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Time of Crisis - Act 2: Hell on Erde

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Re: Time of Crisis - Act 2: Hell on Erde

Postby FuzzyBoots » Mon Apr 23, 2012 2:01 pm

GM

Charlie Rose, seeing no enemies remaining in the corridor, jogs a bit further up and then leaps much of the way down the corridor. Ahead, he hears massed gunfire.

Those at the statue end of the hallway see Ink's massive bowling ball proceed to roll down the corridor, effortlessly smashing glass cases in its path before a massive volley of gunfire causes it to shatter and dissolve, leaving the Nazi squad of soldiers standing somewhat surprised at the end of the corridor with pistols raised. April manages to dodge the approaching ball, ducking from case to case while avoiding gunfire. When it breaks, she April begins to lean out with her sidearm to fire before her face goes ashen.
"It's no use, is it?" she said quietly, almost to herself, "They're just going to keep coming..."[/color] She leans against the wall. "All this work and what have we to show for it?"

OOC: Charlie uses two move actions to turn the corner and travel down it.
April suffers a crisis of faith due to a failed save.
Nazi Squad 3 delays to the initiative count of Squad 4 and they use their Move action to draw a sidearm and a standard to apply concerted fire. Attack roll: (1d20+5=20, 1d20+5=15, 1d20+5=7, 1d20+5=16, 1d20+5=11) means only one of them misses, boosting their damage up to +11. The rolling ball rolls a Toughness save of Toughness save: (1d20+7=14) and is shattered.

We're back up to the top of the round. Cheshire Cat? Charlie Rose has just barreled past you and you hear gunfire down the hall, but see no immediate opponents.
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Re: Time of Crisis - Act 1: Paradise Lost

Postby Arkrite » Mon Apr 23, 2012 2:46 pm

Thomas Majors
HP: 1
Condition: Fatigued

Thomas looks over at April then reaches up with his gun, stuffs it so it can fire on the chain without striking the statue and fires.

"Well, for starters, you lived long enough to see Liberty free of the shackles of oppression," Thomas grins, "Not a bad day, right?"

OOC: Will Save: 1d20+10=21
Standard action to do as stated above. Don't know if I need a roll to hit a stationary object I'm touching, assuming not, let me know if I'm wrong.
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Re: Time of Crisis - Act 2: Hell on Erde

Postby badpenny » Mon Apr 23, 2012 3:22 pm

Cheshire Cat
Condition: normal
HP: 2

Once again Quinn smiled. Now she was at home! Breaking Ratzi faces felt good and let her blow off some steam--pressure that had been building and souring her mood. Making her depressed; only she wouldn't allow herself to sink to apathy. Oh, no. Now she laughed at the soldiers. "Get some!" Cheshire Cat hollered before teleporting into thier midst and kicking ass and taking names.

Attack (PA 2) (1d20+15-2=20) DC 22 (25 ft. radius)
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Re: Time of Crisis - Act 2: Hell on Erde

Postby FuzzyBoots » Tue Apr 24, 2012 3:45 am

GM

As wheat before a thresher's scythe, the remaining soldiers fell before Quinn's calculated blows coming from every direction but the one expected. They yelled various phrases in German as she took them down, but their words went unheard as Quinn focused on taking them down as efficiently as possible. In the end, silence reigned, broken only by the sizzling zap as Thomas focused his gun on one of the chains on the statue. He had no problem targeting the chain, but the metal only briefly glowed under his shot before the heat rapidly dissipated across its surface.

OOC: Toughness save: (1d20+5=17, 1d20+5=15, 1d20+5=13, 1d20+5=9, 1d20+5=8) Yup, they're all out.

And Thomas, while I appreciate the Gordian Knot approach, it doesn't seem to be working right now at the amount of power you can bring to bear. Have a Hero Point for the setback.

For the next round, you're out of initiative, so you can post in any order, but you only get a round's worth of actions. Cheshire Cat and Thomas, you've already acted, but you can make Free actions as desired and Thomas, you theoretically have the reset of a Move action.

Those of you who choose to be within 50 feet of the statue will have a Will save to contend with, although its an Insidious effect, so it will take a Notice check to recognize that it's an unnatural effect and to figure out its bounds. Or, alternately, someone telling you that it's present and then experimenting with the bounds.
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Re: Time of Crisis - Act 2: Hell on Erde

Postby FuzzyBoots » Tue Apr 24, 2012 7:07 pm

Gunsmith

Ignoring the whisper in his ear telling him to give up, Gunsmith pulled out his tools and started fiddling at the lock.
"I like your style, kid," he said after a moment, "I would've tried shooting out the lock too if you hadn't beat me to it." After several seconds of fiddling, he leaned back with a frown.
"These locks are a lot trickier than I was expecting. They look like simple tumbler locks but I swear the pins are moving and changing even as I set them..."
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Re: Time of Crisis - Act 1: Paradise Lost

Postby Arkrite » Tue Apr 24, 2012 8:31 pm

Thomas Majors
HP: 0 (-1 for power attack)
Condition: Exhausted

"Well you know what they say, if at first you don't succeed," He turns a knob on his pistol, eliciting a loud whine, "Try harder!"

OOC: Will save: 1d20+10=20
Burning an HP for Power Attack, +5/-5 power attack on the chains and extra effort to get an extra two ranks of damage on the pistol.
Should make it a DC32 Toughness check.
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Re: Time of Crisis - Act 1: Paradise Lost

Postby FuzzyBoots » Wed Apr 25, 2012 5:45 am

Thomas Majors
HP: 1
Condition: Exhausted

Gunsmith leapt back from the backspray as molten metal flew from where Thomas was shooting. For a moment, nothing can be seen over the glow, but when Thomas releases pressure on the trigger, the chain is still largely intact, although he's fairly certain the links have lost some mass from metal melted away.
Gunsmith looked at Thomas blankly and said, "A warning before discharging plasma pistols beside my ear would be nice..."

Down the hall, Charlie Rose ambled over to Cheshire Cat.
"Are you alright?" he asked, "I didn't get a chance to see what you did here, but what you did on the other side was very impressive."

April pushed away from the wall and took a deep breath.
"I appreciate your valiant efforts, Tomas," she says as she walks shakily toward the statue, "I am afraid that I am less than at full strength today. My resolve is weak." Partway there, she stops and picks her sidearm up and checks its clip. "I will hold it together, at least long enough, I think." Peering at the statue, she asks, "This... this is the Liberty Lass? She was not listed among the dead when the city was taken over. I suppose the Nazis kept her prisoner and used her a model for this. She looks so young, though..."

OOC: I gave you a Hero Point for fiating away the damage on the chain because I hadn't figured out a hardness for the chain, so you're still at 1 (you were at 1 before you used the Hero Point for Power Attack). The chain rolled a Toughness save (it seemed fairer to give you a chance at breaking it entirely rather than using the 10+Value for an inanimate object and it rolled high enough to only take an Injured status.

Ink, do you have any planned actions?
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Re: Time of Crisis - Act 2: Hell on Erde

Postby badpenny » Wed Apr 25, 2012 9:13 am

Cheshire Cat
Condition: Shaken (–2 on attack rolls, defense, and checks)
HP: 2

Quinn nodded distractedly at Charlie. "Nazi scum," she spat. She glanced at her elbow, which was bleeding, but otherwise didn't seem to bother her. She had cut it on the mouth of a rifle barrel as one of the Razti's had raised it to shield himself from her merciless attacks. She'd actually giggled at his "Mein gott!" and had enjoyed the satisfying sound of fracturing his skull.

Cheshire Cat teleported next to the statue and was over come with the feeling that she shouldn't be doing this. She saw the effect that the Zap gun was having. Maybe she could help. But then again, maybe her powers weren't good enough for anything beyond cracking skulls. I'm no better than these Nazis--just a thug, she thought.

Then her fighting spirit which was damn near indefatigable came roaring back and as per usual, she just reacted. She focused aportation energy around her hand where it began to coruscate and warp the air. Then, like plunging her hand into a cauldron of boiling water (but in reverse) she pushed her hand into the metal chains of the statue.



:arrow: Edited to include Shaken effect
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Re: Time of Crisis - Act 2: Hell on Erde

Postby FuzzyBoots » Wed Apr 25, 2012 3:10 pm

Cheshire Cat
Condition: Shaken (–2 on attack rolls, defense, and checks)
HP: 2

The metal of the chain vibrates oddly as Quinn thrusts her hand into it, and when she withdraws her hand, it's undamaged. For a moment, she sees the outline of a face hidden behind a stained rough cloth laughing at her before it fades away again.

April, stopping several yards back from the statue with her gun, briefly crosses herself.
"We seem to be at an impasse," she says, "I am starting to wish that I had thought to bring explosives. I wonder..." She paused and considered her words. "Perhaps there is a more artistic way to solve our problems? If we could make enough changes as to make it a sign of liberty once more... then again, perhaps we're better off removing the chains. I think that that would work too..." she trailed off and slumped against the wall. "It is so much easier setting pitfalls for the tanks and taking potshots at soldiers. Even making speeches to the people... even that is easier."

OOC: Badpenny, can I get a Notice check from you?

I believe Ink is the last person with an action. After he acts, we can move on to the next bit. Of course, feel free to talk amongst yourself and share information as you wish as there's a lull in the action. Sorry to be restricting things to a round's worth of actions, but it's one of those timed things and it's easier to track rounds if we do things in a sort of an order.
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Re: Time of Crisis - Act 2: Hell on Erde

Postby FuzzyBoots » Wed Apr 25, 2012 7:26 pm

Charlie and Fredrick
HP: 2
CND: Fine

Charlie jogged down the hall. You know, you could jump...
"Low ceilings..." Charlie said between gritted teeth, "My head already hurts enough as it is having to listen to you." Nevertheless, he took a quick diving leap that narrowed the gap between him and his teammates to a few dozen feet. As he neared, his footsteps slowed for a bit before he forged on.
"So, any way that we can help?" he asked.
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Re: Time of Crisis - Act 2: Hell on Erde

Postby Bill from Accounting » Thu Apr 26, 2012 10:07 am

Ink
HP: 1
CND: Injured 3

After Ink's bowling ball falls under the barrage of gunfire, he shoots his arms forward all of ten feet... before finding that all the soldier had been taken down.

"Oh, so... good job, team," Ink says as his arms retract .

The boy approaches the unconscious soldiers down the hallway, kneeling down beside one. It may have looked as if he was just poking him for fun, but he is actually taking into close consideration the soldier's look and uniform. The team didn't have time before to stop and stare at the one Gunsmith had shot (...the one Gunsmith had shot...), and there was no telling when some shape-shifting might come in handy later. The boy rises up and looks back at the rest of the team attacking the statue.

"So, do you guys just have something against modern... er, older... art, or should I be bashing that thing, too?" he asks.
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Re: Time of Crisis - Act 1: Paradise Lost

Postby Arkrite » Thu Apr 26, 2012 6:56 pm

Thomas Majors
HP: 0
Condition: Exhausted

"Artistic..." Thomas muttered as he twisted and rearranged the components that made up his Dynamo Zap gun into something that was starting to look far more dangerous, "Huh...."

He looked over at Ink, "A lock where the pins move and change meets a man who can be a key of alternate shape and size named after an art supply?"

He grins, "Think you can turn yourself into the ultimate key and unlock liberty, here?"
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Re: Time of Crisis - Act 2: Hell on Erde

Postby badpenny » Thu Apr 26, 2012 8:38 pm

Cheshire Cat
Condition: Shaken (–2 on attack rolls, defense, and checks)
HP: 2

Quinn's eyes narrowed as she saw that face again. The same one from the freezer. So, she thought, there is someone here. The anger turned into fear just as quickly as the thought began to creep her out. She could be any where, up to anything. A shiver ran up her spine.

This was too much. She dared to turn her back and walk away from the statue. There just was no point in this. She'd done her bit--wasted those stupid effing Nazis. Now someone else could carry the load. She was through playing piss girl for the stupid cosmic imp. If he wanted the multiverse saved, he could bloody well do it himself!
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Re: Time of Crisis - Act 2: Hell on Erde

Postby Bill from Accounting » Fri Apr 27, 2012 11:10 pm

INK
HP:
CND: Injured 3, Shaken

Will Save: 1d20+9=14
Ugh, I hate to burn another HP, but I feel we don't have time for anyone to be helpless. Reroll.
1d20+5=6
*facepalm* With the +10 for rerolling, that puts me at Shaken.


Ink nods his head vigorously in response to Thomas Majors. "Oh, yeah! Good thinking!"

The boy stretches his arms towards the statue, wrapping his hands around Liberty Lass and using it as an anchor to propel forward. As he speeds towards the statue, the boy his struck by a wave of self-doubt.

What... What am I doing here? This isn't the kind of job for me. All of this is way over my head. Which isn't hard, considering my height. I'm just a kid... And Gunsmith. What am I doing with the likes of him?

Ink manages to stay focused on his task. After his body shrinks and forms into a malleable liquid, he wedges his entire body inside the lock of the chains binding Liberty, and begins to twist with hopes that this would undo the restraints.

Array:
Elongate 6
Shrinking 12
Insubstantial 1
Last edited by Bill from Accounting on Mon Apr 30, 2012 5:04 pm, edited 1 time in total.
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Re: Time of Crisis - Act 2: Hell on Erde

Postby FuzzyBoots » Mon Apr 30, 2012 12:21 pm

GM

Ink suits actions to words and pops into one of the locks not being attacked. He finds a bewildering array of pins and rods that spiderweb throughout the structure and seem to be shifting even as he watches. Still, something looks familiar... watching more carefully, he begins to notice that the intersecting rods almost formed... a picture? Maybe it's a butterfly?

Experimentally, he slung out a tendril of ink and pulled one of the rods along its groove and found that that movement affected the rest, making the picture seem fuzzier. He shifted it back and found that the image came more into focus. With glee, he began pulling rods almost at random, following his intuition as to what seemed to make the picture more clear. After several shifts, the picture suddenly snaps into place and... the next thing Ink sees is the outside of the lock as he finds he's been forefully expelled, his mind reeling at... something he saw... but can't quite remember. But somehow, the word "Turin" seems to be foremost in his mind.

As the other heroes peer at the remaining locks and exert destructive effort in relative quietude punctuated by the occasional tinkle of falling glass as splintered frames of the display cases deformed under their own weight and loosed their panes of glass. Suddenly, the silence is shattered by a great boom of displaced air almost simultaneous with an explosion of glass. The team is pelted with pebbles of glass as they turned to find five figures standing among the ruins of the display cases. At the forefront, a glowering blonde-haired musclebound giant clad in an immaculate blue military uniform bares gleaming white straight teeth and immediately leads the charge. Behind him a sinister figure floats above a broken pedestal, his head covered with a helmet which covers the top half of his face with a stylized raptor motif, leaving his cruel smile exposed. The rest of his uniform includes a formfitting brown bodysuit and gunmetal-grey gloves and boots that sport oversized talons. Lastly, a cloak that resembles bird wings flutters behind him in a non-existent wind. Behind him is a beautiful, terrifying athletic young woman in a skintight white body-suit, covering her from head to toe. As the team watches, she fades from sight entirely, although the crunch of glass lets you know that she's on the move. Off to one side, a slightly stunted man wears ninja-like, loose black clothing whose hood is pushed back, revealing his dark black hair and glittering black eyes that shine with no sign of sanity at all. Lastly, there's a figure familiar to most natives of Freedom City, a man in a white pointed hood and tabard over his khaki cargo pants and black combat boots with bright white fire limning his profile. His tabard is emblazoned with a black swastika instead of a red cross, but he's either White Knight or someone in a strikingly similar costume.
"Der Übermenschen..." April whispers as panic crosses her face, "They were supposed to be on the other side of the country."
She has no more time for words before the Nazi kill-squad surged forward to attack.

The blonde giant leads off by surging forward at frightening speed. "Tomas..." he growls out as lunges for Thomas Majors, leading with a powerful punt at the pint-sized space pioneer. His force unbalances him and for a moment, it looks like Thomas will manage to scramble back, but Thomas's exhausted arms falter and he's struck with immense force.

OOC:
As per Bill's request, I rolled his attempt to undo the lock secretly. That said, he succeeds in undoing one of the locks. He's now beside the statue again. There are two remaining locks, one of which is attached to a chain which looks partly melted.

New initiative (April being the only one who chose to reroll initiative):
Übermensch II - 33 (20+13)
Cheshire Cat (1d20+9=26)
Die Geist - 22 (17+5)
Thomas Majors (1d20+0=19)
Der Eule - 17 (7+10)
Der Hands Des Todes - 17 (12+5)
Gunsmith (1d20+4=17)
Der Weißer Ritter - 17 (16+1)
Ink (1d20+5=16)
Charlie Rose (1d20+1=15)
April (1d20+1=9)

By virtue of observing via the fully functional cameras, der Übermenschen will be getting the drop on you guys, teleporting into some of the glass display cases on the right-hand side (righthand side from the perspective of looking from the statue to where the emergency stairs came out on the other side... I'm sorry, but I haven't put the map together yet). Quinn is the only one who'll be acting in the Surprise round, but everyone gets a Hero Point for the sudden introduction of new opponents. A bonus HP goes to the first person to PM me which set of superheroes der Übermenschen are pastiches of. :-D Fair warning, it's primarily a matter of powers, so you probably don't have enough information yet, and the easiest one to guess is not present.

Übermensch II acts first. As per the rules on charging in a surprise round, he moves his Move distance and attacks. Unfortunately, between Exhausted and flatfooted, as well as the bonus from Charge, that just barely hits. For a DC 32 Toughness save. Sorry... he used Power Attack. If he stuns you, go ahead and roll for DC 22 knockback as you hit the ceiling with enough force to leave a dent.

Cheshire Cat, you're up. You have a Move or Standard action as part of the surprise round.
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