radius) attack]3d6+10[/dice]
Skills:
Acrobatics +11, Insight +6, Perception +6, Persuasion +8
Defenses: Dodge 12, Parry 12, Fortitude 8, Toughness 8, Will 10
Stats:
Strength 0, Stamina 8, Agility 5, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 2

"Well, that is two down. We should move to hit the rest before word of this hits the news." Voltage says.


DM / GM / The man behind the curtain

"Agreed," Hawthorne says looking about for Freefall.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

"It is safe to go outside now." Freefall tells the people inside the grocery store, still with the poor Arnold impersonation.

He then teleports high in the sky and tells his teammates over their private comms, "Have the agents drive Rock and Ice back and lock the up - as I cannot ensure if I teleport the cars back to their HQ if Rock and Ice will be ported with the agents and their cars. Then I will port them near to the gang's base so we still have the element of surprise on our side."


Dökkálfar sorcerer | Damaged 0 | Hero Points 1 | Notice +10 | Initiative +0 | Dodge 13 | Parry 13 | Toughness 7 | Fortitude 7 | Will 10

Turning toward the agents, "let's get them to lock up as soon as possible, so you can support us at their headquarters."


Attacks:
[dice=Lightning Bolt Attack]3d6+10[/dice] [dice=Thunderstruck (Innate, Incurable, Dimensional 1, Affects Incorporeal 2, Selective, Area= 30 ft radius) attack]3d6+10[/dice]
Skills:
Acrobatics +11, Insight +6, Perception +6, Persuasion +8
Defenses: Dodge 12, Parry 12, Fortitude 8, Toughness 8, Will 10
Stats:
Strength 0, Stamina 8, Agility 5, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 2

Voltage nods and prepares to go.


DM / GM / The man behind the curtain

"Alright," Deverill says and he and Hawthorne load up the criminals and drive away.


Dökkálfar sorcerer | Damaged 0 | Hero Points 1 | Notice +10 | Initiative +0 | Dodge 13 | Parry 13 | Toughness 7 | Fortitude 7 | Will 10

"Freefall, can you take the FBI guys and bad guys wherever they are going, so we can get to their bunker faster?" Sigil asks.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
"Sigil" Malaryth wrote:
"Freefall, can you take the FBI guys and bad guys wherever they are going, so we can get to their bunker faster?" Sigil asks.

Freefall already told Sigil and Voltage why he is not doing that (see my previous post).


DM / GM / The man behind the curtain

Due to traffic it takes them about an hour to get back to the FBI station. Like the PRIMUS facility in Vibora Bay they have a cryo chamber they can put the criminals in until they are arraigned. Once that is done they meet the heroes back in the conference room.

"We radioed ahead and had public affairs contact the local station. They've agreed not to run footage of the incident until the evening news. Deverill lets the heroes know. "We can still move on the others unawares though too much of a delay and they will start to wonder where their buddies are. Are you going to use your teleport to move in on them or that thunderclap power to hit the building before rushing in?"


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 2; Gained: 1; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map

Earlier at the grocery store after Rock and Ice were defeated.

"I will teleport you and your vehicles near the other powered criminals after you have locked up these two."

Now

Freefall touches each of the agents on their shoulders and ports each of them to their vehicles. He then ports high above the villains' HQ to get a birds-eye view and ports so he is beside the agents cars. He then ports them and their cars in empty street parking spots facing the villains' HQ building.

He then ports back to the fed building and ports Sigil and Voltage. Voltage above the villains HQ building and Sigil in the passenger seat of Deveril's car.


Attacks:
[dice=Lightning Bolt Attack]3d6+10[/dice] [dice=Thunderstruck (Innate, Incurable, Dimensional 1, Affects Incorporeal 2, Selective, Area= 30 ft radius) attack]3d6+10[/dice]
Skills:
Acrobatics +11, Insight +6, Perception +6, Persuasion +8
Defenses: Dodge 12, Parry 12, Fortitude 8, Toughness 8, Will 10
Stats:
Strength 0, Stamina 8, Agility 5, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 2

"I will wait to see them before I try to stun them. I want to make sure we catch all of them if possible." Voltage says.


Dökkálfar sorcerer | Damaged 0 | Hero Points 1 | Notice +10 | Initiative +0 | Dodge 13 | Parry 13 | Toughness 7 | Fortitude 7 | Will 10

Sigil opens another round of scrying to see where the bad guys are and plan the assault.

can we see the map ahead and plan our entry?

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