[Mutants & Masterminds / DC Adventures] Freedomverse Issue #1 "Black & White"

GreenKarl

First Post
OOC: Tarantula Initiative: 1D20+8 = [11]+8 = 19
No Conditions
2 Hero Points

Tarantula's plan is to head for the Fire Dude in the middle (I'm assuming that's White Knight?). I'm planning on Moving towards his (so long as he is within 120ft) and use Tarantula Sting (Affliction 8, Resisted by Dodge, overcome by Fortitude).
 

log in or register to remove this ad

Shayuri

First Post
Hex-nitiative: [roll0]

Fatigue 1
2 Hero Points

Hex will try to Magnus Ward the 'fire guy' within a dome that selectively prevents him and his attacks from escaping, but doesn't impede us.
 


KahlessNestor

Adventurer
29lfrrr.jpg


Astral
Freedom City/Hunter Museum of Natural History
Afternoon
Round 1

As the team appeared in the place of the hostages, Astral turned and extended her hands outward, sending a cone of telekinetic force to blast the riflemen on her side of the circle. Then she rose into the air above the fray, using whatever displays or anything for cover.

OOC: Damn. Now I’m wanting multiattack for a lot of my powers! That’s going to get expensive to save for.


[sblock=Actions]
Move: Up to about ten feet below the ceiling, or wherever there’s cover in the air.
Action: TK Wave 60’ cone at the Nazi gunmen on her side. DC 20
Reaction:
Conditions: Force Field, Mental Communications
Hero Points: 2
[/sblock]
 

hero4hire

Explorer
OOC:
Initiative Count
Black Diamond 21
Johnny Reb 20
Tarantula 19
Prometheus 17
White Knight 17
New Age Nazis 15
Hex 11
Hawk 6
Astral 3

The armored man drops his tools at the sudden appearance of the Heroes. "The Freedom f*@king League??? Screw that Reb! Get that rock yourself. Black Diamond is OUT!" He hops aboard his nearby board and its twin turbines flare to life and send him hurtling forward at tremendous speed. He nearly slams into Prometheus as he veers suddenly and launches straight up. Shards of broken stained glass rain down upon the scene as he crashes through the decorative glass domed skylight above the grand hall.

OOC:
Free: Get on Board
Standard: slam attack on Prometheus and Misses
Move: Move-by action to continue full speed Up-up and away!


"Yew will pay for that THIEF! The South never forgets!" he calls to the retreating Black Diamond and then turns his attention back to the Leaguers. "As for yew all! Yew will know the true meaning of fear!" his eyes begin to glow red like the coals of a fire that have been blown upon. A sense of dread and a palpable sense of EVIL threatens to overwhelm the heroes!

OOC: Move: Walk 30' towards heroes
Standard: Selective Perception Area Affliction DC 17 vs Will. If you have Mystical Senses (Hex's Mystic Awareness, Prometheus's Danger Sense) you get a Special Complication of -5 on your roll and an HP for your troubles,
Effects: Entranced/Compelled/Paralyzed

Tarantula goes after effects resolve.
 

Shayuri

First Post
Hex attempts to resist! [roll0]

(if it fails I'm gonna HP it, so I'll just roll that now too to save a post; disregard this if her initial roll succeeds) [roll1]

The cloud of hatred washes over her, bringing the taste of bile into her throat and threatening to crush her, drown her, drag her down...

No!

Her aura, the light of her soul magic, erupts around her, outlining her in whorls of red and purple mixing into all shades in between. There was a time once, perhaps, when she wouldn't have had the confidence to stand up to this...but that time was past!

HP 3
Fatigue 1
 
Last edited:

GreenKarl

First Post
Tarantula is able to overcome the strange mental assault, saying "The South never forgets? Did you forget your side lost?" as he lepts up to the hooded figure to deliver his Tarantula Sting!!!

OOC: Tarantula
No Conditions
2 Hero Points
Will save: 1D20+9 = [10]+9 = 19

Makes it, he then Moves (up to 120ft) to White Knight and makes an Unarmed attack: 1D20+8 = [19]+8 = 27, pretty sure that is a hit; using Sting Affliction attack; Resisted by Fortitude DC18, 1st degree: Dazed, Stunned, Paralyzed
 

tglassy

Adventurer
Hawk reals after the teleport, having never done anything that complicated before. He takes a breath and shrugs off the fatigue.

He sees the one armored villain take off.

"Oh no you don't," he says, trying to use his gravity powers to increase the man's weight enough to throw off his flight pattern. If this doesn't work, he takes off after the man.

OOC: I'm gonna go ahead and use a hero point to get rid of the fatigue from the teleport.

Gonna use Move Object on him. So...[roll0]? DC 22, I think.

Basically, he's going to try to grab him with a gravity well and use that, along with the propulsion from the man's rockets, to throw him against the wall. Either way, he follows if the guy flies off.



Sent from my iPhone using EN World
 

KahlessNestor

Adventurer
29lfrrr.jpg


Astral
Freedom City/Hunter Museum of Natural History
Afternoon
Round 1

Astral feels the evil washing over her. It catches her off guard at first, but then she steels herself and resists.

OOC: She will do my previous posted actions for her turn when it comes around.


Will Defense: 1D20+12 = [2]+12 = 14
How...did I miss that with a +12… I guess I have to Hero Point a reroll *sigh*
Will Defense: 1D20+12 = [18]+12 = 30
There we go!

[sblock=Actions]
Move:
Action:
Reaction:
Conditions: Force Field, Mental Communications
Hero Points: 1
[/sblock]
 


Remove ads

Top