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[3e] Justice League - The Night Shift G4 (IC)

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Re: [3e] Justice League - The Night Shift G4 (IC)

Postby Coyotzin » Tue Mar 27, 2012 6:33 pm

Black Bat
HP: 1 Luck (combat): 4 Cond: Uninjured. Dodge/Parry DC 30. Not on her watch.

Black Bat jumped from Till'all's telekinetic grasp and skidded on the ground a few paces in front of Azrael. She was frowning. She had known the previous Azrael, Jean-Paul Valley. She had liked him. She had liked him very much. This one? Not so much. His whole posture cried "zealot", and as soon as he drew his enchanted blades, she knew no amount of talking would convince him.

So it had been a member of Gotham's menagerie after all.

Sid wrote:“I have no desire to harm you my friend, but the demon is with me. I have been searching for so long, and finally I have found my wife and soon to be born son, and I will not let you or your allies keep me from them.”


"No." Black Bat narrowed her eyes. She knew what it was to be raised by a single-minded killer, and as many fond memories she still had of life with David Cain, she was not about to allow an innocent to follow a similar path, not of she could help it.

"Mine." She told her other teammates and charged, her ragged cape fluttering and obscuring the movements of her equally black-clad arms and legs. She was a fluttering shadow that ducked low and struck a sweeping kick to Azrael's legs, right below his gravity center, and then she stood over him. Menacing, silent and inscrutable.

OOC: Free action to use Assessment and taking 10 on the Insight roll thanks to Skill Mastery. Azrael must roll Deception DC 30. If he rolls 25 or lower, in addition to the relative assessment, I want to know his exact Attack bonuses; if he rolls 20 or lower, add his Parry.

Defensive Attack +5/-5, going for an Improved Trip. Attack roll (1d20+17-5=24), Taking 10 on Acrobatics thanks to Skill Mastery, so Azrael must roll Acrobatics DC 25 to resist being tripped, and cannot trip back. Current Parry and Dodge DC are now 30.

Note for this combat and to save time. Cass will use her Read Opponent power to force a re-roll on any critical hit she receives, just we save time in the back-and forth ;)
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Re: [3e] Justice League - The Night Shift G4 (IC)

Postby Sid » Wed Mar 28, 2012 6:46 am

Black Bat

Based on what you know of this incarnation of Azrael, as well as your past research on the Suit of Sorrows, you can deduce his offensive capabilities. While he may exceed you in force, you are superior in accuracy. His defense abilities are a little harder to gauge simply by the way he holds himself, but it does appear that you have the upper hand when it comes to the ability to avoid incoming blows, but with his armor he is superior in absorbing the ones that hit.

While you aren’t one to call for backup, if you don’t end this fight quick and Azrael lands a lucky shot, you may need some.

Azrael’s Deception roll - 1d20+5=25

1 degree of failure, so you get his offensive stats:

With his swords, he’s +11/ Damage 12 with improved Crit
Unarmed +12/ Damage 6


Perhaps it was the fluttering cape that caused the distraction, or perhaps his armor caused his timing to be off just by a fraction of a second, but regardless the reason why, Azrael’s attempt to block Black Bat’s incoming sweep kick was too late. Striking him with all the power she could muster, Azrael could not avoid the inevitable, and found himself on his back.

Azrael’s Parry - 1d20+11=21
Azrael’s Acrobatic’s check - 1d20+13=17

Azrael and Croc are up next, I’ll get to them shortly.
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Re: [3e] Justice League - The Night Shift G4 (IC)

Postby Sid » Wed Mar 28, 2012 9:23 am

Azrael

Quickly performing a kip-up, Azrael is back on his feet nearly instantly, “please forgive me friends, but I cannot let you prevent me from getting back my son!”

What started out as a quiet plea, finished with furious anger. With a scream, Azrael attempts to bury his two swords into the chest of the Black Bat.

Much to Azrael’s dismay, Batman’s former pupil easily parries the two blades, almost too easily.

Azrael has a -5 circumstance bonus due to the trip, and has used his move action to stand up. Due to his fit of rage he just entered, he’s going to power attack -5/+5, meaning he needs a crit to hit Black Bat’s DC30.

Azrael’s attack roll - 1d20+11-10=21

Crit! Of course, Black Bat can counter that with her Read Opponent.

Azrael’s re-roll - 1d20+11-10=7

Azrael is at -5 to any other close physical attacks for the rest of the round. Croc is next.
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Re: [3e] Justice League - The Night Shift G4 (IC)

Postby Sid » Wed Mar 28, 2012 9:59 am

Killer Croc

Whether he’s not aware what is transpiring behind him, or he just doesn’t care, the ex-crocodile wrestler is intent on making Supergirl feel some pain.

“Missy, it’ll take more than the likes of you stop me from getting cured!”

Leaving the helicopter, Killer Croc is surprisingly quick in this swamping environment, and within a split second he is attempting to strike and hold onto the hovering Kryptonian.

Despite Supergirl’s effort to avoid the attack, he strikes true with a furious right hook! Using the distraction, the ex-wrestler uses his skills to wrap his left arm around Supergirl's waist in an effort to secure her for further crushing.

For the first round of combat only, Croc gets a +2 circumstance bonus due to the 2 ranks of differences in initiative.

Croc attempts All-out Attack (+2) followed by Fast Grab (if successful).
Croc’s attack roll - 1d20+9+2+2=23

Supergirl, can you roll toughness against Croc’s punch at DC28. Also, can you do a Strength Check against DC20 to power out of his grab?

Croc’s Parry and Dodge are now at 4 respectively.

Till’all, Mr. Terrific and Supergirl are now up.
Last edited by Sid on Wed Mar 28, 2012 10:44 am, edited 1 time in total.
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Re: [3e] Justice League - The Night Shift G4 (IC)

Postby Belial666 » Wed Mar 28, 2012 10:35 am

Supergirl
Condition: :twisted:

Not only Croc's right hook finds Kara but it lands straight to her jaw. Her head snaps back from the force of the blow and for a split second she's dazed. But then she glowers at her enemy and throws a left uppercut back at him with the force and speed of a cruise missile. And a split second after the blow lands, her hand moves at incredible speed, to grab the lizard-man's head.


OOC:

Kara rolls a 8 on her toughness for a 23 and the reroll from her second chance vs bludgeoning is a 5, for a 20. Both are two degrees of failure so she takes a -1 to rolls vs damage and is dazed for this action.
Vs Croc's fast grab, she rolls a 15 for a total of 30 and easily overpowers him.

She attacks back with power/all-out for 2, and shifts her favored environment bonus to attack. Her dodge/parry both fall to 3. OTOH, she rolls a 9 on her attack for a total of 17 and hits. With PA and tremendous strength, Killer Croc must do a DC 26 fortitude save or get impaired/disabled/incapacitated, followed by a DC 31 toughness check vs damage; her blows are so powerful they threaten to knock him out by the shock of being hit alone, in addition to damaging him.
Because she hit, she also gets to fast-grab. The DC to resist her Fast Grab is 29.

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Re: [3e] Justice League - The Night Shift G4 (IC)

Postby Walking Dad » Wed Mar 28, 2012 1:31 pm

Till'all
HP: 1 - Cond: normal

Till'all reacts instinctively to the flaming blades, turning himself invisible and landing at a sizeable distance. Whoever this is, he wields the one element that can seriously harm him. Without further hesitation, Till'all sends a telekinetic wave to end this danger to his existence.
All the others can see is a kind of heat haze speeding from his old position at the villainous knight.

I assume you will give my a sign if the proximity of the flaming weapons is triggering a complication.

Arrays
Psionics: Ranged Damage 10 (accurate 1)
MM: Visual Concealment 4, Senses 7
all-out 2 Blast vs Azrael (1d20+12=19)
If this hits, Azrael has to make a DC 25 Toughness save
English isn't my native language. Have patience, please.

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Re: [3e] Justice League - The Night Shift G4 (IC)

Postby Sid » Wed Mar 28, 2012 2:30 pm

Killer Croc

After so many years fighting the Batman and his brood, Killer Croc was relishing a stand up fight for once. He landed the first punch, she ain’t so tough he though to himself, then she powered out of his pre-deathroll grab. That's not supposed to happen...then the large brute turned to his right and caught the Kryptonians left fist square on the jaw snapping it shut biting his tongue in the process.

As his mind raced, the man formerly known as Waylon Jones wondered if he’d ever taken a single hit that hard. Even going one-on-one with that juice freak Bane, he'd never felt a shot like that, but before having a chance to dwell on the subject, Supergirl was overpowering the much large man and wrapped up his head in her arms.

Maybe fighting those shifty, sneaky heroes wasn’t so bad after all?

Fort Save - 1d20+16=29 (pass)
Toughness Check - 1d20+16=20 (3 ranks of failure)
Grab Strength Resist - 1d20+10=13

Croc is hurting a bit:
- -1 circumstance penalty for damage going forward
- Staggered (Dazed and Hindered)
- In a headlock
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Re: [3e] Justice League - The Night Shift G4 (IC)

Postby Sid » Wed Mar 28, 2012 2:36 pm

Azrael

Even in his angered state, Azrael still has the reactions of a cat. Sensing the young Martian's psionic blast, he barely dodged out of the way by performing a back hand spring, the blast putting a hole in his cape as he did so.

Azrael's Dodge is 10, so DC20.
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Re: [3e] Justice League - The Night Shift G4 (IC)

Postby kenseido » Wed Mar 28, 2012 3:03 pm

Mister Terrific
HP: 1, Condition: Fine

A quick overview of the battlefield shows the women have things well in hand - assuming this is the only threat.

Michael has the T-Spheres drop him off between Azrael and the helicopter. "Martian, watch Supergirl's back. Black Bat can handle Azrael."

Using his T-Mask, he orders his T-Spheres to coordinate their attacks with Black Bat's.

Move action to get between Azrael and the helicopter.
Order T-Spheres 1 and 2 to Aid Black Bat for Offense, and 3 and 4 to Aid for Defense.
1d20+9=12, 1d20+9=14, 1d20+9=15, 1d20+9=15
With Teamwork, Black Bat has +5 Offense and +5 Defense circumstance modifiers for next round.
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Re: [3e] Justice League - The Night Shift G4 (IC)

Postby Coyotzin » Wed Mar 28, 2012 4:33 pm

Black Bat
HP: 1 Luck (combat): 3 Cond: Uninjured. Dodge/Parry DC 33.

Black Bat was true to her reputation as the savage slash that might have decapitated her missed with only a slight sidestep and a slight bend of the neck. Still, the smell of burnt hair reached her nose. That had been too close.

"Not hurting either." She said as she let the momentum of her dodge carry her around. She hopped and landed on one of the T-spheres that had started orbiting the melee, flipping forward and extending her leg to dropkick Azrael's right wrist with a force unexpected of a normal human her size and build.

The pressure point she had aimed for would force Azrael to open his hand and drop the flaming sword, and Cass finished her acrobatics by landing where it would fall in order to pick it up and land a step away from the zealot, and continue backflipping away from the helicopter.

"Give up."

Power Attack +5/-5 (cancels Mr. Terrific's aid bonus) and Defensive Attack +3/-3. Attempting an unarmed Disarm, so it's another -2. Attack roll (1d20+17-5=31). And that's an Improved Crit :3. Disarm roll (1d20+13=27) (+2 Str +5 Power Attack +5 crit). Azrael needs to make a Strength check against THAT.

And since Cass is doing this unarmed... she picks the sword herself :3

Oh, and move action to move away from the chopper, wielding the sword like someone who knows how to use it (because she does ;) )
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Re: [3e] Justice League - The Night Shift G4 (IC)

Postby Sid » Wed Mar 28, 2012 4:57 pm

Azrael

The force of the Black Bat’s kick sent Arzael’s primary sword bathed in fire spinning into the air, but before he could even react, it landed softly in the woman’s hand, as she pulled it down, she entered a defensive posture.

“Why would you say such a thing? I know this looks bad” he said, almost pleading, “but that is my wife with my soon to be born son! They have come back to me! The demon is helping me to atone for his sins! You...all of you...must be heretics sent here to take away my child! Know this, I will not let that happen!”

Again, much like before, the anger flowed through Azrael like water through an open facet. Using his secondary blade in his left hand, he lunges desperately at his former ally with the Sword of Salvation which his opponent easily parries with the Sword of Sin.

Azrael’s Close Attack 2 - 1d20+11+2=21[/url] (miss)

Croc is up next, I'll post that in 5.
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Re: [3e] Justice League - The Night Shift G4 (IC)

Postby Sid » Wed Mar 28, 2012 5:16 pm

Killer Croc

As Supergirl tightly squeezes her scaled foe, the Killer Croc does something he's never done before, pleads as he does what he can to hold on to stay conscious.

"Please, they...they...promised me a cure if I helped this fool."

With one last burst of strength, Croc attempts to break out of his Kryptonian shackles, but can't muster the effort to break Supergirl's iron grip.

I forgot from last turn, the Killer Croc failed by more than 2 ranks when he didn't resist the grab, so he's defenseless, immobile and impaired. He's going to try and escape as he pleads, but at a -2 due to the impaired against Supergirl's DC25.

Croc's strength check - 1d20+10-2=22
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Re: [3e] Justice League - The Night Shift G4 (IC)

Postby Belial666 » Wed Mar 28, 2012 5:47 pm

Supergirl
Condition: :roll:

Then you're an idiot. Kara says as she rapidly begins to ascend, Croc's weight not even slowing her down. In moments, Gotham is miles down behow them and the air is so thin that an average human would need air supply after a minute. The fool is indeed a fool - but he's also possessed or mind controlled to believe his actions will reunite him with his dead wife. Since you just told me your motivation, too, is what you most desire, what are the chances they deceived you as well?


OOC: array to flight 10, Senses 8 (extended 3 analytical penetrating vision), then fly up 8 miles in a double-move along with Killer Croc. Also, her regeneration erases her bruise. She doesn't attack but isn't naive enough to let Croc go because he's pleading either. If he really wants to escape the grab when he's 8 miles up, he's welcome to do it. And her commlink should transmit their discussion.
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Re: [3e] Justice League - The Night Shift G4 (IC)

Postby Sid » Wed Mar 28, 2012 8:54 pm

Killer Croc

“Azrael? Mind controlled? No, he’s just crazy, look at the way he’s dressed? I heard them talking, it’s something to do with his swords or that silly looking armor or something.”

“Let’s make a deal princess, I tell you what I know and you take me back to Arkham? Whatcha say? You may think many things about the Killer Croc, but I don’t want to die here today...not for that crazy man anyway.”

Till'all and Terrific, you're both free to go when you have a second.
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Re: [3e] Justice League - The Night Shift G4 (IC)

Postby kenseido » Wed Mar 28, 2012 9:02 pm

Mister Terrific

Michael orders the T-Spheres to attack Azrael directly, while he examines the passengers in the helicopter.

T-Spheres attack, #1 and #2 team attack, #3 and #4 team attack: 1d20+9=29, 1d20+9=28, 1d20+9=18, 1d20+9=13
So #1 crits, gets +5 from #2 because of Teamwork, DC 33 Toughness.
I believe both #3, and #4 miss.
Treatment roll to check on passengers: 1d20+12=26
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