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Defenders! Ch. 2: Purple People Eaters(Closed)

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Re: The Gender Bender Defenders! (IC)

Postby Walking Dad » Fri Apr 06, 2012 11:02 pm

Cub
Character Sheet - HP 1 - Condition: normal (or 1 injury)

Cub is able to dodge the brunt of the blast. With Renee occupied and the others eager to fight, Cub jumps in the foremost group, using the narrowness of the room to hit more of one with his clawlike swipes backed by impressive animal strength. A slight growl escapes his lips.

Dodge the door (DC 20) (1d20+7=20)
If you decide to handle it like a normal AoE with a successful save only halving the damage rank:
Toughness vs the door (DC 20) (1d20+12=19) :(

jumping in is only a descriptor for my regular move action. Standard action to attack, making this routine checks (taking 10) to hit a Parry of 18 for a DC 26 Toughness save. If an attack incapacitates, I use free actions to attack another minion in range (Takedown 1 feat).

You can always attack minions as a routine check.

Active Powers:
Enhanced Traits (Str 7) (14 PP), Protection 7 (7 PP), Damage 3 (3 PP)
Swimming 3 (3 PP), Movement 1 (Environmental Adaptation, Aquatic) (1 PP)
Enhanced Traits (Improved Initiative 1, Improved Grab) (2 PP)

Offense
Initiative +11
Unarmed +8 Close, Damage 11

Defense
Dodge 7 Fortitude 9
Parry 7 Toughness 12 / 9
Will 10
English isn't my native language. Have patience, please.

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Re: The Gender Bender Defenders! (IC)

Postby Prof Weird » Fri Apr 06, 2012 11:45 pm

Renee Richards
HP : 0
Condition : Singed, but fine otherwise (?)

"HEY ! Watch where you're pointing that thing !" she yells at the nearest A.I.M. agent, "If you can't use it right, you shouldn't have it !"

With that, she attempts to disarm using her whip strike (STR-based damage 6, Elongation 2, giving her a 30' reach as a close range attack), shifting the attack +2 hit/-2 damage to compensate for the -2 penalty to disarm a held object at close range (brings attack to effectively +12 to hit, +6 damage)

The attack roll : 1d20+12=25
If that connects, A.I.M. agent makes an opposed roll of his STR vs Renee's damage (+6).

Renee's damage roll (if needed) : 1d20+6=23
(so if she hit and he can't beat a 23, she just grabbed his laser rifle !)
batlh ta'nISlu' net ta' - "One does what one must do. Honorably"
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Re: The Gender Bender Defenders! (IC)

Postby Bladewind » Sat Apr 07, 2012 7:17 am

Sekhmet
Cond: Normal
HP: 1

Debris rained down on Sekhmet's powerful form, she shrugged it off effortlessly, moving out of the way of the larger chunks. When the agents strode forward, she closed the gap in less than a heartbeat, bringing her hand in what would be a devastating blow, depending on how much padding and armour they were wearing...


[OOC]
Move Action - Speed 11 to close.
Standard Action - Attack Roll (1d20+10=13)

In the unlikely event that it's sufficient to hit, her damage is DC 25, in which case her Takedown advantage likely kicks in...
[/OOC]


I'm using descriptor more than anything for her shrugging off the door. With a 29 for Dodge, it actually doesn't even touch her, but I took creative license due to the high degree of success.

I rolled yesterday and had sent a PM to Hound, but I can't get my browser to do a search on IC - it comes back with a blank page...
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Re: The Gender Bender Defenders! (IC)

Postby Hound » Sat Apr 07, 2012 10:25 am

COMBAT

As the four minions advanced on the heroes, Cub leapt forth with impressive agility. The young royal landed atop one with such force that the minion slumped to the ground, immediatly knocked out. Yet the royal did not stop there, Cub lunged at a second minion. He grabbed the man by the scruff of the collar, and lifted him with ease before slamming him into a wall, sending him to slumber land.

Renee set science aside and focused on the conflict at hand, her arm extended like a whip, grabbing one of the high tech blasters from a minion. Her arm snapped back into a normal shape, still holding the blaster rifle.

Make a will check of 15 (which isn't too hard, but can still be failed) to see if Renee investigates the blaster rifle or fights. If she fails, she must make a tech roll to examine the blaster rifle instead of an attack roll. She still dodges/parries as normal. This is a complication, so if you fail, you get a Heroic Point.


Next Sekmet lunched forward, but she over swung(just barely), missed the minion and left a massive dent in the solid steel wall as easily as a human might dent a cardboard box.

The unarmed minion reached into his uniform and produced a small smoke grenade(draw weapon) and threw it into the middle of the room, smoke immediately began to fill the room.

Renee and Aquawoman are close enough to take damage.
Damage 4, Area: Burst (DC14 Dodge, DC19/17 Toughness), linked to Environment 1 (Heavy Visual)(30ft burst, -5 to Perception/Attacks) The -5 Perception fades to -3 next round, -1 after that, and then its gone. This fade triggers on the Minion's turn.


The second minion, the only one still with a blaster rifle takes aim at Sekmet and fires.

Sekmet 1d20+3=21 DC 19, Damage 4


Four more minions walk out of the water, each one identically clothed as the first four minions. Yellow uniform and blaster rifle.


Aquawoman is up, then Round 2 starts.
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Re: The Gender Bender Defenders! (IC)

Postby Prof Weird » Sat Apr 07, 2012 7:48 pm

Renee Richards
HP : 1
Condition : fine thus far

Once Renee grabbed the high tech blaster rifle from the A.I.M. goon, she did a double take - "Hmmm. This is some pretty advanced tech for a minion ..."

Her will check vs DC 15 : 1d20+9=13
She failed the roll ! Well, an HP is an HP, and a complication that never complicates things isn't really a complication ! So she will NOT be attacking next round.

The tech roll when needed : 1d20+14=25


Unfortunately, the minion was armed with another weapon : a smoke bomb.
And she was inside its blast radius !

Her Dodge check for half/full damage vs DC14, then Toughness check :
1d20+12=30, 1d20+8=23

A 30 definitely exceeds 14, so she faces half damage (DC17 Toughness check)
She makes it - no damage from the blast.
batlh ta'nISlu' net ta' - "One does what one must do. Honorably"
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Re: The Gender Bender Defenders! (IC)

Postby Nineofspades » Sat Apr 07, 2012 11:33 pm

Aquawoman
HP 1

Dodge (DC 14) (1d20+10=28)

Half Damage

Toughness (DC 17) (1d20+10=30)

Urg! Wasted Two High Rolls there


The Explosion is a minor annoyance. The Second one, even less so. The Shrapnel deflects away from he harmlessly, my own reflexes kicking in to avoid worst of it. My fellows are swift in dispatching some of the guards, though already more are arriving. I should get in there, the control room, and finish off the rest. before they can escape. First I need to clear a path though.


Since they are minions, cant I take 10 to attack them? If so, I will do that. If not, here is my attack roll
Trident Attack (1d20+10=16)

Toughness 25 Plus Fortitude 20 vs Affliction (Dazed, Stunned, Incapacitated)


After spearing the closest Grunt I see an opening to move "Watch my back" I utter, since I'd much rather focus on the submerged chamber than watching my flank. I take a running Dive into the watery chamber, and stand ready to block any further grunts from coming.

Now underwater. Favored Enviroment. I'll take +2 to defense.
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Re: The Gender Bender Defenders! (IC)

Postby Bladewind » Mon Apr 09, 2012 6:14 am

Sekhmet
Cond: Normal
HP: 1

Sekhmet's lips curled in a snarl, pushing off the wall back towards her target. She missed the first time, but was determined to eliminate the annoyance posed by these guards.


OOC: I rolled an attack roll of 14 when typing my last post, but forgot that I had already rolled a13. My browser crashes each time I search Invisible Castle though… figured in the interest of being honest I`d use that roll now.

Essentially, repeat the previous attack attempt: Damage is DC 25, Takedown feat if they are flattened.
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Re: The Gender Bender Defenders! (IC)

Postby Prof Weird » Mon Apr 09, 2012 8:22 am

Renee Richards
HP : 1
Condition : fine

"I wonder who makes these things ..." Renee mused to herself, now oblivious to what else was going on around her.

viewtopic.php?f=20&t=43720&start=15#p977151 for the tech roll.
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Re: The Gender Bender Defenders! (IC)

Postby Walking Dad » Mon Apr 09, 2012 10:39 am

Cub
Character Sheet - HP 1 - Condition: normal

Cub is is to far away to be affected by the initial explosion, but the smoke is going to be a problem... unless he channels the senses of a flying hunter capable of navigating in total darkness.
He screams, but his voice is to high to be heard by unaided humans and takes air. Like a giant bat he swoops down into the new group of attackers, grabbing one and throwing him into another.

changing variable powers as free action
use move and standard attack (grab is only fluff) with takedown 1. Making attacks as routine checks.

You can always attack minions as a routine check.

Active Powers:
Enhanced Traits (Str 7) (14 PP), Protection 7 (7 PP), Damage 3 (3 PP)
Accurate Hearing (2 PP), Flight 1 (2 PP)
Enhanced Traits (Improved Initiative 1) (1 PP)

Offense
Initiative +11
Unarmed +8 Close, Damage 11

Defense
Dodge 7 Fortitude 9
Parry 7 Toughness 12 / 9
Will 10
English isn't my native language. Have patience, please.

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Re: The Gender Bender Defenders! (IC)

Postby Hound » Mon Apr 09, 2012 12:53 pm

Aquawoman, Cub, and Sekmet quickly dispose of the six minions before them. The men in yellow groan or twitch as they lie on the ground in pain, unable to or unwilling to move and face anymore of a beat down. Mean while Renee discovers everything about the blaster rifle, which gives her an insight about further A.I.M. technology.

Blaster Rifle Info: Easily Removed, +1 to Accuracy, 4 Damage, DC 19, comes with zoom in scope(Treat like binoculars) with night vision(Dark Vision).

All Players: Note that from time to time you will receive GM bonuses, these will reflect your experience and growth in doing a particular thing. You can make a section in your character sheet called GM Bonuses, this is where your comm link can be listed.

Renee gains a +2 Circumstance bonus to all A.I.M. related technology checks. There is nothing more to learn from the rifle, it will no longer draw your attention, you may act normally.


Auqawoman refuses to wait for more minions and takes the fight to them, leaping into her magical water. She is instantly flanked from all sides by the remaining 12 Minions, who, due to door width constraints were entering in waves. They all take aim and fire with their Blaster rifles.

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Re: The Gender Bender Defenders! (IC)

Postby Nineofspades » Mon Apr 09, 2012 1:15 pm

Aquawoman
HP 1

Well, with my enhanced Defense, Only one of those shots hit me.


Toughness DC 19 (1d20+10=26)



"Pitiful!" I taunt, Twirling and twisting through the waves, even as the energy pules come at me from all sides. One alone manages to graze me, but even that fails to so much as burn my skin. I raise my Trident over head, staring them down, before I jab the spear out, twirling like a dervish, lancing each of my opponents in turn.

Taking 10 on my Attack roll vs the Minion
DC 25 Toughness Plus DC 20 Fort Vs Affliction (Dazed, Stunned, Incapacitated)

If that KO's him, I'll use take down attack to target the next minion
Taking 10 on my attack roll.

Repeat until I run out of minions or one of them makes their saves.

Like a Boss 8)

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Re: The Gender Bender Defenders! (IC)

Postby Hound » Mon Apr 09, 2012 1:42 pm

Aquawoman proves she truly deserves the name "Queen of the Oceans" as she dominates the Minions, swimming through the waters with increadible speed, knocking out every single A.I.M. soilder with out mercy. With the forces of A.I.M. defeated, the battle comes to an end, but the entire base is still on alert.

The four heroes must now face an entire base on high alert, traps will be waiting for them everywhere. What will the Defenders do next?
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Re: The Gender Bender Defenders! (IC)

Postby Walking Dad » Mon Apr 09, 2012 3:26 pm

Cub
Character Sheet - HP 1 - Condition: normal

"Shall we split up? A stealth team using the elevator and the other continuing this way?" Cub asks breathing carefully to avoid inhaling the still lingering smoke. It was unwise to give up the surprise, but perhaps they can still use Sekhmet's and Aquawoman's boldness for their advantage.

English isn't my native language. Have patience, please.

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Re: The Gender Bender Defenders! (IC)

Postby Prof Weird » Mon Apr 09, 2012 11:16 pm

Renee Richards
GM bonuses : comm link, +2 Circumstance bonus to A.I.M. related Technology checks
HP : 1
Condition : fine

"Shall we split up? A stealth team using the elevator and the other continuing this way?" Cub asks breathing carefully to avoid inhaling the still lingering smoke.


"That would make sense." Renee replied, "We can get twice as much done that way, since we may not have much time now that the base is on high alert.

One team causing mayhem up here will definitely draw guards and attention away from the labs. And a good target up here would be the hangar. The right hand door goes there. Not sure what's in it, but if their agents need to get away from this base fast, it would be a good idea to make sure they can't.

Their guards are obviously not much of a threat, but the traps here might be killer. So everyone keep on your toes !

So, do we have a plan ? Me and Cub head down to the labs, while you two make sure no one gets away ?"
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Re: The Gender Bender Defenders! (IC)

Postby Walking Dad » Tue Apr 10, 2012 12:11 am

Cub
Character Sheet - HP 1 - Condition: normal

"Yes, exactly what I wanted to suggest." Cub agrees to what was to a big part his own idea.

English isn't my native language. Have patience, please.

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