Monitor of Earth 52 wrote:
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:
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:
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:
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:
For Backfist: Spoiler: If you can make a DC 15 Athletics check, you can close within 180 feet with a double move.
Tenfold wrote:
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.
Larkin Leasure, AKA "Dirge" wrote:
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.
"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:
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:
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:
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:
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:
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:
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:
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:
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:
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.
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.
Tenfold wrote:
"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:
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:
"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."
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?"
Patrick McGrath wrote:
This seems exactly like something Scout would assume. ;)
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.
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.
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