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Paragons: Comic Conventions-The Highway

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Re: Paragons: Comic Conventions-The Highway

Postby kenseido » Thu May 03, 2012 5:41 pm

Captain Boomerang

"No worries, Mate. Left my cell phone back where I changed into these keen hero duds. Belle Reeve, isn't it?"

Gee, I hope nobody needs to get hold of me. Or me them.

Danny goes down stairs and gets overwhelmed by another flash. Luckily, nobody is around... again. He looks at the fake wall on the left. Didn't notice that before.

He gets up and moves over to the door. A few well placed kicks to push through it.
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Re: Paragons: Comic Conventions-The Highway

Postby CaptainChaos » Thu May 03, 2012 5:43 pm

Hawkgirl

Sheryl had changed into an old set of clothes left over from her trucking days before heading to the meeting place. It was odd and yet comforting wearing battered jeans, an old Harley Davidson t-shirt, and well worn work boots once again. To complete the transformation she had removed her makeup and tousled her natural brown hair.

She paused outside the bar for a moment. She had mixed feelings about meeting Spiff. It would be nice to chat with an old friend but seeing him again at the police station had dredged up memories she had repressed. Memories of being terrified of what Trey might do to her if she backed out of the arrangement with the smugglers. He was a viscous thug who cared for no one and got a thrill from beating people to within inches of their lives.

Pushing those memories to the back of her mind once again, she walked into the bar. It was almost exactly as she had expected. Dim, dingy, smelly, and with mismatched furniture. Within seconds, the bartender halfheartedly greeted her.

She looks up at you. "What you doing here love?" She says, none to politely, with a butchered Irish accent. None of the other customers seem to notice you.


Sheryl strode up to the bar and plopped herself down on one of the empty stools.

"Give me a shot of Jack." she ordered.

While waiting for the drink she tool a look around the bar. Either Spiff was in the mens' room or he had left already.

Notice and Sense Motive = 1d20+6=21, 1d20+6=26


When the bartender returned with her shot, she quickly drank it in one gulp. Setting the glass down on the bar, she motioned for another shot.

"I was supposed to meet someone here, an old friend I haven't seen in some time. Maybe you seen him? Bald, hunched over, lots of scars, and a large nose?"
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Re: Paragons: Comic Conventions-The Highway

Postby Corebrute23 » Sun May 06, 2012 4:37 am

kenseido wrote:Captain Boomerang

"No worries, Mate. Left my cell phone back where I changed into these keen hero duds. Belle Reeve, isn't it?"

Gee, I hope nobody needs to get hold of me. Or me them.

Danny goes down stairs and gets overwhelmed by another flash. Luckily, nobody is around... again. He looks at the fake wall on the left. Didn't notice that before.

He gets up and moves over to the door. A few well placed kicks to push through it.


The wall gives way easily, and you are greeted by a long dark tunnel. It doesn't take someone with Paragon enhanced analytical power to realize this tunnel was made recently to connect to the 'haunted' tunnels. Walking gingerly down the lone tunnel, your enhanced vision catches sight of some moving figures in the distance.

The two human shaped figures are a fair distance away, easily within attack range for you, but far enough that they can't see you in the dark. If you took them out, you can't see if anyone else is near them, or if they will manage to call in reinforcements. However, if you decide to sneak towards them, follow where they are to find the children, they might see you. Your good, but your not sure you can dodge bullets.

If you decide to sneak towards them, I need a stealth roll. It's a long tunnel, the men seem to be talking among themselves casually, but they are just at the edge of your vision, so you can't see if they are armed.
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Re: Paragons: Comic Conventions-The Highway

Postby Corebrute23 » Sun May 06, 2012 4:42 am

CaptainChaos wrote:Hawkgirl

Sheryl had changed into an old set of clothes left over from her trucking days before heading to the meeting place. It was odd and yet comforting wearing battered jeans, an old Harley Davidson t-shirt, and well worn work boots once again. To complete the transformation she had removed her makeup and tousled her natural brown hair.

She paused outside the bar for a moment. She had mixed feelings about meeting Spiff. It would be nice to chat with an old friend but seeing him again at the police station had dredged up memories she had repressed. Memories of being terrified of what Trey might do to her if she backed out of the arrangement with the smugglers. He was a viscous thug who cared for no one and got a thrill from beating people to within inches of their lives.

Pushing those memories to the back of her mind once again, she walked into the bar. It was almost exactly as she had expected. Dim, dingy, smelly, and with mismatched furniture. Within seconds, the bartender halfheartedly greeted her.

She looks up at you. "What you doing here love?" She says, none to politely, with a butchered Irish accent. None of the other customers seem to notice you.


Sheryl strode up to the bar and plopped herself down on one of the empty stools.

"Give me a shot of Jack." she ordered.

While waiting for the drink she tool a look around the bar. Either Spiff was in the mens' room or he had left already.

Notice and Sense Motive = 1d20+6=21, 1d20+6=26


When the bartender returned with her shot, she quickly drank it in one gulp. Setting the glass down on the bar, she motioned for another shot.

"I was supposed to meet someone here, an old friend I haven't seen in some time. Maybe you seen him? Bald, hunched over, lots of scars, and a large nose?"


The woman noticeably stiffens as you describe Spiff, before quickly saying,

"I see lots of ugly mugs. Hard to keep em straight." Taking a glance around, you realize your first impression of those drinking in the bar was wrong-they aren't averting their gaze out of depression, they are doing so out of fear. Something has them spooked.

You hear from a door behind the bar a shuffling, and a dragging sound, like someone carrying a bag of potatoes. But why is there a whimpering sound, like a dog in pain?

"Listen gal, This ain't the best kind of place for ya. Dodgy neighbourhood and all that, why don't I call you a cab?" She says, earnestly, and it's very clear she wants to get you out of the bar. However, you guess it's not due to concern for you, but rather fear for herself.
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Re: Paragons: Comic Conventions-The Highway

Postby kenseido » Sun May 06, 2012 6:09 am

Captain Boomerang

Danny slowly moves forward, his body responding to him as easily as a computer on the Internet. For now, Danny doesn't really think about this; his mind is focused on the two individuals down the hall as he tries to get closer to find out what he is dealing with.

Stealth: 1d20+10=15
I knew IC was trying to eat my HP. Well, tough tooties, IC; you can't have this one just yet.
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Re: Paragons: Comic Conventions-The Highway

Postby CaptainChaos » Sun May 06, 2012 6:19 pm

Hawkgirl

Sheryl quickly downed the second shot of whiskey and set the glass back down on the bar.

"Listen gal, This ain't the best kind of place for ya. Dodgy neighbourhood and all that, why don't I call you a cab?" She says, earnestly, and it's very clear she wants to get you out of the bar. However, you guess it's not due to concern for you, but rather fear for herself.


Sheryl sensed that something was very wrong here. Exactly what, she didn't know. Clearly it wasn't a robbery because no one would be that desperate to rob this dump. She picked up on the cue from the bartender and decided staying inside might not be the best idea. She had left her costume back at the base so putting that on and coming back in would take too long. Now what would a comic book hero do in a situation like this? From what she had read and seen, they wouldn't allow a crime to take place even if they were out of costume.

"You're probably right. If my friend shows up, tell him I'll catch up with him later."

She gets up from the bar stool and pulls out a $20 bill from her front pocket. After placing it on the bar, she turns to leave.

"Keep the change."

Once outside, she looks around for a place to get a hoodie and cloth to make a makeshift mask.

Notice check = 1d20+6=21
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Re: Paragons: Comic Conventions-The Highway

Postby Corebrute23 » Wed May 09, 2012 3:45 pm

Ok, Zatanna, Atom, where are you guys? You haven't posted in ages.


Hawkgirl

The whisky is aweful, tastes like gutter water, and you wonder how people without superhuman contitution can stomach it. However, it doesn't stem your quick exit out the door, but a quick glance at the barkeep reveals she is less thrilled about the money than she should be.

Out the door, there doesn't seem to be much you can use, until you see a passed out man on the pavement next to a trash can. He seems to be holding a rag over a bottle (you believe it is piss whiskey you can still taste on you tongue), while wearing a decent orange hoodie. You wonder where he got it, before you notice the security tag is still on it. Fell of the truck indeed. You think in dismay.

If you try on the hoodie, you find it's a fair fit, however, it's too tight to conceal the fact your a woman, but using the strings, combined with the rag in his hand it can conceal your face, but allow you vision. Alternatively, this is a bad neighbourhood, and there are some other clothing stores around-closed right now, but the merchandise is still present. There would be no way they could pin it on you.

If you decide to steal clothes, choose whatever you like, as long as it makes sense for a low income area store to have. No need to make a roll. Also no need to roll if you decide to take from the unconscious man.


Whatever you wear, you think you have to move quickly, to find out what's going on at the bar. There could conceivably be a back entrance, but you already know your way through the front...

Captain Atom

As you try and coach the young girl into talking, you hear a door slam open, then some small muttering from below, until silence. If you glance out the window, you see Donald's police car outside the house. Then there is the sound of Donald's voice from downstairs.

"Excuse me Captain Atom, this is officer Kings. Police headquaters has just radioed me, telling us we need to bring young Natalie down for more through questioning. Would you mind bringing her down please?"


If you meet a Notice check of DC 18: You hear the sounds of someone slowly walking up the stairs.
Donald Kings Bluff check: 1d20+12 → [9,12] = (21)


Felicia looks up at you silently with concern.

Zatanna

I am not sure, do you want to drop the whole flashback bit? You haven't posted any response. If you dislike I can move on.


Captain Boomerang



As you creep towards the men, you can start hearing the end snippets of conversation.

"So the last of the tykes are in the nursery, except for those of um who've been highlighted. I ain't see why we had to kidnap these kids just to make um watch tv."


"It ain't ours concern what he does to the kid. Lets say I prefer doing this then what I'll have to do later."


"Yeash, can't believe it. All the tv they can watch, and all the happy pills thems can handle-gonna be like Neverland for them."
He gives a raspy laugh.

"Your a sicko." The men are walking as they talk, before they come to a crossroads in the tunnel. You notice that there are different colored lines seemingly painted on the sides of the tunnel. However the way the light reflects off the paint, it reminds you of veins from a biology video you saw in High school.

"Alright, now what the boss say? Is Green for the goods, red for Rugrats, and Blue for boss?"


"Nah, Blue for the Dragon remember? Ultraviolet is the boss. You don't want to be getting them confused-they're dangerous, there's crazy, and then there's Dragon."


When you look at the tunnels, you see that the purple line veers to your left, while the red and blue go down the middle. The two men in front of you move to walk to the right, following the green line.
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Re: Paragons: Comic Conventions-The Highway

Postby kenseido » Wed May 09, 2012 6:28 pm

Captain Boomerang
HP: 2, Condition: Time to work...

Crikey, I should have had the others come with me. There's these two, at least one boss. I need to do this quiet, to keep these numbers reasonably. And of course, avoid waking the Dragon, whatever that is.

Not wanting to push his luck, Danny pulls out a blunt boomerang and lets it loose onto one of them.

Array to Ultimate Aim and hit one of the thugs. DC20 Toughness save.
Initiative: 1d20+6=12

And yes, Danny is thinking with an Australian accent. He's in character, after all.
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Re: Paragons: Comic Conventions-The Highway

Postby CaptainChaos » Wed May 09, 2012 6:48 pm

Hawkgirl

Sheryl looked around the area quickly. Whatever was happening in the bar, she didn't have much time. She saw several area stores that were closed. She could easily break in and "borrow" some clothes but that wasn't what a real hero did. Then she noticed the man passed out on the sidewalk. He is wearing a bright orange hoodie. Taking a chance, she carefully removes it from him and puts it on. While doing so, she spies the security tag still attached. The hoodie is snug, more so than she had expected. She grabs the rag wrapped around the empty whiskey bottle and secures it around her face like a mask. She slips a $20 bill into the sleeping man's pocket even though she realizes he will just spend it on alcohol.

Pulling the hood over her brown hair, she runs behind the building in search of a back entrance.

If she doesn't find one within a minute she will run through the front entrance.
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Re: Paragons: Comic Conventions-The Highway

Postby Corebrute23 » Thu May 10, 2012 8:10 am

Hawkgirl
Need a Search roll. If you get under 15, you can't find a back door within a minute. I don't believe you can take 10 at this point, correct me if I'm wrong.


Captain Boomerang
In character or going crazy? :shock:
Toughness save: 1d20+4 → [8,4] = (12) Minion falls down, doesn't get back up.


The one who has called his acomplise a sicko, turned his head for a slight moment to confer with his acomplise, only to see him fall to the ground as a boomerang knocked him out.

"What the f***?" He said, as he struggled to pull a gun out of the back of his trousers.

Initiative: 1d20+1 → [2,1] = (3)
I think IC has me confused with you.
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Re: Paragons: Comic Conventions-The Highway

Postby kenseido » Thu May 10, 2012 8:22 am

Captain Boomerang

Corebrute23 wrote:In character or going crazy? :shock:

I didn't know there was a difference.


Danny had to admit he loved the way he felt. He can't help but think back to Bladerunner and that line about the candle that burns twice as bright.

Without hesitation, another boomerang goes flying.

Second verse, same as the first. DC20 Toughness.
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Re: Paragons: Comic Conventions-The Highway

Postby Aerlwyn » Thu May 10, 2012 2:32 pm

Sorry ive not dropped it ive been sick so ive been trying to catch up but with only one working eye i am missing alot of the details. Been trying to work the flash back scene you came up with.
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Re: Paragons: Comic Conventions-The Highway

Postby Corebrute23 » Thu May 10, 2012 3:12 pm

Aerlwyn wrote:
Sorry ive not dropped it ive been sick so ive been trying to catch up but with only one working eye i am missing alot of the details. Been trying to work the flash back scene you came up with.


Completely understandable. If there's any confusion don't hesitate to message me.


Captain Boomerang

toughness save: 1d20+4 → [17,4] = (21)

And now it begins. :twisted:


The second thug clearly must have a harder skull than the other one, because he isn't knocked down by your direct head shot. As he pulls out the gun, you notice something with your vision, you would have missed normally in the dark at this distance. The weapon is a dark blue with a purple handle, and looks very heavy. In fact, it resembles descriptions of a gun from a cyber punk novel you once read.

"Lights out tights." He stammered, rapidly pulling the trigger as does so.

Weird gun: 1d20+6 → [15,6] = (21)
If that hits, Fortitude DC is 19. Fail by less than five your dazed, less than 10 your stunned, 10 or over and your fast asleep.


The gun fires a green ray into your eyes, and as it does, you feel like your crashing from a massive sugar high-like those late nights studying for exams, when you couldn't even keep your head up after you ran out of red bull.

If your not knocked out immediately, the man runs down the middle tunnel, screaming as he does so.
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Re: Paragons: Comic Conventions-The Highway

Postby kenseido » Thu May 10, 2012 3:22 pm

Captain Boomerang

The light sets Danny back staggered a bit, and he takes some time to clear his head.

FORT: 1d20+6=18
Dazed
Round 2: 1d20+6+1=19
So assuming I get +1 per round, I am Dazed for 1 round.
Otherwise: 1d20+6=15
1d20+6=23
Dazed for 3 rounds.
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Re: Paragons: Comic Conventions-The Highway

Postby Corebrute23 » Thu May 10, 2012 3:43 pm

Captain Boomerang
"The target gets a new save each round to recover from being dazed or stunned, with a +1 bonus per previous save." Using the words from the stun power, I presume it works the same for the sleep power.

So your only dazed for one round.


In the brief lapse of time it takes for you to reorientate yourself, you see he's gone quite a distance. Following him, you see the tunnels turn off to the right and the left. The colored lines however, are no longer red and blue, but a flashing black-yellow. You saw him run down the left, but see a large wooden door slammed shut. You can also hear what sounds like bolts being locked.

The right tunnel is completely empty, but you think you can hear a buzzing sound echoing all around you. Your too young to be having a stroke, but it's a sound that wasn't there before...

Your down to 3 blunt boomerangs now right?
Last edited by Corebrute23 on Thu May 10, 2012 4:14 pm, edited 1 time in total.
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