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Time of Crisis - Act 2: Hell on Erde

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Re: Time of Crisis - Act 1: Paradise Lost

Postby Arkrite » Mon Apr 30, 2012 4:09 pm

Thomas Majors
HP: 1
Condition: Exhausted, Bruised

He decided to call it a wild hunch, but something told him the guy coming at him at high speed wasn't exactly the sort that would find forcefields or armored suits much difficulty at all to penetrate, and rather than rely on his defenses to protect him he instead activated his jetpack.

The boot should have crushed his bones, slammed what was left into the roof, and rained down bittie pieces of of boy genius everywhere. But instead of killing him instantly the foot simply gave him a rather rough push in a direction he was already going, sending him into a controlled aerobatic flip and twist to float behind the man who'd attacked him.

"I take it we've met?"

ooc: Toughness save vs DC 321d20+10=28
Failed by 4.
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Re: Time of Crisis - Act 2: Hell on Erde

Postby badpenny » Mon Apr 30, 2012 4:53 pm

Cheshire Cat
Condition: Shaken
HP: 3

Quinn's reflexes had saved her on more than one occasion. The little tendrils of her consciousness that seemed to drift outward and give her warning of ill-intention came in handy, too, but it also let her experience some truly disgusting minds....

She took up an en garde stance and studied her opponents, every synapse firing in anticipation of attack. This was going to get truly ugly.

She'll take Total Defense this round: Defense 29
Does she get another Will save to free herself from the Shaken effect or does it automatically lapse?
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Re: Time of Crisis - Act 2: Hell on Erde

Postby FuzzyBoots » Mon Apr 30, 2012 5:38 pm

GM

The sound of crunching glass abruptly ended as the lady in white almost drifts forward toward Cheshire Cat. The man in the bird-themed garb stoops to strike at Cheshire Cat and lands clumsily as she agilely dodges his strike. The man in the black pajamas leaps toward Charlie with a look of manic glee and falsetto cackle and disappears mid-air. Lastly, the man in the tabard points his hands at Ink and the smell of scorched ink fills the air as the flames play over the small boy's form.
"Burn..." the man said, his voice slightly muffled under the hood.

The large blonde man scowls at Thomas. In mildly German-accented English, he spoke, "I would know that toy jetpack and raygun anywhere... don't think that you will fool Übermensch by trying to pass yourself off as a little boy. You are inferior and you will know your place." He wheeled and swung an arm like a tree trunk down across Thomas's shoulders and then performed a combat roll over Thomas's form to the other side of the triangle. For a big man, he moves fast. Just a blink and you might miss him. Oddly, he looked less than confident as he broke away...

OOC: We have a move, a missed charge, and another Move with a Stealth check. Stealth: (1d20+26=45)... well, you are allowed to make Notice checks. Lastly, Weißer Ritter will try to blast Ink. Attack roll (AoA 3): (1d20+10+3=33) is a critical for a DC 30 Toughness save. I swear, I'm not trying to make them roll this well...

For his standard, Übermensch tries to smack Thomas again. Attack roll (AoA 5, PA 5): (1d20+12+5-5=31) Well, the good news is that he doesn't have improved critical... DC 32 again?
As his Move action, Stealth: (1d20+16=22) Those who wish to try to detect him are welcome to make Notice checks. as a free action in reaction. And yes, he rolled his will save and didn't quite make it.

Cheshire Cat? Your move. You'll have a will save to roll. If you wind up in the vicinity of the statue at the end of your turn, you'll have the chance of worsening your condition.
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Re: Time of Crisis - Act 2: Hell on Erde

Postby Arkrite » Mon Apr 30, 2012 5:46 pm

Thomas Majors
HP: 0
Condition: Exhausted, Bruised x3, Stunned, Prone

Thomas can't quite get out of the way, in spite of a last ditch attempt to dodge, and is smashed into the ground.

OOC: Toughness vs DC 32 1d20+9=15
HP Reroll: 1d20+9=23
Bruised, Stunned
Toughness vs DC22 Knockback: 1d20+8=16
Bruised, Stunned, Prone.
Defense vs Melee: 8
Defense vs Ranged: 16
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Re: Time of Crisis - Act 2: Hell on Erde

Postby badpenny » Wed May 02, 2012 7:27 am

Cheshire Cat
Condition: Shaken
HP: 3

Cheshire Cat studied her foes and despite the nagging feeling that she was going to fail at whatever she was going to attempt...it was time to Cowgirl Up! She readied herself, every nerve fiber primed and ready to explode!

Readying a Trick action. Bluff Skill Mastery 24-2 (Shaken)=22. Reaction to being attacked. Descriptor: positioning herself in front of, or adjacent to, another villain and then blinking out at the last second for a Redirect effect. Her initiative will drop to whatever Init this triggers.

Here goes nothing!
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Re: Time of Crisis - Act 2: Hell on Erde

Postby FuzzyBoots » Wed May 02, 2012 9:19 am

GM

The woman in white continues to drift toward Cheshire Cat, who seemingly randomly moves about until she's right between the woman and the statue, making herself look vulnerable with her center of mass right over the chain.
Wait for it... wait for it... Cheshire Cat waited a fraction too long as the woman in white suddenly lunged forward as the glow of her arms increased to a blinding light that threw Quinn off in her dodge. She almost managed to recover, but the woman's arm passed through Quinn's side, leaving extreme pain in its wake.

As Cheshire Cat curls over with the pain, the man in the bird motif effortlessly soars up to ceiling level and then back down to snatch Gunsmith's guns from his hands. Even as he swoops off, pistol in hand, Gunsmith is drawing his second pistol. Meanwhile, Charlie feels a sharp pinch across the back of his hamstring as a sharp blade nicks his skin. Howling, he wheels about, feeling suddenly woozy.
Meh, primitive poisons. I'll take care of that. Suddenly, the wooziness faded and Charlie looked down to see the ninja-suited figure, less than a foot high, hop back and cackle madly. The cackling is interrupted by a high-caliber slug as Gunsmith recognizes that the bird-villain is too far off to try to shoot and instead decides to shoot the doll man. Nevertheless, the slug merely nicks the side of the little man's hood. Giggling, the figure rubs at the wound and flicks the blood away.
"NoW tHAt wAsN't vErY niCE..." he said in a high-pitched tone.

Gunsmith had a moment to contemplate his relative lack of effect when fire bloomed inches from his face. Rapidly averted his eyes, he ducked and rolled away, seeing the White Knight lookalike lower a raised hand.
Musta been him who tagged me... He straightened, and then stumbled as his knees buckled, a feeling of ennui sweeping over him. Useless... not like I could tag him at this distance.

OOC: Die Geist closes and strikes with her Move and Standard. Attack roll (PA 3, AoA 5) (1d20+8+5-3=29). Badpenny indicated that she wanted to spend an HP on her Ultimate Defense. Attack roll (PA 3, AoA 5, UD reroll): (1d20+8+5-3=23) still hits by 2 due to the Shaken condition. That will be a DC 28 Toughness save.

Thomas Majors is stunned, so his action is skipped.

Der Eule will move toward Gunsmith and attempt a disarm. Disarm roll, Strength check: (1d20+10=30, 1d20+7=10) You know, I have no idea if disarm rolls can crit... seems to indicate that the official party line is no so I'll go with that. Gunsmith's strength check to hold on: Strength check (disarm): (1d20+2=6). And he's disarmed. Since he bought two guns, he'll be able to use Quick Draw to draw the second one as a Free action. Der Eule continues his move down and around the corner to the other end of the triangle.

Der Hands des Todes will attack Charlie. Attack roll (Diminutive, PA 3): (1d20+6-3+4=19) hits the flatfooted Charlie for a DC 23 Toughness save (no Fortitude save due to immunity to poisons). Charlie's roll: Toughness save (1d20+12=31). So no damage. Technically speaking, one can't hide after a melee attack, so Der Hands des Todes merely hops back a few feet, still diminutive.

*sigh* And on to the GMPC... Gunsmith draws as a Free action. Notice check for Ubermensch II's Stealth check is Notice: (1d20+7=19) which is insufficient, so he fires on Der Hands des Todes with Attack roll (AoA 3): (1d20+12+3=34) which will hit with the Improved Critical for DC 28. Der Hands des Todes rolls Toughness save: (1d20+6-3=23) >_< and takes only a Bruised condition for rolling a 20. Gunsmith then spends his Move action on a second Notice check to spot combatants. The second time, he does spot Ubermensch II and he yells out to the team.

Weißer Ritter will attempt to Dazzle Gunsmith. Attack roll (dazzle): (1d20+8=27) hits. *facepalm* I swear, guys, not doctoring the dice here... Gunsmith rolls Reflex save: (1d20+10=23) and succeeds! Finally, a ray of hope for the heroes...

Ink, you're up.

And yes, the bad guys all rolled will saves against the Despair effect. Die Geist is Shaken.
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Re: Time of Crisis - Act 2: Hell on Erde

Postby badpenny » Wed May 02, 2012 10:03 am

Cheshire Cat
Condition: Shaken, Stunned, Bruise 1
HP: 2

She'd put too much effort into the trick instead of remaining open to the opportunity...she'd tried to force it and look what it got her....

Toughness (DC 28) (1d20+7-2=21)

Flat-footed and -2 Defense for being Stunned: Defense 11 :|
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Re: Time of Crisis - Act 2: Hell on Erde

Postby FuzzyBoots » Thu May 03, 2012 6:54 am

GM

"Scheiße!" April yelled as she fumbled for her sidearm, "It's almost all of the verdammt squad. Der Hands des Todes, Die Geist, Übermensch, Der Eule, Der Weißer Ritter! At least they left that liebeskrank Götterdämmerung at home." She pointed furiously on all except Die Geist and Übermensch II. "The big guy is Übermensch and the one in white is Die Geist. Like her namesake, she'll come through the floor and drain the life from you."

Frederick helpfully added, via, Charlie's mouth, as he warded off further attempts at strikes from Der Hands des Todes, "That'd be The Hands of Death, The Ghost, Super Man, The Owl, and The White Knight. I just hope that's a bit more indicative of what powers they have than what they thought looked cool."

OOC: Notice: (1d20+4=7) No good.

Ah well, at least she was able to identify who you face.
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Re: Time of Crisis - Act 2: Hell on Erde

Postby FuzzyBoots » Sat May 05, 2012 10:34 pm

GM

The burst of flame which hit Ink had immediate and horrifying effects. The blast of flame raised not only the stink of burned ink, but reduced the miniature matte hero to little more than a silhouette of ink on the wall which then dripped down to a puddle on the floor which remained entirely still.

OOC: I just realized Ink never rolled his Toughness save to White Knight's initial attack. Ink's Toughness save: (1d20-3-3=7) Ooh... that's not good. HP Reroll won't net much better given he's at -3 Toughness bonus before the damage he's taken. The damage should destroy him utterly (and would do so unless he could roll a natural 20), but I'm letting him use his Hero Point to simply reduce that to being Disabled. Which still takes him out of commission until someone does something to fix him. Creative ideas to do that are welcome.


Charlie Rose rounded on the midget who'd tried to hamstring him. Taking two powerful steps forward, he swung his foot around, trying to punt the crazed assassin into the wall. Der Hands des Todes easily hopped over the sweeping point and made what was likely a rude gesture with his be-clawed hands.

OOC: Attack roll: (1d20+8=23) That will miss.


April, cowering from the opponents suddenly stopped and fell prostrate before the statue of Lady Liberty.
"Oh blessed mother, one who intercedes... we need help and I beseech the aid for--" she broke off as the statue glowed and then faded, "I know I'm mixing up my religion with myth and with legend and... we need help. However you can help. Please..." The statue glowed more brightly for a moment and the torch cast a light upon April, causing her to glow. The glow increased, brightened... and suddenly the statue was oddly colorless and inert. It had been just a statue before but suddenly it seems so much less, a static and uninspiring piece of art, while April was transformed. Gone was the Hispanic girl in tattered street clothes. She was replaced by a statuesque woman of distinctly mixed race and clad in a robe of shimmering blue, studded with white stars. In her hand is grasped a golden staff.
"Liberty has been beaten down far too long in his world," she says, her voice low and powerful, with a slight midwestern twang, "Freedom must reign once more." With a wave of the staff, four silvery portals formed in the opposite wall, their inner recesses seeming a confused jumble of mirror angles that made one dizzy just to view it.
"Let the allies of Freedom step forth," she said.

OOC: OK... I'm working on a way to tip things a bit more in favor of the heroes, but as a temporary stop-gap measure, you guys are getting a genuine Deux ex Machina to help even the odds. I've asked the people who've submitted for the campaign if they're willing to step in for the rest of the combat to supplement the team, knowing that they may be eliminated at the end.

And I apologize for the somewhat sketchy nature of the current writing. It's late here and it's been a long day.

Currently, we have Arc confirmed at Initiative of Initiative: (1d20+5=16) which oddly puts him near the end of initiative despite rolling in the upper half of the curve.
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Re: Time of Crisis - Act 2: Hell on Erde

Postby FuzzyBoots » Mon May 07, 2012 9:30 am

GM

A light patter of steps foretells Übermensch rushing from behind the display cases to swing a wild left hook at April's transformed body.
"Du bist tot!" he yelled, his fist landing solidly on her cheek, but she merely straightens after the blow.
"Liberty is never died while it lives in the heart of its people," she says simply, moments before she lurches forward as pain explodes in her back from where Die Geist buried her fist. A moment later, April stands straight and tall again, seemingly unharmed.
"And it will stand tall despite the attacks of enemies."

OOC: Stealth roll (charging): (1d20+16-20=0) means I'm not even bothering with rolling her Notice check. Attack roll (charge): (1d20+12+2=27) will be a hit. DC 27 toughness save for April/Lady Liberty. Toughness save: (1d20+12=24) means only a Bruised condition.

Cheshire Cat is stunned, so the action moves to Die Geist, who will similarly attack April. Lady Liberty lacks any senses to detect her, so she'll be vulnerable. Attack roll (PA 3): (1d20+8-3=23) will hit for a DC 28 Toughness save. Toughness save: (1d20+12-1=12) >_< OK... we're going to give her the benefit of GM Fiat here, no one getting a Hero Point for it. Toughness save (Fiat reroll): (1d20+12+10-1=31) leads to no damage.

Thomas, you're up. You're no longer stunned, although you are Prone.
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Re: Time of Crisis - Act 2: Hell on Erde

Postby Arkrite » Mon May 07, 2012 3:37 pm

Thomas Majors
HP: 0
Condition: Exhausted, Bruised x3

Thomas tries to snap a shot off at somebody, but due to his current half dead state and the stars in his eyes, the shot actually smashes into the roof closer to himself than to them.

He slowly staggers to his feet, this fight was going about as bad as it could, "Chesire, we need an exit quick!"



Attack roll, taking advantage of the +4 from the prone position 1d20+11=12
Natural one, miss.
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Re: Time of Crisis - Act 2: Hell on Erde

Postby FuzzyBoots » Mon May 07, 2012 8:31 pm

GM

Like a bat out of Hell, Der Eule makes a second circuit of the hallway, swooping down at Gunsmith with talons extended. He overshot his mark by a wide margin and veered off to continue back down the other hallway, drawing a reflexive burst of fire from Der Weißer Ritter which is agilely dodged.

Der Hands des Todes cartwheels off into the miscellaneous debris strewn about the floor and disappears from sight again. Occasionally a crazed giggle is heard, but each time, nothing is there. Ignoring the miniature maniac's mad cackle, Gunsmith carefully lined up a shot on Übermensch who was still taking swings at Lady Liberty. The bullet creased the giant Nazi's forehead and as he stumbled back, Gunsmith's second bullet caught him in the stomach, doubling him over as he collapsed to the ground with a low moan of pain.

Der Weißer Ritter attempts to avenge Übermensch's honor, but Gunsmith ducks away from the concerted gout of flame, reloading his remaining pistol even as he dodged. Meanwhile, one of the portals on the wall glowed brightly and discharged a man.

OOC: We have three of the potential recruits entering the fray courtesy of Lady Liberty opening a space-time tunnel. Unfortunately, they also rolled low enough in initiative to not be involved for a bit.

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)
Arc (1d20+5=16)
Ink (1d20+5=16)
Charlie Rose (1d20+1=15)
April/Lady Liberty (1d20+1=9)
Chrysalis (1d20+0=7)
Whisper in the Wind (1d20+2=4)

Der Eule rolls Disarm roll, Strength check: (1d20+10=11, 1d20+7=18) and misses Gunsmith.

Der Hands des Todes rolls Stealth: (1d20+26=46) and is pretty darn near invisible. He then moves, unseen.

Gunsmith will fire upon Übermensch using the Penetrating bullets and Power Attack 5. Attack roll (PA 5): (1d20+12-5=27) Crit! That's a DC of 33. Our local Nazi superman rolls Toughness save: (1d20+12=26) and is only Bruised/Injured/Stunned. Gunsmith will use Extra Effort to fire again with the same modifiers. Attack roll (PA 5): (1d20+12-5=19) hits the stunned giant for DC 28 and Toughness Save (1d20+12-1=14) is rolled. That's Staggered/Disabled!

Der Weißer Ritter will attempt to fire back on Gunsmith. Attack roll (PA 5 AoA 5): (1d20+10+5-5=18) misses.

Arc? You're up. Describe your entrance through the portal. As per the PM, you've been yanked away from hme, but you instinctively know who's on which side here.
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Re: Time of Crisis - Act 2: Hell on Erde

Postby kenseido » Tue May 08, 2012 12:43 am

Arc
HP: 2, Condition: We're not in Kansas anymore...

Philip was on his way to meet up with Miranda. He controlled his metal foil disc causing him to soar through the air with ease. Destiny has a funny way of turning everything you thought you knew on your ears. Six months ago, he was waiting for his 21st birthday to inherit the family gift when she walked into his father's bookstore. Philip helped her save her niece from a Nester Demon, and they were dating shortly after. Then came the robots, the freaky alien computer, and suddenly Philip was infected with some sort of cybernetic implant that bonded with his nervous system making him a superhero similar to Miranda.

His twenty-first birthday came and went, and no family gift. The thing he had building up his while life for never happened. The speculations on why were numerous, but the results were very specific. His father moved on to a cousin, and Philip became the "black sheep" so to speak. Philip had taken up a costume identity to work with Miranda - Quantum Knight to those not "in the know." Now here he was flying to meet her so they could do a patrol together. Patrols were boring to Philip; they ran into other heroes far more often then they stumbled onto some crime. Still, she insisted and Philip just like spending time with her - even if it was in silence.

As he banked a sharp corner, he was almost bowled over by the voice. She said he was needed, she said the entirety of existence was at stake. Philip wasn't sure what to make of it. He tried to tell her she had the wrong person - Miranda, she's the one who should getting this call. The voice insisted. As the portal formed, Philip guided his metal foil disc through.

Yes, sir. Destiny sure did know how to turn everything you thought you knew on it's ears.

Philip emerges from the portal in the middle of chaos. Nazis? he thought. Actual bondife Nazis?

Philip remembers the first time studying about World War 2 in grade school. His half-Japanese heritage put him clearly in the "them" category with the other kids. When he found out and told them all about the "concentration camps" the Americans put his great Uncle's family into, the kids stopped teasing him so much, but no one apologized. Even his teacher - who clearly had not planned on covering that little tidbit in her lessons - was fairly silent on the subject.

Of the three villian he could make out, the most dangerous looking was the fire throwing one. Philip didn't hesitate, nor did he utter some rificulous battle cry or offer up some witty banter. Nope, this is all business. Philip knew if everything was really at stake, that meant Miranda too. He had to stop these villians to save her along with the rest of... well everything.

Electricity crackled around his hands as he fires precision arcs of electricity at his opponent.

Force field up.
Attack roll vs Der Weißer Ritter: 1d20+10=25
Toughness save, DC25
Move action to scan for electronics in the area
Kn (Technology) check: 1d20+17=18
I suppose I should be greatful that wasn't an attack roll...
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Re: Time of Crisis - Act 2: Hell on Erde

Postby badpenny » Tue May 08, 2012 7:22 am

Cheshire Cat
Condition: Bruise 1, Flat-footed, Shaken, Stunned
HP: 2

Quinn's head swam with the effects of the attack and whatever it was that was crushing her emotions. Something was doing it. That had become clear. Her usual battle rage was heightening her focus and now she knew this wasn't her--it was from without!

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

Postby FuzzyBoots » Tue May 08, 2012 5:47 pm

GM

Arcs bolts of electricity impacted Der Weißer Ritter solidly, knocking him back an inch, but the flames in his robe seem to such them down just as rapidly. He looks out at the newly arrived Arc and points, making a slitting gesture across his throat. As Arc reached out for familiar electronics, he detected a number of sources. There were the grumbled complaints of the cameras, who'd been told to act like they were asleep mixed the constant whisper of an alarm system saying quietly, "Intruders. Intruders. They cut my throat, but intruders..." Other than that, there were quiet beeps from the ears of most of his impromptu allies, the watchful patient sounds of communication devices. Lastly, the boy with what looked to be a retro jetpack and raygun was an almost deafening babble of excited electronics wonder what they were going to be asked to do next.

On the floor, Quinn's eyes snapped open as she came to the recognition that her feelings of utter despair were artificial but nonetheless very real. Closing her eyes tightly, she tried to reassure her with how her -- Girlfriend? Alternate ex? Stranger with a cute ass and lots of spunk? -- seemed to have been transformed with her inner strength outwardly expressed, but even that wasn't enough and Quinn's muscles continued to squeal that staying down was safer at the moment.

Meanwhile, Charlie Rose takes advantage of Übermensch's pre-occupation and runs forward to slug the oversized Aryan. Übermensch turns at the sound of approaching doctor and manages to catch the punch on one muscled shoulder, but he's obviously pained as he rubs the shoulder.
"You are strong," he says, "But you face the might of proper Aryan genes. You, little man, are out of your league." While he's turned around, Lady Liberty takes advantage of his distraction to point her staff at the fallen Ink's liquid pool. A shimmering light danced out from the tip of the staff and a brief image of a pen scratching across parchment emblazoned with a few dozen signatures briefly appears over his inky remains, a large "Hancock" predominating the image. As she turns back to the fight, trying to spot the invisible attacker who'd pegged her, Ink's form looks like it's beginning to fit itself together...

Two of the portals she'd opened begin to glow and suddenly they wink out of existence, revealing two figures, one a dreadlocked woman in leather tribal gear and another a rainbow coruscating female form that radiated both light and restfulness.
"Die Eule, die Neuankömmlinge zu verletzen!", Übermensch barked. Chrysalis and Charlie Rose both heard his words and understood them.
"He's gonna have Birdman attack them!" Charlie yelled out as he settled on the balls of his feet and raised his hands in a boxing stance opposite Übermensch.

OOC: Der Weißer Ritter's Toughness save: (1d20+12=15). Hmm... no fun if the villains get taken out in one shot by our guest stars, so take an HP, Arc. Toughness save (Fiat reroll): (1d20+12=32) Well, that's one less 20 to worry the team...

Ink is out of action, so Charlie Rose is up next. He'll Charge forward and try to wallop Übermensch. Attack roll (Charge): (1d20+8+2=22) will hit for DC 27. Toughness save: (1d20+12=23) will settle for a Bruised.

Lady Liberty raises her staff and uses a stunted Affects Objects Healing on Ink, who'll get a healing check with a +11 bonus (well 11 - his absent Constitution, so +6)

Chrysalis, you're up. As stated in the PM, you know you were brought here to help save the world, and you know who's friend and who's foe here. You have a full action this round.
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