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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 badpenny » Wed Feb 15, 2012 8:14 am

Cheshire Cat
Condition: normal
HP: 2

Quinn felt the presence of the tanks encroaching on her consciousness and managed to blink out nearly in time. Some of the explosive force and shrapnel were caught within her aportation field, and as she rematerialized the remnant force of the explosion and shrapnel reappeared with her. However, most of the energy had been truncated by the aportation field and the energy that washed over her was little more than a warm breeze. The shrapnel thudded harmlessly against her and fell to the earth.

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

Postby FuzzyBoots » Thu Feb 16, 2012 6:47 pm

Ink
HP: 0
CND: Normal

Swinging his enormously stretched arms down toward the tanks, Ink grasps the lamppost and begins retracting his arms, barefoot skiing his way across to the tanks. Behind him, the tank's shots create an extremely colorful action movie backdrop as he skids to a halt, arms still several hundred feet long.

OOC: Your arms are still 700 feet long, but that's not necessarily a bad thing.

I need one more pair of saves from Frederick and Charlie Rose. Thomas Majors, you're up. The jet that missed you is currently just buzzing angrily in the air around you.
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Re: Time of Crisis - Act 2: Hell on Erde

Postby mrdent12 » Thu Feb 16, 2012 6:51 pm

Charlie and Fredrick
HP: 1
CND: Injured, Bruised



Continuing to bob and weave under the encouraging previous results, Fredrick manages to completely avoid the second explosion.
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Re: Time of Crisis - Act 1: Paradise Lost

Postby Arkrite » Thu Feb 16, 2012 7:18 pm

Thomas Majors
HP: 2
Condition: Normal

Thomas peppers shots of ionized energy around the enemy fighter jet, but his own evasive manuvers are throwing off his aim.

ooc: Attack: 1d20+10=15
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Re: Time of Crisis - Act 2: Hell on Erde

Postby FuzzyBoots » Fri Feb 17, 2012 4:00 pm

GM

As Ink landed, the tank that hadn't fired jerked its turret around in a motion that looked almost like a reflexive startle action and fired straight at him. Expecting it to just bounce, Ink stood tall, all four feet of him, but as the shell struck, he felt uncommon pain as it proceeded to push through his hardened layers of ink. The tank then began speedily reversing, keeping its cannon trained on him.

OOC: Blast (armor-piercing rounds): (1d20+10=23) That would be a hit. And due to the Penetrating, that will make it past your Impervious. DC 27 save, Ink. The Sphinx, I believe you're up?
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Re: Time of Crisis - Act 2: Hell on Erde

Postby Bill from Accounting » Fri Feb 17, 2012 4:45 pm

Ink
HP: 0
CND: 1 Bruised, 1 Injured, Stunned

Toughness: 1d20+9=21
Two degrees of failure against what I'm assuming to be lethal damage?


Ink stands his ground as the tank opens another round of fire against him, expecting his special body structure to absorb the blow. This attack pieces deep, however, and Ink winces and staggers backwards at the pain as the rounds speckle his body, deep impacts being left in his skin.
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Re: Time of Crisis - Act 1: Paradise Lost

Postby FuzzyBoots » Sun Feb 19, 2012 2:01 pm

The Sphinx
HP: 1
Status: Fatigued next turn

As the jet leveled off from his diving attack, Walter had a moment of relative peace to think.
I knew I had a reason for jumping onto this thing, but it's escaping me now. Wait... maybe if I use the same curse as Amenhotep used to weaken the Syrian armies? Calling upon the wisdom of the gods, Walter employed his mystic force to encourage the metal below him to wither away. He easily slapped his hands down and layers of armor began peeling away as if experiencing thousands of years of neglect, although the main structure seemed to be holding strong. Walter had a moment of clarity.
I had to use both hands... the only thing that's keeping me on this is it deciding not to throw me off... Below him, the Jet's rotors suddenly cycled in an angry hum as the damage finished spreading.

OOC: LordBayushi hasn't registered a post, so I'm posting for him. Power stunting an Affects Objects Only Corrosion 6 effect. Attacking with Power Attack 5 and forgoing the grapple check for the turn. Corrosion attack roll (PA 5): (1d20+12-5=22) will hit for an automatic loss of 6 points of Impervious and 5 points of Toughness and a DC 26 Toughness save. Toughness save: (1d20+6 - 1=21) will net just one more Injured. No Stun due to it not being alive.

In actuality, there's a good chance The Sphinx will be able to invoke his Flight long before he'd hit the ground, but dramatic tension and all of that.

Charlie Rose and Frederick?
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Re: Time of Crisis - Act 2: Hell on Erde

Postby mrdent12 » Sun Feb 19, 2012 3:50 pm

Charlie and Fredrick
HP: 1(-1=0)
CND: Injured, Bruised

Fredrick cracked his knuckles and dug his heels into the ground. "I am going to deal with those tanks and try to hold them off while the rest of your finish off the jets.", grinned Fredrick from ear to ear. He took off into the air and with feet forward tried to slam into one of the tanks with a flying drop kick.

Extra effort to double movement for leaping to 1,100 feet maximum. Should be enough to get to the tanks. Charging
Tank Smash (1d20+8=11) +2 = 13. DC 27 on the off chance it hits. Defense at 6.
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Re: Time of Crisis - Act 2: Hell on Erde

Postby FuzzyBoots » Tue Feb 21, 2012 9:17 am

GM

As below, one of the massive tanks rapidly backpedals to avoid being hit by Charlie Rose's falling punch, one of the jets continues to circle Thomas Major. Abruptly it turns its rotors backwards and moves in reverse at high speed, leveling a missile at the floating spaceboy.

Meanwhile, there's a loud crack as a shot rings out and a large dent appears on the surface of the armor of one of the amassed tanks. The turret of one of them seems to swivel toward a row of abandoned apartment buildings.

OOC: Yes, Charlie Rose's attack will miss the tank. The second Walkure, having had bad luck trying to pepper Thomas Majors with its machine gun, is resorting to it's missiles, retreating to about 500 feet away from Thomas before firing to ensure that it doesn't have to take damage from the blast radius. That's a DC 22 Reflex save and either a DC 27 or a DC 21 Toughness save depending on the Reflex save.

From the gunshot from the building: Attack roll (Aimed PA 5): (1d20+6-5+4=18) versus one of the tanks. Toughness save: (1d20+16=21) leads to an injury for number 3. Stealth roll: (1d20+4-10=11) to hide after the shot. Anyone can make Notice checks with the usual penalty for a distance of a little over 200 feet.
Tank Notice rolls: (1d20+14=25, 1d20+14=33, 1d20+14=30)
Jet Notice rolls: (1d20+14=19, 1d20+14=17)

Cheshire Cat, you're up. There are two jets in the sky and three tanks on the ground.
Last edited by FuzzyBoots on Tue Feb 21, 2012 11:06 am, edited 1 time in total.
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Re: Time of Crisis - Act 2: Hell on Erde

Postby badpenny » Tue Feb 21, 2012 10:18 am

Cheshire Cat
Condition: normal
HP: 2-1=1

Cheshire Cat tracked the shot. She saw the turret swinging and knew what she had to do. She appeared adjacent to the shooter, said, "Hey, we gotta go," touched the sniper and attempted to disappear to cover with him.

Notice (1d20+11=31) :D

Stunting a Teleport attack to remove the shooter from the scene, reappearing inside the same building the team first appeared in.

Attack (1d20+9=19)
Should hit someone prone (hopefully)

Teleport 7 (700 ft. as move action, DC 17; Extras: Accurate, Attack (+self) (Will); Flaws: Short-Range; Power Feats: Progression, Mass (carry 250 lbs))
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Re: Time of Crisis - Act 2: Hell on Erde

Postby mrdent12 » Tue Feb 21, 2012 10:57 am

Charlie and Fredrick
HP: 0
CND: Fine



Fredrick scanned the area for where the attack might have come from. It was a welcome surprise though seeing as he was facing down three tanks.
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Re: Time of Crisis - Act 2: Hell on Erde

Postby FuzzyBoots » Tue Feb 21, 2012 9:30 pm

Cheshire Cat
Condition: normal
HP: 2

As Cheshire Cat lands in the dark basement, she realizes there's something very familiar about the sniper.
The mind feels... comfortable and yet very strange.
"Get off of me, Nazi scum!" yelled the sniper as she wriggled out of Cheshire Cat's grip and leveled something in Cheshire Cat's general direction, rendered only as a vague silhouette in the starlight that shifts down through the stairs. The sniper takes a few steps backwards to clear the weapon further.
"I swear, you will not take me alive..."

OOC: Long and short of it, you recognize the touch of the mind as being very similar to your girlfriend, April, albeit somewhat different. Take an HP for the complication.

I just realized I need a Concentration roll from Ink before I move on to the jet's move. My fault on forgetting that. I started writing it out and then realized the result might be different based on what the Concentration result is.
Last edited by FuzzyBoots on Wed Feb 22, 2012 11:17 pm, edited 1 time in total.
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Re: Time of Crisis - Act 1: Paradise Lost

Postby Arkrite » Wed Feb 22, 2012 12:04 am

Thomas Majors
HP: 2
Condition: Normal

This was fast turning into a fight that Thomas couldn't hope to win in the long run. He was getting lucky, he was able to dodge out of the way of the worst of the shrapnel and fire, but the shockwave was smacking against his shields each time.

One of these times he was going to dive when he should have climbed and this was going to end poorly.

His only hope was to either get it before it got him, or start heading for cover now, and since the others didn't seem to have any means to combat these things...

"Chaff gun, must invent chaff gun," Thomas muttered as another explosion hurled him through the air, shaken but unharmed.

OOC: Ref vs DC 22: 1d20+6=24
Toughness vs DC 21: 1d20+10=22
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Re: Time of Crisis - Act 2: Hell on Erde

Postby badpenny » Wed Feb 22, 2012 6:56 am

Cheshire Cat
Condition: normal
HP: 2

"I'm no Nazi, you idiot," Cheshire Cat said. "I just saved your ass from the tank that was going to blow you up!"

Quinn was thinking fast. She didn't quite understand how this could be. The resonance...was almost the same. She could swear she smelled Tresor, but somehow doubted that a sniper in a war zone would wear perfume. Her mind was playing tricks on her.

Quinn stood there not knowing what to say next. This was a different reality. If this person was supposed to be April, was there an analog of herself running around, too?

Fuzzy did you mean to write he or she in this description: ...yelled the sniper as he wriggled out of...
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Re: Time of Crisis - Act 2: Hell on Erde

Postby FuzzyBoots » Wed Feb 22, 2012 7:24 am

Ink
HP: 0
CND: Bruised / Injured, Stunned

With a triumphant roar of turbine engines, the jet bearing The Sphinx swooped down and strafed the stunned Ink, firing its autocannon at the suddenly vulnerable construct and scoring multiple hits with its shells. With a waggle of wings, the jet swoops back up and joins the other in circling Thomas.

As Ink lay on the ground, recovering from his injuries, his arms began slowly reeling in to their normal length.

OOC: Bill from Accounting reminded me that there's no partial results on Concentration checks, so he can't make the DC. His Toughness and Elongation end.

The jet swoops down and starts firing on Ink Attack roll (Autocannon): (1d20+10=17) That's good for a DC of 23 on the Toughness save. You're going to at least get Bruised from this. I promise you're not going to die from this, but you may get fairly hurt since your toughness bonus got lost. It then uses Move-By action to ascend back to the sky.

Ink is stunned, so next up is Thomas.


GM

Charlie Rose is nearly caught off guard as two of the tanks in front of him act as one, leveling their machine guns at his person and bracketing him with their fire. He tries evading the fire, but finds their patterns fiendishly efficient and soon he's feeling the pepper of slugs from both directions...

OOC: To simplify things, they're going for a combined attack with their machine guns. Attack roll: (1d20+10=20, 1d20+10=24) Both will hit. Autofire puts them at DC 23 and DC 25. As they're within 5, that means a DC 27 Toughness save for Charlie Rose


Gunsmith
HP: 1

Seeing that the sniper seemed to have been potentially eliminated by Cheshire Cat, Gunsmith began picking his way back toward the fray. He grimaced every time he stepped on a stray bit of concrete, convinced that the echos would give him away, but he didn't seem to be drawing too much fire...
Either they've decided I'm harmless or they're biding their time.

He soon fetched back up against the wall he'd started from. He slid down to a squatting position and caught his breath.
Tanks way, way down there, out of the range of my guns except maybe with the explosive rounds. Sucks being the human on a team of superhumans sometimes...

OOC: Notice check: (1d20+7-2=14) (thank goodness for Extended on his optics...) means he spots April and therefore sees Cheshire Cat whisk her off. Stealth (full speed): (1d20+12-5=17) is a decent enough value for moving as quickly as he is. He'll double-move, which gets him back toward the central action. He situates himself behind a wall.
Last edited by FuzzyBoots on Wed Feb 22, 2012 11:32 pm, edited 1 time in total.
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