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

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BATMAN: FEAR OF THE DARK part 3

Postby BARON » Fri Aug 03, 2012 3:37 pm

Wayne Enterprises...

Bruce Wayne walks up beside Lucius Fox at the urinal and begins to whistle some unclear tune. After a moment he turns to his friend, bleary eyed, and asks “did you get my email?”

“Yes I did, Mr Wayne…” Lucius says with a smile, “give me a moment.”

“Perfectly reasonable, Lucius.” Bruce responds with a nod. Minutes later, both men are viewing a line of high tech crime fighting gear. From hand held gadgets, to new bat suits, and more… Bruce eyes a cowl with circuitry on the inside near the eyes, “Sorry about the short notice. What is…?”

“That?” Lucius starts, “That’s a new cowl for your suit. It feeds tactical data directly into your brain. Should give you enhanced targeting with your batarangs, let you see in the dark, and there are some ear enhancements that work like sonar. It’s about finished. Along with these sonic disruptors you asked for…” Lucius hands Bruce a pair of sleek wrist accessories. “What are you getting into this time?”

“I need something to handle a crowd…” Bruce says trying on the cowl. He activates the sensor systems and the eyes light up, “The eyes are a good touch!”

Deep within the Bat-Cave, Bruce Wayne sips coffee and researches into any large heists of chemicals or pharmaceuticals. Alfred stitches a tear in his master’s evening wear. “Not limiting my search to Gotham this time…” Bruce thinks aloud, “and I’ve found something big. I should have thought of this earlier. These people have real money. This ‘Cult of the Dark Protector’ isn’t even based in Gotham. Not their criminal operations anyway…” Bruce punches up a newspaper headline… “Headline from a Keystone City paper… ’Industrial Sabotage: Millions of dollars in damage as Fox & Lampert Chemicals burns to the ground’… the police blame environmental activists who of course take the fall for this and a number of similar acts…”

“Pawns of this Dr. Falkirk… the Witch Doctor…?” Alfred wonders. He offers Bruce his cape and cowl.

Bruce turns to him with an arched eyebrow, “The ringleader was his brother. Criminals are sloppy, old friend. Falkirk has left too many clues… including where to go next. Their criminal operations are outside Gotham, but if they want to move this kind of loot into the city… they’ll need help. I’m going to pay Penguin a visit.” Suddenly, Bruce’s voice becomes deep and raspy, “Ready the plane.”

Light from the city floods into an empty Iceberg Lounge. Batman looks around, expecting to deal with the Penguin’s thugs, but there’s nothing; not even the sounds of his pets. He flips on his sonar. He loosens a batarang from his belt and stalks slowly through the casino area. There are signs of a struggle… smashed glass… a hawk swoops from above and goes screeching down the hall. Batman passes one of Penguin’s goons… his eyes are pecked out and he’s been slashed across the chest by a large blade… “Scarecrow…” Batman hisses. Suddenly there’s a crack from below his feet as the entire ground overturns in a cleverly placed trap door.

Batman tumbles into darkness and ends up dumped into a huge underground bird cage. He looks up with weariness… a light at the top signaling a way out. Just as he gets back up, he hears a rustle… movement. He picks up his night vision and sees scores of Penguin’s birds. Their movement is erratic; sure signs of the Scarecrow’s poison at work. Batman leaps to the cage walls and begins to scale them as the birds circle and screech. He leaps and climbs for all he’s worth until finally he comes to the top and sees a lock worthy of catwoman’s skill. “Penguin obviously built this with me in mind.” Batman thinks to himself as he picks through his belt for something to pop the lock with, “Flattering.” He says as the birds swirl below him. After a few seconds he pulls the small hatch apart and sees a tiny hole to climb through. The Dark Knight hoists himself into the small crevice and begins to contort his body, but he can’t manage it right away. The birds swoop in and swarm him, snapping and raking at him. “There are hundreds…” Batman thinks to himself, “Certain death if I am weak.”

With a growl, Batman finally squirms through the opening and spills out onto a ballroom floor. He turns over on his side and begins to collect himself. Just then, he hears the all too familiar sound of a gun cocking. A voice chortles in the darkness, “Enough trespassers! You ridiculous ruffians have ruined my roost for the last time!! WAH! WAH!”

Batman knows what’s coming next. There’s a blaze of gunfire as the Penguin opens up. Batman flips up onto his feet and dives behind pillars of stone as they’re shredded to bits. A few rounds zing close and catch Batman across the shoulder. He grunts and hits the ground as Penguin’s aim is forced away by the recoil of his weapon. Batman pulls out a batarang and goes to his new cowl sensors. The weapon flies from his hands and nails Penguin between the eyes. His umbrella goes spinning through the air firing as the felonious fowl spills down a staircase and begins waving his bloody hands in surrender. “Damn it all to hell, it’s you! Okay, okay… I’m surrendering already! Wah!”

Batman kicks away the umbrella and offers Penguin his hand. Penguin reluctantly takes it. Batman meets Penguin with a cold gaze… “Whether you’re involved or not. I don’t care. I want them taken down.”

The Penguin adjusts his monocle and grins.

Scene 3: The Cage
Code: Select all
The next day, Bruce Wayne calls up Lucius Fox and uses connected to browse some high tech gear (DC25, but he spends a HP to secure it). Batman can pick out anything up to his automatic purchase threshold (DC38 for him). He picks out an experimental cowl design and some new gauntlets that confer the following…

Experimental Cowl: Enhanced Advantages 4 (ranged attack 4), Feature 1 (glowing eyes), Senses 9 (accurate auditory, danger sense, darkvision, distance sense, ultra-hearing) * 14 points

Sonic Pulse: Close Burst Area Affliction 7 (resisted by fortitude: dazed & hearing impaired, stunned & hearing disabled; extra condition, limited degree) * 14 points

Batman does his research, gathering information about any large chemical heists recently (he gets it… again, easily). He takes the bat-plane to have a talk with the Penguin. When he gets there, he finds that the Scarecrow has already been there. Batman is trapped in a death trap in Penguin’s aviary and all of Penguins birds have been gassed. +1 HP for the captured complication.

It will take Batman a DC20 athletics check to reach the top of the aviary, another DC25 technology check to pop the lock (this was designed to be a death trap for Batman anyway), and another DC20 sleight of hand check to contort his way out. Every time he fails a check, Penguin makes an attack at +11 to hit/11 ranks of damage. He struggles with the sleight of hand check once (but the attack misses) before Batman makes it out.

A terrified Penguin confronts Batman. Initiative time (Penguin goes first). He fires his machine gun at Batman (hit: +3 effect, +2 multi-fire; DC26 and Batman spends a HP to improve. Didn’t need it… he saves). Batman lets loose a batarang with help from his new cowl gadget (20! +5 critical, +9 effect; DC35 is a third degree fail and 30 feet of knockback… DC15 damage). Penguin surrenders. He tells him everything about the Dark… and where to find the cult.

Batman: 3HP, fatigued (obsessed with crime fighting), impaired (responsibility to Gotham)
Penguin: 3rd degree fail

Scarecrow: Wealth 4
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Re: BARON's 3ed thread!: Batman Fear of the Dark parts 1,2, & 3

Postby Psistrike » Fri Aug 03, 2012 3:58 pm

If you see Batman holding a Batarang, dive for cover! Penguin definatelly didn't stand a chance, even with the 2 complications Batman is under.
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Re: BARON's 3ed thread!: Batman Fear of the Dark parts 1,2, & 3

Postby BARON » Fri Aug 03, 2012 6:25 pm

yeah. batman should often be affected by a complication or two. It's kind of his job. Fresh and healthy, you should expect Batman to steam roll anyone in Gotham's underworld... but that's the thing about Batman. He's always exhausted, hurt, stressed out, or all of the above.
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BATMAN: FEAR OF THE DARK part 4

Postby BARON » Mon Aug 06, 2012 2:29 pm

Outside Gotham…

A strong wind whips across the Leahy Army Base on the outskirts of Gotham. A searchlight prowls the premises as the soldiers go about their work of protecting, among other things, the largest cache of explosives in the state. The light goes past a figure; hunched atop an empty jeep, with shadowy eyes, ragged clothes, straw-like hair, and clutching a scythe. The soldier swings the light back to the spot before, but the figure is gone. A chill runs down his spine.

“The Dark Protector is not a protector at all…”, Dr. Fakirk had said to Dr. Crane, “He is fear incarnate. We are not paying you Dr. Crane. We are giving you a front row seat and the means to practice your God given talents. We are transforming you into the right hand in the order of the Dark Protector… ‘the Dark’ as we call it is the next step in your research. It is a terrible weapon… one that leaves permanent madness in a subject; the eternal reminder for these people in Gotham that fear is their master. Fear is their god…”

Crane breathes in and hisses, “We’ll need explosives to deliver the weapon…” he says in an almost meditative state, “and a trail of bodies to announce ourselves…”


A thin figure leaps from the shadows with a glint of steel in the moonlight and dispatches one of the guardsmen. There’s a confused panic. Black cloaked figures rush through a lot full of vehicles and munitions brandishing knives. Barely a shot gets off before sounds of retreat echo and warning sirens sound throughout the camp. The man they call “Scarecrow” swings his scythe in the air and plants it into his victim’s chest before looking around wildly…

“Move! Reinforcements are coming… helicopters… tanks… bats…” He cackles as his men swiftly gather what they need.

Across town, Dr. Falkirk surrounds himself with his closest priests in a dark ritual. They chant in Latin by candlelight… summoning the dark protector from the endless night to bring fear to the fearful. Falkirk drinks from a goblet adorned with skulls and turns to a great coffin… He orders it opened and gazes upon a suit of armor, topped by bat wings, and a sword. “I shall become a nightmare… something terrible.” He turns to his congregations of black clad followers, “The Dark will cover Gotham, we will reign over a city destroying itself, and I… will become a god to them!”… there is a wild cheer as he brings in a large, shrouded object. He orders it unveiled; a chemical weapon powerful enough to contaminate the entire city.

Falkirk sneers, “bring it to the top of the tower. It begins tonight.”

Scene 4: It Begins...
Code: Select all
Scarecrow leads a group of cultists (five cult adepts = force rank 2, veteran morale) into a military complex on the outskirts of Gotham looking to secure enough explosives to deliver their weapon. Ten green soldiers patrol it (force rank 3, green). The previous storm is over. I’ll just toss in moderate wind (50% to extinguish flames). It should have no effect. Ranged combat will earn you partial cover unless you’re just defending completely, in which case you can take total cover. Close combat means you’re opponent is exposed, but you are too. General rules here. I want to make this go by quickly.

Routine checks determine everything. Scarecrow (init 14) goes first followed by the cult (init 11 with tie breaker) and the soldiers (init 11). Scarecrow earns a surprise round with a stealth check (stealth 14 vs perception 12). He leaps from the shadows and attacks with his scythe (all out attack 5: attack 25 vs parry 11.5 = hit +6 effect; DC25 vs toughness 18… second degree fail… they are disrupted and stunned… adding another first degree fail on a morale check). Round 1 goes to Scarecrow again going first (attack 25 vs parry 13 = hit +6 effect; DC25 vs toughness 16… second degree fail… another disrupted/stunned. I will force a morale check which they fail on a routine check, adding yet another disrupted/stunned condition). The cultists run in and attack with daggers drawn (all out 2: 17 attack vs parry 13 = hit +2 effect; DC20 vs 14… 2nd degree fail… morale check adds another one). After that first round, things look terrible for the soldiers.

Scarecrow goes for it again (all out 5: 25 check vs 13 parry = hit +6 effect; DC25 vs 12 = third degree fail. They’re demoralized). The troops fall back from Scarecrow’s assault.

Meanwhile, Dr Falkirk (using the cult master) wants a suit of armor and a sword which he acquires using a routine connected check. Use the stats from the main book.

Batman: 3HP, fatigued (obsessed with crime fighting), impaired (responsibility to Gotham)

Troops: 1st degree fail, 2nd degree fail x5, 3rd degree fail


Scarecrow: Wealth 4
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Re: BARON's 3ed thread!: Batman Fear of the Dark parts 1-4

Postby BARON » Mon Aug 06, 2012 6:05 pm

and the mechanics for the finale are in fact done also! high stakes stuff. I think I feel "back in the saddle" enough 8)
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Re: BARON's 3ed thread!: Batman Fear of the Dark parts 1-4

Postby Thorpacolypse » Mon Aug 06, 2012 6:45 pm

Good stuff, BARON. I'd say your MnM spurs are jingling properly again. 8)
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BATMAN: FEAR OF THE DARK part 5

Postby BARON » Tue Aug 07, 2012 12:51 pm

Gotham City…

The Cult of the Dark Protector finishes their ritual before their leader, Dr. Liam Falkirk alias “the Witch Doctor” as he prepares himself for his transformation into a living god. Above them, atop his penthouse, sits a chemical weapon dubbed “the Dark” capable of flooding the entire city with a potent form of the Scarecrow’s fear gas that causes permanent madness. All that stands between them and the city, is Gotham’s own Dark Knight… Falkirk shows his followers his helm, adorned with bat wings, and places it on his head. He draws his sword and orders a virgin sacrifice when suddenly the wind from outside is let in and the candlelight is snuffed out. The cultists stand and look around for signs of an intruder. There are none, but then again, this intruder leaves no signs.

From above, a black caped figure leaps into the crowd of cultists. Screams erupt as he unleashes a high pitched scream, sending the cult into a panic. Batman cuts through them swiftly and without hesitation as his hypersonic disruptor, newly acquired from Lucius Fox, does its job. He hoists one above his shoulders and tosses him into his own men. Jaws shatter, blood spills, and knives clatter upon the ground as the Dark Knight punishes the cult. Finally those who don’t lie unconscious run screaming. Batman locks his eyes upon Falkirk, stands before his altar adorned with fearsome armor and sword drawn…

Falkirk smiles beneath his metal mask, “Witness the coming of eternal night and terror, Batm-” but before he can finish, Batman flings a batarang and snaps his sword in half. Falkirk drops it and draws a long dagger as he runs toward the caped crusader. Batman leaps back and slugs Falkirk hard in the stomach before disarming him. With a mighty flip backwards, Batman hurls the dagger above them and snaps the chandelier loose upon Falkirk with a loud crash as glass shatters about them both. Batman looks over his fallen enemy for a moment in silence, trapped under the debris, before turning with a flourish of his cape back towards the open window.

“Eternal night and terror, doctor?” Batman taunts, “I think you fear justice more.” Batman leaps up onto the ledge and begins to climb for all he’s worth. He hoists himself up and goes to work on the terrible bomb. “More of Scarecrow’s handiwork…” Batman thinks to himself as the bomb switches off. Moments later he can feel a presence haunting near him. A figure comes out of the darkness with a scythe held high. Batman turns and delivers a roundhouse, but his attacker gets out of the way. The scythe comes down near Batman, a close call… Batman roars against the wind, “Crane. This is over!”

The Scarecrow lifts his scythe again and moves to attack. Batman rolls up to his feet and sends his enemy packing with a devastating right. Crane spills over the ledge with no chance of keeping his footing. Batman lunges and catches his hand. Scarecrow locks onto Batman’s eyes with a wild look. The Dark Knight knows what is coming next as Scarecrow reaches up and lets a cloud of fear gas blast into Batman’s face. Batman throws his cape up and swats away the gas as the Scarecrow falls with a scream. Batman looks back over the ledge… only to see the Scarecrow unconscious lying atop a stone gargoyle.

Batman looks over the city as his commlink comes to life, “everything all right, master Wayne?” Alfred asks.

“The Dark Protector showed up, Alfred…” Batman responds, “but it wasn’t the one they expected. I’ll be home soon…”

FIN.

Scene 5: Showdown
Code: Select all
Moderate wind is still on. Batman’s complications are getting stepped up for a HP (he’s now a combination of exhausted and disabled). Batman accesses the tower (using the penthouse lair from the GM’s guide) and has to overcome the security system (DC20: Tech check 21). Batman enters and attempts to gain a surprise round (25 check vs 10 perception). I’ll set up Batman with a big advantage for his stealth work or rather, a big disadvantage for them… he drops in and attacks with his disruptor (burst area, -5 disadvantage: DC17 dodge vs dodge 7 = full effect… DC17 fortitude means a first degree fail… dazed/hearing impaired… morale check adds a first degree fail… disrupted).

Batman vs the Cult: Batman goes first (init 16) and attacks unarmed while the cultists suffer the effects of his disruptor device (power 5, disabled: 20 unarmed vs parry 11 = hit +4 effect +5 power… DC28 vs DC15 = 3rd degree fail… disrupted/staggered/demoralized… morale check adds a first degree fail). The ones not defeated outright scatter.

Batman vs the Cult Master: Batman goes first and uses assessment against offense (disabled: 22 insight vs 18 deception = Batman can tell he’s superior). He throws a batarang to smash his opponent’s sword (disabled 5, HP to improve, vs held object: 24 batarang vs 16 dodge = hit +4 effect… DC25 vs toughness 18 = 2nd degree fail… the sword is broken). The Cult Master (init 11) draws a knife and charges (charge: knife 12 vs parry 24 = Batman wins). Batman attacks (power 5, disabled: 20 unarmed vs parry 16 = hit +2 effect +5 power… DC26 vs 18 toughness = 2nd degree fail). Batman attacks again and disarms the knife with extra effort and a HP to ignore the fatigue (disarming, disabled: 23 unarmed vs parry 16 = hit +3 effect… DC22 vs strength 12… Batman now has the knife). The Cult Master tries to feint (deception 18 vs insight 22 = Batman wins). Batman spends a HP to edit scene. He causes a collapse by throwing the cult leader’s knife into a chandelier overhead (uses Avalanche rules: DC15 to hear it coming = fail… DC15 dodge to take half damage = pass… DC19 vs toughness 17 = first degree damage + buried… Batman deals with the slide zone… DC15 to avoid = pass).

Batman leaves out of the window and makes his way to the roof where the bomb is. It’s an athletics check to get up there (DC17: uneven surface, slightly slippery… Batman makes a 20 check). He gets to work on disarming the bomb (Scarecrow’s handiwork adds to the DC making it a 20: Batman makes a 21). Out of the shadows, Scarecrow attacks (stealth 14 vs 25 perception = Batman isn’t surprised).

Batman vs Scarecrow: Batman goes first (init 16) and fights defensively (defensive 5, disabled: 20 unarmed vs 22 parry = miss!). Scarecrow swings wildly (all out 5: 25 scythe vs 29 parry = miss!). Batman comes back with a quick attack (power 5, disabled: 20 unarmed vs 17 parry = hit +5 power +1 effect… DC25 vs 16 toughness = 2nd degree failure). Scarecrow gets knocked back 6 feet and is in danger of falling off the building (Batman spends a HP to catch him as a move action with athletics DC5). He’s got Scarecrow dangling from the ledge. Scarecrow gasses Batman and takes his chances trying to catch the flagpole (DC21 acrobatics, which Scarecrow can’t even try untrained)… Batman has to deal with the gas (DC20 dodge = Batman takes half… DC15 willpower passes). Batman spends a HP to edit scene… Scarecrow doesn’t fall to his death afterall.

Batman: 1HP, exhausted/disabled (obsessed with crime fighting, responsibility towards Gotham), sonic disruptor (spent), dagger

Cult Master: Armor, first degree fail, second degree fail, buried
Cult Initiates: Force Size 5, green morale, dazed/hearing impaired (dc17 to recover), first degree fail x2, third degree fail

Scarecrow: Wealth 4, 2nd degree failure
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Re: BARON's 3ed thread!: Batman Fear of the Dark (FIN)

Postby Psistrike » Tue Aug 07, 2012 1:16 pm

Brutal and fast work by the Dark Knight, even in his exhausted and disabled state they had little chance. Wonder what next adventure you will come up with, BARON. Spider-Man versus a scheme by 1 of his rogue's gallery or maybe a Punisher adventure. :D
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SPIDERMAN

Postby BARON » Tue Aug 07, 2012 1:46 pm

some touch ups to the Mickey Mouse of Marvel Comics...

Code: Select all
SPIDERMAN * Power Level 11

"With great power... comes great responsibility. Never forget that, Pete."

Abilities
Strength 9, Stamina 8, Agility 11, Dexterity 6, Fighting 9, Intellect 4, Awareness 3, Presence 2

Powers
Spider Sense: Enhanced Advantages 9 (Agile Feint, Close Attack 2, Defensive Attack, Evasion 2, Improved Defense, Move by Action, Second Chance [spider sense perception checks]), Quickness 2 (limited to physical), Senses 4 (mental: danger sense, precognition) * 14pts

Spider Movement: Leaping 1, Movement 1 (wall crawling) * 3pts

Web shooters: 31 points, removable (-6) * 25pts
* Swinging: Movement 1 (swinging), Speed 4 * 6 points
* Webbing Stunts: Array (24 points) 1 alternate effect * 25 points
- Create 12, innate, permanent, quirk 2 (dissolves after 1 hour, strength 9 in first round of being fired), tether * 24 point
- Snare 8 * 1 point

Equipment: Camera, Spider Light (feature: special effect), Spider Tracers (can be detected with spider-sense) * 3pts


Skills
Acrobatics 8 (+19), Athletics 6 (+15), Deception 6 (+8 ), Expertise: photographer 2 (+6), Expertise: science 7 (+11), Insight 5 (+8 ), Investigation 3 (+7), Perception 8 (+11), Ranged Combat: web shooters 6 (+12), Stealth 2 (+13), Technology 7 (+11)

Advantages
Agile Feint, Close Attack 2, Defensive Attack, Equipment, Evasion 2, Improved Defense, Inventor, Move by Action, Second Chance (spider sense checks), Taunt


Offense: initiative +11, web shooters (ranged +12, Snare +8 ), unarmed (close +11, Damage 9)
Defense: dodge 14 (3pts), parry 12 (3pts), will 12 (9pts), fort 10 (2pts), toughness 8

totals: abilities 104, skills 29, advantages 3, powers 42, defenses 17 = 195pp

Complications:
enemy (sinister six)
relationships (peter has numerous loved ones in his life that he wants to protect above all others; most notably his wife Mary Jane Watson Parker, his aunt May Parker, his best friend Harry Osborn, and the staff of the Daily Bugle... yes even J Jonah Jameson)
reputation (as Spider-Man smeared by JJJ)
responsibility (Spider-Man believes that his great power comes with equally great responsibility, a lesson taught to him by his late uncle Ben)
secret identity (peter parker; if parker ever loses his powers, all of his physical attributes and fighting drop to 0)

particularly, I used the new Marvel game as a guide with his stats. This Spidey is a bit better rounded and bit cleaner buildwise. He's got a lot of neat tricks like his slight physical quickness and his skills which come in handy often, but aren't crazy or anything.
Last edited by BARON on Wed Aug 08, 2012 3:52 pm, edited 5 times in total.
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Re: BARON's 3ed thread!: Batman Fear of the Dark (FIN)

Postby BARON » Tue Aug 07, 2012 5:55 pm

Psistrike wrote:Wonder what next adventure you will come up with, BARON. Spider-Man versus a scheme by 1 of his rogue's gallery or maybe a Punisher adventure. :D


Spiderman looks like a good one. You know me, I like putting up Spidey against some of the more colorful DC villains. I've got all the Rogues now. hint hint wink wink :wink:
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Re: BARON's 3ed thread!: Batman Fear of the Dark (FIN)

Postby Thorpacolypse » Tue Aug 07, 2012 6:39 pm

A fine finish, BARON. The Bat was wicked bad as expected.

Spidey vs. The Rogues. Now THAT should be fun. 8)
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Re: BARON's 3ed thread!: Batman Fear of the Dark (FIN)

Postby BARON » Tue Aug 07, 2012 9:52 pm

well, some of the Rogues. I'm not entirely certain that M&M is built for one character to fight that many villains. Maybe with the mass combat rules (you could turn them into a force 2 or 3), but it doesn't work because they're all different builds.

But yeah, I think he matches up pretty well against the Flash villains.
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Re: BARON's 3ed thread!: Batman Fear of the Dark (FIN)

Postby BARON » Wed Aug 08, 2012 12:42 pm

rolling out a pretty sweet encounter between Spiderman and Mirror Master. should be up soon.
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Re: BARON's 3ed thread!: Batman Fear of the Dark (FIN)

Postby Earth-Two_Kenn » Wed Aug 08, 2012 3:10 pm

Spider-Man vs the Mirror Master??? Sounds like a Spider-Man who could be a member of a league for justice... the Super Friends.

http://www.youtube.com/watch?v=Jsr7az0Uhsk
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Re: BARON's 3ed thread!: Batman Fear of the Dark (FIN)

Postby BARON » Wed Aug 08, 2012 3:54 pm

ha! ooookay... 8)

heed some mods to cap, spidey, and hulk on page 2. wolverine is getting a look at when I get home from work.
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