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BARON's 3ed thread!: Superman INTO THE LIGHT (part 3)

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Re: BARON's 3ed thread!: Back.

Postby Thorpacolypse » Tue Jul 31, 2012 6:18 pm

BARON wrote:mechanics are finished for the little introductory part to this bat-caper. As always using my houserule (that'd be a +1 to effect for every 2 points rolled over a defense; helps balance out tradeoffs. Say Huntress kicks Mr Freeze and beats Mr Freeze's parry by 4... her unarmed damage would do its effect +2) and now that the GM's guide is out, I'll be using all the optional rules when applicable. This one's drawing from Nolan's finale for inspiration in part. Hang on. Should be up soon. 8)


Excellent...

Can't believe I haven't seen the movie yet (busy, busy) but I'm finally going tomorrow so this will be icing on the Bat Cake.
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BATMAN: FEAR OF THE DARK part 1

Postby BARON » Wed Aug 01, 2012 1:31 am

Gotham City…

A storm, the worst storm yet for the year, hits on the night when Dr. Liam Falkirk makes his way via armored transport to his permanent residence at Arkham Asylum. Dubbed “the Witch Doctor” by the media, Falkirk is guilty of heinous acts of barbarism including torture and human sacrifice… all in the service of what he calls his “dark lord protector”. Falkirk was only one of many in a growing underground cult of murder and vice popular with some of Gotham’s elite. It was believed that Falkirk himself took the fall while the rest of his cohorts remained at large…

The armored car, along with two squad cars, passes a lit jack ‘o lantern unnoticed by the side of the road. Suddenly it erupts in an ear splitting blast. The cars over turn immediately while the armored car is smashed up front and crashes into a lamp post. There’s a moment of silence save for the dispatcher’s radio and the flickering of fire. Two GCPD Swat officers emerge with guns drawn… cautiously. A third secures Falkirk. A dark figure haunts above the wreckage. Spindly fingers spread and a raspy voice utters, “it was a dark and stormy night…”

Thick gas sprays down at the Swat Officers and instantly there are wild screams of terror. The third officer sees the smoke swirl into the car as he calls for backup, but it’s too late. He too succumbs to it. Falkirk clasps his mouth and nose and begins to pass out with fright before an encroaching wall of gaseous fear. Just then something is tossed through to his feet; a gas mask. Falkirk rushes to put it on as a figure emerges; lanky and sinister.

“Doctor Crane I presume?” Falkirk manages as he continues to fight the gas’ effects, “we have much work to do.”

Scene 1: Doctor Crane I presume…
Code: Select all
Challenges: Thunderstorm (rain, strong wind; -2 ranged combat, -5 perception, -7 auditory perception, half visibility. no tornado)

Scarecrow is attempting to ambush an armored car transport along with a squad of cultists to liberate their leader (connected curries Crane’s favor with a DC25… I fudge it with “villain points” and grant Batman a HP for the overall scenario). He buys plastic explosives off the black market (DC40… an 18 routine check on Scarecrow’s part will buy the explosives and reduce his wealth rank to 4). Scarecrow sets the explosive up (Tech check DC18 gives a +5 to the bomb’s damage for 15 ranks). He hides it in a jack ‘o lantern and places it in by the side of the road. Two police cars and an armored car (4 police officers, 5 swat) are Scarecrow’s prey here. They fail to notice the bomb (DC10, but the weather gives them an 8 on a routine check).

The bomb goes off (DC25 dodge checks for the area: nobody makes it. Even with cover. Only the three swat officers in the armored car with the cult master and the cult master himself are spared. DC30 bomb damage: The armored car suffers a “break”, the 2 patrol cars are destroyed, the 4 police and 2 Swat officers suffer 3rd degree lethal fails). Nobody dies, but the 2 patrol cars are taken out. The armored car crashes because nobody is driving it (ends up being a DC17 using slam attack rules at speed rank 3 on the road. The armored car saves).

The three Swat members collect themselves after the spill. One stays inside with the prisoner while the other two fan around to see what happened with guns drawn. Now it’s a separate encounter with Crane lurking in the shadows waiting to strike (stealth routine 14) against a couple of scared Swat (notice routine 8 due to the weather). Crane douses them with fear gas (DC20 cloud: both fail, take DC20 will: both take 2nd degree effects right away; stunned & defenseless. Total cover for the one inside the car and the cult leader… He takes a 2nd degree effect too, but the Cult Leader takes a first degree; dazed and vulnerable). Scarecrow tosses him a gas mask and releases the cult leader.

Batman: 2HP
Scarecrow: Wealth 4
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Re: BARON's 3ed thread!: Back.

Postby Psistrike » Wed Aug 01, 2012 9:53 am

Okay, Scarecrow is scary when making bombs, that thing had more destructive force than the main guns of a battleship. :shock: And as always that fear gas of his is scary effective. Nice to have you back, BARON, and nice start to what looks to be a very interesting storyline.
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Re: BARON's 3ed thread!: Back.

Postby Arthur Eld » Wed Aug 01, 2012 1:20 pm

I should point out that Scarecrow doesn't have the Connected advantage, but I suppose some modifications for a given story line are in order. Nor does he have Wealth. Again, when it comes to baddies and equipment (and minions, one shot power-ups, that kind of thing), its best to let the plot write thigns.

Good to see you back in action Baron!
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Re: BARON's 3ed thread!: Back.

Postby BARON » Wed Aug 01, 2012 2:19 pm

well scarecrow does have wealth 8, which is the starting wealth for everyone. he doesn't have connected, but the cult master does. almost everything was within the scope of the rules and the builds involved. the only fudge anywhere was giving the cult master an expensive favor (in this case hiring out one of Gotham's most notorious criminals).

part 2 will be up soon. 8)
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Re: BARON's 3ed thread!: Back.

Postby Arthur Eld » Wed Aug 01, 2012 3:24 pm

Ah, ok I think I might have misread the wealth rules, either that or you're using rules from the GM's guide. Wealth is not actually something i've really dealt with in games, I tend to think of it as handwaving for the most part.
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Re: BARON's 3ed thread!: Back.

Postby BARON » Wed Aug 01, 2012 4:05 pm

I might have misread the wealth rules, either that or you're using rules from the GM's guide.


like I said; where applicable I'm using the GM guide. It's got a lot of useful stuff. Notably absent are vehicle combat rules and... I've got the mastermind's manual from 2nd ed that actually had "car chase" rules. It's the only frustrating part. It's frustrating because I can tell there's stuff in 3rd ed that's just being rehashed from 2nd and the car chase rules are probably still good enough. Otherwise, I'm back because the second H&V volume is *that damn good* and I pretty much dropped the new MARVEL game for it. I can't help myself; I love M&M when it's done well.
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Re: BARON's 3ed thread!: Back.

Postby Arthur Eld » Wed Aug 01, 2012 4:13 pm

Aside from a few hiccups, yeah, H&V 2 is really really good.

Here's hoping we see more of your awesome Marvel/DC playtests in the future.
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Re: BARON's 3ed thread!: Back.

Postby BARON » Wed Aug 01, 2012 5:17 pm

Scarecrow is scary when making bombs


yeah when you fold demolitions into the tech skill, many of Batman's villains make very effective terrorists. Scarecrow is actually, as far as "mad science" baddies go, one of the less scary ones with bombs.
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Re: BARON's 3ed thread!: Back.

Postby razzputin » Wed Aug 01, 2012 11:26 pm

BARON wrote:
Scarecrow is scary when making bombs


yeah when you fold demolitions into the tech skill, many of Batman's villains make very effective terrorists. Scarecrow is actually, as far as "mad science" baddies go, one of the less scary ones with bombs.


That is scary

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BATMAN: FEAR OF THE DARK part 2

Postby BARON » Thu Aug 02, 2012 2:00 pm

Gotham City...

Jim Gordon lights his pipe under an umbrella as the crime scene from earlier that night is attended to. Sirens swirl. Gordon closes his eyes and shakes his head as the gurneys go by. The Swat team still suffers in a cold sweat from the chemical attack. Gordon mutters to himself, “What next? What else can go wrong tonight??”

A dark figure passes by Gordon without a word and begins to inspect everything in sight. One of the patrolmen on the area starts for his gun, but Gordon waves him away. The Dark Knight Detective takes his index finger and takes a sample of sweat from one of Swat team and drops it from a pipette into his belt. He pauses for a second before taking a few pictures of the armored car. “It was Falkirk…” Gordon says, “He paid Crane to spring him. We’ve got a manhunt started, but he could be anywhere in his network. These people are fanatics. I…”

Batman turns with a glare that pierces the steady rain, “Jim, I’ve dealt with cults before; smash the altar, put their leader in handcuffs, and show them he isn’t above the law. I’ll handle it… and Crane.” He disappears into the night. Gordon looks at the rest of his men with a shrug.

Moments later, the Batman is leaping into the Batmobile. “Run something for me Alfred. I need to narrow down arms dealers… someone sold Crane something big… something out of his usual habit. That means Crane was probably sloppy.”

Batman’s faithful butler appears on the video screen; his face lit from below by the Batcave’s powerful computer, “Your cape is soaked, Master Wayne. That’s another interior we’ll have to replace. A moment with your data, sir…” He pauses for a moment as the bat-mobile races through the streets, “There are clear signs of professional quality explosives with less than professional modifications. Could Crane have built these dreadful weapons from scratch?”

Batman frowns, “not likely. He bought them from someone well equipped. He probably left a trail. I’m going to hit the Narrows. If he follows his MO in any of this, he’s also testing new batches of chemicals… he left someone like he left those men back there in the armored car and the arms dealers know about it. Ratface Ramone. He’s a small time street informant in the arms trade and I’ll bet you someone is moving drugs in his direction trying to make more for Crane. Chemicals aren’t cheap.” With a jerk of the wheel and a furious roar of the engine, the Bat-mobile makes a sudden turn.

In the Narrows, Batman perches high above a neon billboard and spies on a diner where mobsters and police alike sometimes frequent. Tonight it’s Ratface Ramone and his five paid bodyguards; all small time low lives with unimpressive rap sheets. For hours, Batman waits. His muscles begin to ache as he waits patiently for them to finish their business. Finally they exit… they’re sticking close to Ratface. Not a problem for Batman. He fires his grapnel gun across the street and swings down at them. His cape spreads as he comes out of the driving rain. One of them calls out for help, but it’s too late. Batman slams into the crowd of thugs and begins to take them apart. In seconds they’re down or running. Ratface makes a brake for it, but Batman produces a bola. He whips it around and downs his man.

Batman drags him into an alley, kicks open a dumpster full of roaches, and forces him face first into it. “Where is Crane getting his shipments? Gordon told me I can put you in the hospital. He didn’t say how.”

Ratface screams and starts to frantically spit the roaches out, “It’s… not Crane you need to worry about. It’s the cult! They’ve made enough fear toxin for Crane to cover the whole city… they want him to modify it. They call it ‘the Dark’… some kind of chemical weapon they’re paying through the nose for. That’s all I know!” Batman drops him and leaves with a flourish of his cape. “I talked. What’s going to happen to me??” He screams…

Batman looks over his shoulder, “stick with the roaches.”

Scene 2: Roaches
Code: Select all
Challenges: Thunderstorm (rain, strong wind; -2 ranged combat, -5 perception, -7 auditory perception, half visibility. no tornado)

Gordon (using stock police chief) waits by the scene of the crime for Batman (routine perception in this storm is going to get Gordon an 11 perception) against Batman’s stealth (routine 30 check). He appears behind Gordon unnoticed.

Batman’s detective work: Batman analyzes the crime scene (2 minutes for a 30 foot scene) and finds clues (that skill mastery of his knocks out a 32 check every time, so I’m just going to note the difficulty and how well he succeeds). Batman analyzes some of them on the spot (the materials used is a DC22; Batman succeeds with +2 degrees. He can tell it was definitely Scarecrow, that the bomb used was outside of Crane’s usual line of work, and that the attempt to follow who sold Crane the bomb is probably the hottest trail right now). Batman also gathers a computer image of the blast to discover exactly which caliber of black market dealers he needs to start talking to (DC25 to gather). Once back in the batmobile, Batman asks Alfred to take a look at what he’s got from the crime scene and run it through the Bat-Computer (essentially using Batman’s own Tech skill here. DC20 challenging, but Batman gets it. I’ll grant him a +2 circumstance to gather info). He hits the streets and begins gathering information (34DC gets Batman up to restricted info). Lastly, the Dark Knight sets up surveillance (and anyone who he’s after has to contend with a DC32 stealth check). After a few hours, Batman runs into his obsession complication. Consider him fatigued for the duration of this (and possibly the next scene) in exchange for +1HP.

The street informant he’s after runs with a gang of thugs (5 thugs = force size 2, trained). Batman’s 30 stealth check isn’t in danger in this rain and he gets a surprise round (32 intimidation check vs one of the thugs’ will; disabled. I’ll force a morale check for that; DC10 yields no effect). Batman goes to work with martial arts (30 check routine beats ‘em by 18 for a +9 effect; DC28 makes short work of them. They’re destroyed). Batman coerces the street informant after using bolos to trip him (22 check to trip; hit and +4 effect. DC18 dodge leaves him defenseless and immobile). Batman gains his circumstance bonus to boot during intimidation. The answer the informant gives affects his responsibility and leaves him impaired.. +1HP.

Batman: 4HP, fatigued (obsessed with crime fighting), impaired (responsibility to Gotham)
Thugs: Destroyed
Scarecrow: Wealth 4
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Re: BARON's 3ed thread!: Batman Fear of the Dark parts 1 and 2.

Postby Psistrike » Thu Aug 02, 2012 2:17 pm

That is something almost anyone would talk to get out of, Batman is brutal. When he reaches Crane and the cult I wonder what lengths he will go to put them out of business.
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Re: BARON's 3ed thread!: Batman Fear of the Dark parts 1 and 2.

Postby BARON » Thu Aug 02, 2012 6:35 pm

I consider most good batman stories to contain themes we know and other themes that we don't know, but still make sense with the rest of the familiar bat-mythos. Stay tuned. There's going to be some cool stuff in part 3. I like how mass combat can make simple street gang encounters like that quick and dirty. I guarantee there's going to be more from the GM's guide.
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Re: BARON's 3ed thread!: Batman Fear of the Dark parts 1 and 2.

Postby Thorpacolypse » Thu Aug 02, 2012 8:13 pm

I need to re-read the GM's Guide again. I used the Mastermind's Manual in 2E a lot, but I haven't looked at the 3E guide nearly enough. The optional rules always add something to the game.

Nice second chapter. Scarecrow will have to be on his game to avoid getting a serious beatdown, but I figure you've already thought that out. :wink:
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Re: BARON's 3ed thread!: Batman Fear of the Dark parts 1 and 2.

Postby BARON » Fri Aug 03, 2012 12:02 pm

part 3 coming up. lots of GM's guide stuff. 8)
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