Gyronna Symbol

Monitor of Earth 52's page

105 posts. Alias of KnightErrantJR.


RSS

1 to 50 of 105 << first < prev | 1 | 2 | 3 | next > last >>

Guys, I'm sorry to say this, but as my lack of posts in this area has probably indicated, I'm having a hard time keeping up with this on top of everything else I have on my plate.

I hate to do a pbp fade, but I'm afraid I may have to put this one on the shelf for now. I apologize and appreciate the work everyone put into their characters, as well as the rp moments we've had so far.


Allen Anderson wrote:

I look at the tall guy and says "come on try and hit the blind guy"

He is trying to goading the tall guy into hitting Enchantress
Useing AGILE FEINT 1d20 + 12

Waiting for the bad guys turn to see how everything shakes out.


Will Warfield : AKA "Backfist" wrote:


Check = 1d20 (10) + 11 = 21 (I make it:)

Still running (I guess this is today's workout) and still trying to get close enough to choke out the Witchy Woman...maybe even before the fight is over...:)

You close to 180 feet after you jog up to your opponents.


Monitor of Earth 52 wrote:
Patrick McGrath wrote:

Bert growls,"get serious with this." Bert lauches an attack; however, he is trying to shred the Enchantress's costume.

OOC: I am spending a luck point.

Attack: 1d20 + 7
Damage 6 (3 penetrating)

For Scout:

** spoiler omitted **

1d20+9

Even with Scouts sharp claws, Enchantress manages to roll with the slash and make her shimmering energy field absorb most of the effect of Scout's claws.

It remains to be seen if her costume survived the assault, however.

Due to GM misunderstanding, instead of going the way I outlined above, the following actually happened:

Scout slashes at Enchantress and shreds her costume. She quickly leans forward and covers herself.

"Oh, the gloves are off now Garfield."


AlanM wrote:

As we are now well into the first combat, I think it best that I get a feel for what lengths I can go to for my Call Demon power, as I have it as a Broad Type Variable.

Mechanically, I want to know about how far I can go with the trade-offs, particularly because of this line in the book: "A disparity of more than 50% between a pair of power
level limited traits is something to look at closely before
approving." I know that it is meant more for PCs, but it is still best to check first.
Also, do you care how I describe/envision them as? I'm not the most familiar individual with the DC universe, particularly when you leave the realms of the heavy hitters, but is anything fair game when summoning a demon from the depths of Hell? Meaning the summonee can be an some sort of monstrous being ten feet tall, composed of the decaying flesh of a hundred corpses, or should I stick to imps/fire demons/gremlins/succubi/incubi/etc...?

Yeah, I'd like to keep the 50% guideline for summons as well. As far as what dwells in DC Hell . . . DC's Hell is a pretty diverse place with lots of principalities, so just about any horrific lower planar monstrosity should fit.


Nathaniel Powell AKA Xaphan wrote:

Seeing the witch attack his fellow teammate, Nathan rushes forward and without quite knowing why, he thrusts a closed fist towards the Enchantress. Suddenly, reddish-orange light forms a glowing aura around him and accompanied with a tremendous increase in the sulfurous smell in the air, the light swirls down his extended arm and erupts from his fist, changing into a bolt of unearthly flame streaking toward his target. Soaring past the army of dimensional duplicates and past the running martial artist, it unerringly heads towards the Enchantress; moments before impact it suddenly splinters into countless, miniature tongues of brilliant flame, heading straight for the woman clad in green and black.

** spoiler omitted **

Looking down at his fist, still extended and clenched, and then back up at the fight, Nathan's eyes grow wide and he simply says, "Woah."

The flaming streamers shoot towards the Enchantress.

"Why the Hell did I teach you how to do that?"

While she dodges some of them, many of them slam up against her.

Toughness check:

1d20 + 12 ⇒ (17) + 12 = 29

She ducks behind her glowing shield and weathers the Hellfire storm, managing to come out without any serious injuries.


Patrick McGrath wrote:

OOC: Can I spend another Luck point, if needed?

Attack: 1d20 + 5

Unfortunately, only one hero point per round. Enchantress manages to keep her outfit intact.


Patrick McGrath wrote:

Bert growls,"get serious with this." Bert lauches an attack; however, he is trying to shred the Enchantress's costume.

OOC: I am spending a luck point.

Attack: 1d20 + 7
Damage 6 (3 penetrating)

For Scout:

Spoiler:
Make a second attack roll at -2 to see if you shred her outfit, but I'll resolve the regular attack on here here.

1d20 + 9 ⇒ (15) + 9 = 24

Even with Scouts sharp claws, Enchantress manages to roll with the slash and make her shimmering energy field absorb most of the effect of Scout's claws.

It remains to be seen if her costume survived the assault, however.


Will Warfield : AKA "Backfist" wrote:
Monitor of Earth 52 wrote:
Tenfold wrote:

I'll try an Athletics stunt to run faster. It's looking like I've got to get to the fight, rather than waiting for it to come to me.

Acrobatics (strength): 1d20 + 9

** spoiler omitted **
I'm still running...

For Backfist:

Spoiler:
If you can make a DC 15 Athletics check, you can close within 180 feet with a double move.


Tenfold wrote:

I'll try an Athletics stunt to run faster. It's looking like I've got to get to the fight, rather than waiting for it to come to me.

Acrobatics (strength): 1d20 + 9

As all of your alternate forms spread out, running you manage to close in to about 170 feet away from the two Suicide Squad members, as well as Scout and Dirge.


Round Two

I already have Backfist and Tenfold's actions. The rest of you can post as you get a chance.


Larkin Leasure, AKA "Dirge" wrote:


Dirge attempts to intercept the Enchantress's magical strike with a force blast. (Using a hero point.)

Attack: 1d20+4

How "enchanting", Dirge booms over her radio communication device, her voice dripping with sarcasm. Unfortunately, you'll have to do quite a bit better than that, skinny minny.

As the Enchantress' mystic blast shoots out towards Dirge, she triggers her force blasts and intercepts the mystic energy. For a moment the bolts meet in the middle, then both disperse harmlessly.

"Well, General, they survived first contact. Should we get serious now?"

Enchantress laughs as she winks at the huge man near her.


Tenfold wrote:

I'll try an Athletics stunt to run faster. It's looking like I've got to get to the fight, rather than waiting for it to come to me.

Acrobatics (strength): 1d20 + 9

Spoiler:
I'm just waiting for Dirge to resolve her situation before its all of you guy's turn again.

"I'll take out hippy if it makes you happy. But I was hoping to get a shot at furball and my protege before this is done."

The woman in green looks up at Dirge, waves her hands, and green swirling energy gathers around her hands.

"Ssa rouy uoy dnah ot emit."

"Just kidding. Not all of us spellcasters are lame enough to need to play verbal games just to get our spells to work."

1d20 + 9 ⇒ (5) + 9 = 14

The Enchantress blast flies straight for Dirge.

For Dirge:

Spoiler:
Enchantress hits you with her spellcasting blast. If you can give me a Toughness check against a DC of 29. You can also, if you wish, spend a hero point to intercept the blast with your force blasts if you can roll an attack roll higher than Enchantress' attack roll, if you want to spend the hero point.


The hulking figure looks toward the female he is with and says, "Enchantress, I say you swat the fly, and I'll take care of the kitty until his friends arrive. Let's see if having teammates is a blessing or a curse for these guys."

The huge, musclebound figure easily covers the distance between him and Scout, twists his face into a wicked, jagged toothed smile, and swings with deceptive speed towards the felinoid.

1d20 + 12 ⇒ (8) + 12 = 20

The massive brawler swings at Scout and barely misses connecting with him.

"Not bad reflexes. I hate the quick ones."

Eiling misses Scout with his swing.


Allen Anderson wrote:
Monitor of Earth 52 wrote:
Allen Anderson wrote:

After hearing various sound of battle he's rushes around the bend.ooc I use the run action to get in the middle and I make a per. check when I get there for and body that is hidden.1d20 + 13

For Allen Anderson:

** spoiler omitted **

OOC oh well here is the Athletics roll 1d20 + 12

For Allen:

Spoiler:
Touching the concrete and seeing the area come alive from your contact, you see a large, nine foot tall figure and the thinner female form, as well as your team members around you. You do not detect any extra people lying in wait for you within your area of perception.


Tenfold wrote:

GM:What do I see on the concrete slab? Any vehicles or equipment there? What time of year is it?

Assuming the concrete pad is empty of any useful gear, Tenfold continues to move toward the fight. Swallowing his fear, he puts his game face(s) on. He'll spread out as he moves, and his duplicates on the ends will fan out to form a pincer-type formation.

Forgot the second part of your question, sorry about that:

Spoiler:
Tenfold, being from New York, might not be too up on seasons in Louisiana, but it is warm out and daytime.


Allen Anderson wrote:

After hearing various sound of battle he's rushes around the bend.ooc I use the run action to get in the middle and I make a per. check when I get there for and body that is hidden.1d20 + 13

For Allen Anderson:

Spoiler:
Interestingly, on page 57 of the DCA, running is actually handled a bit differently. You have to make a DC 15 Athletics check as a free action to run, and your movement rank moves up by +1 for one round, which would mean you can move 120 feet with a double move, if you make the check.

If you make the check, I'll let you know what your senses will clue you in to if you are that far out onto the slab.


Tenfold wrote:

GM:What do I see on the concrete slab? Any vehicles or equipment there? What time of year is it?

Assuming the concrete pad is empty of any useful gear, Tenfold continues to move toward the fight. Swallowing his fear, he puts his game face(s) on. He'll spread out as he moves, and his duplicates on the ends will fan out to form a pincer-type formation.

For Tenfold:

Spoiler:
In general, the concrete slab is is devoid of anything except for the combatants, however, you can always spend a hero point for you to find something useful within the scene that someone else may have overlooked.

If you have something specific you wish to have lying around, let me know what it might be and I'll see if its okay, and you can spend the hero point.


Will Warfield : AKA "Backfist" wrote:
Larkin Leasure, AKA "Dirge" wrote:

With the dull roar of functional boot jets, Dirge jumps into the air and hangs there, drifting toward the figures assembled below.

I'm moving up into the air 100 feet and closing the gap between me and the opposition to 125 feet.

Alright, let's see how this thing works, she thinks to herself, the suit responding at the speed of thought. Transfer servos to repulsors. Engage targeting system. Lock onto that saucy minx down there, and...fire! She raises her arm and sends a blast of pure energy at the Enchantress.

Standard: Ranged Attack: 1d20+4

(muttering to himself) "I've got to get rocket skates or something."

I'm going to move keeping myself in the middle of two villians (who I believe are standing near each other) I will attempt to slip in and grab Witchy Woman in a chokehold. And if I can secure her then Bert can take his time and feel free to beat her a little bit.

For Backfist:

Spoiler:
Double moving you can get out of the hallway, out into the open air, and seeing the concrete slab surrounded by swamp.

You are about 300 feet away from the opponents, and you see a huge nine foot tall muscle bound man and a woman in green clothes. Scout jumps out of the swamp and swipes at her, but she dances aside.

Dirge flies out of the hallway, blasts her, but her green energy field seems to hold as the blasters hit her, though her hat falls off.


Larkin Leasure, AKA "Dirge" wrote:

With the dull roar of functional boot jets, Dirge jumps into the air and hangs there, drifting toward the figures assembled below.

I'm moving up into the air 100 feet and closing the gap between me and the opposition to 125 feet.

Alright, let's see how this thing works, she thinks to herself, the suit responding at the speed of thought. Transfer servos to repulsors. Engage targeting system. Lock onto that saucy minx down there, and...fire! She raises her arm and sends a blast of pure energy at the Enchantress.

Standard: Ranged Attack: 1d20+4

For Dirge:

Spoiler:
As Dirge rockets out of the hallway and into the open air, you take aim on Enchantress, and your force blasts seem to strike home. As they hit, a shimmering emerald field appears around her.

She flies back a bit, but seems none the worse for wear, although you have knocked her hat off.

As Dirge's blasters push the Enchantress back and knock her hat off, she sneers at the flying hero.

"That armor makes your hips look big."


Nathaniel Powell AKA Xaphan wrote:

Hearing a noise that sounds like Bert talking, Nathan raises an eyebrow and quickly jogs around the bend just in time to see him take a swipe at a woman dressed up like an actual witch. With a whispered "Huh, no time for introductions I suppose," a faint aroma of brimstone fills his immediate vicinity. The spectacle ahead of him forgotten as he smells the sulfurous scent, he looks around to find its source, but sees nothing obvious and so he turns back to the trio in front of him and watches.

Moving forward 30 feet, presumably can now see the edges of the fight. Also activating the Infernal Protection power, at the max level, so Nathan currently has Toughness 11, 9 of which is Impervious (Damage of 5 or less is automatically ignored).

For Xaphan:

Spoiler:
You end up about 330 feet away from the combatants, but coming 30 feet down the corridor, you can indeed see out the door to the concrete slab and the swamp surrounding it.

At the far end of the concrete, you see Scout slashing at a woman in green a black wearing a pointed witch's hat, and something that, if you understand perspective correctly, is about 9 feet tall and all bulging muscles.


Tenfold wrote:

Tenfold has no recourse but to run down the hallway and cover the distance the old fashioned way. While running, he shouts to the others, "should we have a plan? I think we should have a plan!"

Then when he clears the hall and sees that Bert's taking them both on, he yells, "Bert! Stall them! We're coming!"

"I wish we had a plan!"

For Tenfold:

Spoiler:
You and your duplicates end on the concrete slab, outside, but about 290 feet away from either Eiling or the Enchantress at this point.


Patrick McGrath wrote:

Bert growls, "Witches should know better than to do that to cat."

Bert will spend his action running (superspeed 4) and taking a swipe at the Enchantress.

Attack (1d20 + 7
Damage 6 (3 penetrating)

Scout easily crosses the distance with his speed, trailing the juices of the swamp off of him as he runs.

As he swipes at Enchantress, she just barely anticipates the swing of Bert's surprisingly sharp claws and rolls with his attack, spinning out of the way.

"Ah, poor kitty doesn't like being wet. I understand. But I've been training for years with Bronze Tiger, so you'll have to be a bit more accurate with those claws than that."


Initiative for the PCs:

1d20 + 6 ⇒ (17) + 6 = 23

Initiative for the Suicide Squad members:

1d20 + 1 ⇒ (1) + 1 = 2

All of our heroes can act first. Post in whatever order, as we're doing initiative by "sides."

Scout is about 50 feet from Eiling and the Enchantress.

Everyone else is about 350 feet away from Eiling and the Enchantress, and 50 feet away from Waller, who is standing to one side of the entrance. Since the hallway curves, no one can clearly see Eiling or the Enchantress yet, but you can see the concrete slab and the swamp around it.


Scout is suddenly consumed in a burst of green flames, accompanied by a female laughing in a disquieting manner.

A disembodied voice says, "One way or another, I'm going to get you."

For Scout:

Spoiler:
The green flames don't burn you, but you feel as if the ground is dropping out from underneath you, and your sense of balance is thrown completely out of whack.

For a few moments, you see nothing by the green flame and feel nothing but falling.

Then you feel a sodden, wet, sucking feeling, and you find yourself on your hands and knees in the Louisiana swamp. Right next to you is a slab of concrete attached to the facility, about 300 feet by 300 feet.

You happen to appear just off the concrete slab.

On the very far end of the slab, next to the swamp, you see a woman all in green and black, with long black hair, wearing a very stereotypical pointed, wide brimmed witch's hat.

Next to her is a huge, nine foot tall humanoid, with massive muscles and bulging veins all over the place. He seems to have a huge scar on the back of his buzz cut adorned head.

You also get a hero point for falling victim to a pre-set condition of Waller's Suicide Squad watching you. You should be up to three now.

The rest of you, after seeing Scout disappear, can easily follow the curve of the hallway out to a large concrete slab attached to the Belle Reve facility, adjacent to the swamp.


Waller taps her watch and says, "Enchantress, the putty tat has stage fright. We might need you to extract him."

For Scout:

Spoiler:
Give me a will save, if you would.


The doors at the far end of the room slide open once again, and Waller enters the room.

"Well, Director, if you are finished maligning my reputation and undermining my authority, we've got a training session scheduled."

She looks back at the group.

"Let's get all of you some . . . fresh air. Belle Reve is surrounded by miles and miles of swamp, and our camo holoscreen should make sure no one peeks in on us from above. When you are ready, just follow the lighted panels on the wall."

Light panels turn on the wall, leading out into the hallway and beyond. Waller and the Hermit walk out of the room, but the doors stay open.

For everyone:

Spoiler:
Let me know when you are ready to go outside to train, once everyone is good to go, we'll move on.


Feeling like crap, one more day of work before my vacation, and must pick up my son from the Marines tonight at 11. Will be updating soon, after I get everything lined up after work tomorrow night, hopefully.


Tenfold wrote:

"You're putting us up against Task Force X? As in, we're going to spar with them? Former villains?" The numerous Kevins glance at each other with uncertain looks.

"If it makes you feel any better, I think Eiling and the Enchantress are the only members not on a mission, so you may only be dealing with two of them.

If I read the reports right, I think the Enchantress was involved in your flash training, Mister Powell." He nods towards Nathaniel.


Nathaniel Uriel Powell wrote:
Looking up when Trevor entered the room, Nathan listens as he explains Project Fallback to everybody. Raising an eyebrow at the explanation of Waller's past, Nathan looks up and responds, "Well, talk about moving fast. We've been awake for what? An hour? And you already want us to pick a city? Personally, I'd like to learn what the capabilities of everyone is. I mean, I know that we have a guy that can duplicate himself, a gal with some sort of mechanized armor and the ability to talk to computers, a blind guy with a sort of martial art-y look about him, and an amateur crimefighter. And myself, who still has no clue what he can do. Now, I can't speak for everyone else, but I think it would be great if I knew what I was capable of before putting myself in possibly dire situations. So, surely you have some sort of training facility or gym or something, right?"

"Well, funny you should mention Task Force X and training at the same time. I think your lovely boss already has a session planned with a few of her . . . other agents. Be careful, they may play rough."


Patrick McGrath wrote:

Bert walks over to Trevor and takes a wiff of the air around him.

Perception (scent): 1d20 + 13

Bert smiles, "So what cool stuff do we get? Your girlfriend Mrs. Mean was real light on the details. Do we get cool James Bond type stuff? Do you guys have a "Q"? Any chance we could get a round of cocktails? How long have you and the Wallinator been going out? You didn't mention Metropolis...Why are no freaky-deaky bad guys there? What kind of benefits package are you guys offering? Does the Wallinator smile?

For Scout:

Spoiler:
Well, Steve smells like he's got a woman's perfume on him from some kind of contact, but it doesn't match Waller's scent. Also, he smells like a normal human male.

"Heh, I think your 'Q' is that young lady right over there. As to the Deputy Director . . . I'll assume that you're still disoriented."

Trevor sighs for a moment.

"You had to ask about Metropolis didn't you?"

"I might as well just show you."

Trevor nods to the man at the computer terminal, and one of the larger screens comes on to LNN. You all see news coverage of a bald man wearing green and purple armor rounding up criminals, including a woman with blue skin coursing with electricity. The crawls at the bottom of the screen mention how former President Lex Luthor has reformed his image as Metropolis' new champion.

"Waller served in Luthor's administration while he was president, and the first thing she did in her capacity as the head of Project Fallback was to cut a deal to leave Metropolis to Luthor."


Larkin Leasure, AKA "Dirge" wrote:
** spoiler omitted **

For Larkin:

Spoiler:
Essentially you hear the crackling of electricity and the clicking of relays, but it translates into language to you when you concentrate.

The "voice" of the computer, upon receiving your request, tells you the following.

"We are happy to share commonly held information, such as those websites not blocked by our firewalls, however, we shall have to interface with you on a more regular basis before we are sure that we can transfer more information to you without utilizing the standard protocols. Thank you for your inquiry."

You can still access the "general information" that you could get on the internet, which is enough to tell you that the Bizarro prison break is certainly on the up and up.


Tenfold wrote:

"Egos and agendas. All right, now I'm a little more convinced that this is really the government we've signed on with.

"So, Mr. Trevor, is it? Is this how it's going to be? Waller throwing her weight around, and then you stepping in and making nice? One half of the department spying on the other? You're not putting together a very good first impression."

"Perhaps not. I'm just trying to be straight with all of you. You have big, big shoes to fill, and I don't want you to get sidetracked from actually fixing the problems with have with Waller's 'big picture' of a government controlled Justice League."


Larkin Leasure, AKA "Dirge" wrote:
** spoiler omitted **

For Dirge:

Spoiler:
Give me a Technology check, since that's your "interaction" skill for talking to machinery.


Trevor holds up his hands.

"Calm down son. I'm just letting you know who your boss was in charge of before you. All of you are meant to be heroes, even if she's used to dealing with less savory types. We want all of you to be on the up and up. You are suppose to be the heroes. Just keep an eye on your boss lady for me."


Jesse Denos wrote:
"Nice to meet you Mr. Trevor. I've got a few questions...what's with this Task Force X you mentioned?? I'm itching to be doing something, but I'd like to know what I've signed on for. Are we it?? Or are we all that's left? I feel a bit like scrambled eggs and would like a wide view on the situation presently on the ground. I'm not as smart as my comrades in arms and want the cliff notes."

Trevor smiles.

"Well, since you're already in Project Fallback, I'm fairly certain I can explain Task Force X. The group is known more informally as the Suicide Squad. Waller has run it on and off for years now."

"Some inmates, those that are more commonly called 'super villains' are offered a pardon in exchange for performing certain missions suited to their talents. If they complete the terms of service, they are pardoned."

"Deadshot, Captain Boomerang, Count Vertigo, Doctor Light, Penguin, Parasite . . . just some of the fine citizens that have been returned to public life due to the fine work of Task Force X."


A tall, fit man, a bit older than Waller, with grey hair, walks into the room. He's wearing a polo shirt with the Department of Metahuman Affairs crest on his left breast, and a pair of slacks.

As he enters the room, Waller, without meeting his eyes, walks out.

"I'll be back, don't ruin them for me," Waller says as she walks out.

"Hello all. I'm Steve Trevor. The Department of Metahuman Affairs is my baby, but Waller and Project Fallback weren't under my aegis until a few months ago, so we're still . . . learning how to work together."

Trevor notices that Waller is gone, looks the Hermit up and down, sighs, and looks back at the team.

"I know Waller has given you the 'replace the Justice Leauge' speech, but I wanted to give you a more realistic view of things, and tell you what my agenda is. Waller wants you to succeed so the Government gets everything Justice League, lock, stock, and barrel. I want you to find out what happened to them so we can figure out if we can save them, get them back, or mourn them."

"Waller will be your direct supervisor, and your contact with the DMA. But if anything happens that doesn't smell right, I want you to contact me. I won't have Project Fallback becoming another Task Force X."

"You may wonder where you are. Right now we're at the Special Operations Center attached to Belle Reve Federal Penitentiary. Currently the prison is under repairs, after the event that caused Project Fallback to be fully implemented. A few months back, the creature known as Bizarro attacked the prison, freeing all of its inhabitants, claiming that since Superman put so many people in the prison, he should free as many as possible."

"The main concentration of these escapees, as well as the worst uprisings, are in the following locations: Coast City, Star City, Keystone City, Gotham City, and Washington D.C. Your team will be choosing one of these cities, doing your best to pacify that city, and then moving on, until we feel that the public has sufficiently calmed down after this upheaval."

"We don't want you to tell the public that you're working for the government. We want you to be 'concerned citizens' that are helping out, just like the members of the Justice League when they first started out."

"I'll let Waller come back in and put her cynical spin on things, but remember . . . keep an eye out for signs of where the League went, and report anything that doesn't sit right with you back to me . . . directly."

"Oh, and remember, you're suppose to be heroes. If in doubt, ask yourself if Wonder Woman would do it. I've always found her to be a good guide."

"Do you have any questions for me before I let Waller tear back into you?"


Tomorrow after I get back from work and have a chance to get some rest, pick up my wife's present, and clear out any residual static from work, I'll advance the storyline. I was planning on moving on tonight, but I'm exhausted after shoveling snow until midnight last night.


What you pick up isn't any great secret, I just wanted the people that actually picked up on it to have the chance to realize it and impart it to the party if they choose to do so.

Of the options you listed, I'd say 2 is probably closer to what I'm expecting here, more or less.


Sooooooo . . . we're going to pretend I didn't use a very lame title like "vice director" and go with something that actually sounds like a real title, like "Deputy Director."

;)


The rest of you that misread this situation can come up with your reasons for misreading and/or what you inferred from the situation at this point.


Patrick McGrath wrote:


Bert turns towards one of the Kevins, cupping his hands around his mouth, making a make-shift megaphone and yelling (think Garret Morris doing his bit for the hard of hearing), "Dude look, Mrs. Mean has the hots for the voice."

This seems exactly like something Scout would assume. ;)


Larkin Leasure wrote:
1d20+2

For Larkin:

Spoiler:
You seemed to get the feeling that Waller doesn't like be called "Deputy Director," and that she may not be thrilled with this Director Trevor person, perhaps because he doesn't have a "deputy" associated with his title.


Nathaniel Uriel Powell wrote:
1d20+2

For Nathaniel:

Spoiler:
Much like Scout and Tenfold, you seemed to have grossly misread the whole situation.


Allen Anderson wrote:
1d20 + 18

For Allen:

Spoiler:
Allen hears the voice over the speaker, and through the vibrations in the air, you can feel Waller stiffen when she hears the comment, both at the word "Deputy Director" and the name "Director Trevor."

You think that Waller might resent this person, and resent that they are apparently positioned more highly than she is herself.


Jesse Denos wrote:
1d20 + 2 = 17

For Backfist:

Spoiler:
Backfist doesn't really notice anything one way or the other. You just take the scene for what it seems like, a voice notifying Waller of something.


Tenfold wrote:
1d20 + 2

For Tenfold:

Spoiler:
Tenfold managed two degrees of failure, meaning that he greatly misread the situation. I'll let you describe the exact way you failed the check once I get everyone's rolls.


Patrick McGrath wrote:

Scout

1d20 + 5

For Scout:

Spoiler:
You have wildly misinterpreted the situation by gaining two degrees of failure on the check. I'll let you provide the details on how you (mis)read the situation, after we get everyone's rolls.


Waller watches the group begin to talk amongst itself, as well as listening to the various questions, apparently with growing agitation.

"Of course I know your strengths and weaknesses, your physical limitations, and your psychological quirks. Its part of the point of the flash training and our special . . . monitoring.

You don't need to know anything about my associate, here, but if you need a name, you can call him the Hermit. He has a knack for languages and communications, and has proven quite valuable to our operations."

Waller glowers across the group, as if to try and put them all in line.

"Ms. Leisure, you may not remember it, but we have a piece of your handiwork you may want to look over. Maybe it will have some nice stories to tell you. I know that the way you designed it, it doesn't seem to allow any other users to access its controls."

The man at the far side of the room at the computer terminals presses a few buttons, and a suit of powered armor slides out of a storage cabinet at the back of the room.

"As to replacing the League . . . that's exactly what you are going to do. The League's assets are administered by a trust established in concert by Lord Industries, the Wayne Foundation, Queen Industries, and Kord Industries. The board of directors is the final arbiter on who constitutes the League, but in the past it hasn't taken an active hand in determining who the League might be, due to the fact that there have always been surviving members or reserve members for the board's deference."

"This time . . . no one can be found. If we can provide a viable League, the rights to everything controlled by the JLA can be placed under the direct control of the Department of Metahuman Affairs. The Watchtower, the Hall of Justice, the bank accounts, the classified information, the confiscated artifacts, all of it back home and safely controlled by us."

"What I need you to do is to show up, stop some villains, visibly, competently, and in publicly acceptable way, and Project Fallback becomes a major budget item with full access to government resources and clearances. We become the superhero standard."

The door at the back of the room buzzes, and a voice comes in on the intercom.

"Vice Director Waller, Director Trevor wishes to have a word with the Project Fallback members."

For Everyone:

Spoiler:
Everyone roll me an Insight check as you observe Waller.