Issue #3 - "Embers"
Scene 1: “Battle on the Waterfront”
Here are stats for two new villains, Cyber-Knight and Trickster:
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Cyber-Knight
186 PP
PL 12; Init +1; Defense 16; Spd 30 Run, 50 Ride; ATK +14 Melee (+17S Dam, Vibrosword), +9 Ranged (+0S Dam, None); SV Dam +11, Fort +11, Ref +1, Will +1; STR 20, DEX 13, CON 20, INT 10, WIS 12, CHA 17.
Skills: Climb +12, Handle Animal +7, Intimidate +13, Jump +12, Ride +11, and Taunt +13.
Feats: Attack Focus – Armed, Great Fortitude, Improved Critical – Vibrosword, Move-By Attack, Power Attack, Quick Draw, and Toughness.
Powers: Datalink +5 [Source: Super-Science; Cost: 10 PP], Regeneration +5 [Source: Super-Science; Cost: 10 PP], Super-Constitution +4 [Source: Super-Science; Cost: 16 PP], and Super-Strength +4 [Source: Super-Science; Cost: 16 PP].
Equipment: Cyber-Steed [Vehicle; Type: Ground; Size: Large; Movement: 10 (50); Hardness: 12; Armor: 0; Source: Super-Science; Cost: 12 PP], Fusion Meta-Armor [Protection (+ Impenetrable) +7 and Sensory Protection +5; Source: Super-Science; Cost: 19 PP], and Vibrosword [Strike (Melee) +8; Power Stunt: Penetrating Attack; Source: Super-Science; Cost: 9 PP].
Physical Description: Cyber-Knight always appears in a very shiny suit of metal armor. This armor is nearly Medieval in style, although it certainly has very obviously modern elements, and is not constructed of normal metal alloys. The armor includes a large helmet, which serves to make the villain even more imposing. He carries the Vibrosword, which, when activated, makes an audible buzzing sound. Cyber-Knight rides a mechanical horse into combat, and he either fights on horseback or sometimes dismounts if the situation calls for it.
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Trickster
235 PP
PL 15; Init +1; Defense 18; Spd 30 Run; ATK +4 Melee (+0S Dam, Punch), +5 Ranged (+0S Dam, None); SV Dam +0, Fort +0, Ref +3, Will +14; STR 10, DEX 13, CON 10, INT 18, WIS 20, CHA 20.
Skills: Bluff +15, Concentration +9, Craft (Writing) +8, Diplomacy +15, Disguise +23, Drive +5, Escape Artist +8, Gather Information +17, Hide +13, Intimidate +13, Knowledge (Classical Music) +12, Language (Atlantean, English, French, Italian, Japanese, Russian, and Spanish), Listen +15, Move Silently +13, Open Lock +7, Perform +13, Pilot +5, Profession (Musician) +9, Profession (Writer) +9, Search +10, Sense Motive +15, Sleight of Hand +10, Spot +15, and Taunt +14.
Feats: Connected, Dodge, Evasion, Expertise, Improved Disarm, Headquarters, Inspire, Iron Will, Leadership, Lightning Reflexes, Psychic Awareness, Power Immunity, See Invisibility, Skill Focus – Disguise, Talented (Listen & Spot), and True Sight.
Powers: Amazing Save – Willpower +7 [Source: Psionics; Cost: 7 PP], ESP +4 [Source: Psionics; Cost: 8 PP], Illusion +15 [Extras: Area and Damaging; Flaw: Limited – Only Creatures; Source: Psionics; Cost: 45 PP], Invisibility +10 [Flaw: Limited – Only Creatures; Source: Psionics; Cost: 10 PP], Mental Protection +8 [Source: Psionics; Cost: 16 PP], Mind Control +5 [Extra: Mind Blank; Source: Psionics; Cost: 15 PP], and Telepathy +5 [Flaw: Limited – Communication Only; Source: Psionics; Cost: 5 PP].
Equipment: None.
Weakness: Quirk (Trusts Underlings too Much) and Quirk (Overconfident).
Physical Description: Though he often uses disguises, Trickster is most often seen wearing a pin-striped trench coat and a well-worn fedora, along with white gloves and spats. Underneath the trench coat, he is dressed in a suit and tie (always green). Trickster is of Caucasian origin, and is approximately 35 years old. He has green eyes, black hair, stands 6’1”, and weighs 170 lbs.
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(Note: During the previous battle with Bombardier, he should have needed to use a half action to draw one of his bomb devices, since he doesn’t have the Quick Draw feat. From now on, or until he acquires that feat, he will use a half action to draw, then another half action to use an attack.)
(First off, we’ll roll for initiative. For the heroes, Electrostatic gets a 33, Pathfinder gets a 7, the Scoundrel gets a 24, and Seraphim gets a 5. For the villains, Bombardier gets a 6, Cyber-Knight gets a 15, and Trickster gets an 11. So, the order goes Electrostatic, the Scoundrel, Cyber-Knight, Trickster, Pathfinder, Bombardier, and Seraphim.)
Trickster stood in front of Bombardier and Cyber-Knight, mocking the four heroes in front of him. “If I were you,” he said, “I would just run away now, before you get hurt!”
Seraphim hovered over the situation, trying to evaluate the team’s chances of perhaps capturing the villains. Also, there was the matter of the innocent bystanders forming a half-circle behind the villains. How best to stop these cretins without harming those people behind them? Seraphim asked himself.
Electrostatic and the Scoundrel looked to their field general above for some kind of sign, but none was forthcoming. They each thought it best to make a pre-emptive strike against the villains, maybe to stop them before anything happened.
“Seen these guys before?” Electrostatic asked the Scoundrel.
“No,” his companion replied, “but I know this Bombardier guy throws grenades, so let’s try not to get bunched up.”
“Agreed,” Electrostatic answered as he rushed toward the villains.
The electric hero knew that they might only have one shot at this Trickster, and that the time was now! He charged forward and, pointing his index fingers at the shady villain, let loose an impressive lightning bolt, blasting Trickster and enveloping him in blue shimmering light. “Take that!” the hero yelled as he fired off. Electrostatic kept an eye on Cyber-Knight, who was mounted and probably going to attack. He covered himself in electricity, just in case.
(Electrostatic uses his Dodge feat to assign a +2 dodge bonus to his Defense against Cyber-Knight. Next, as a half action, he moves forward 40’. He fires his Energy Blast at Trickster (DEF 17) and hits with a 19. Trickster must attempt a Damage Save (DC 25) using his Evasion feat, and gets a 16. The villain takes a Stun hit and is Stunned. Finally, Electrostatic uses a free action to activate his Damage Field.)
This is likely to get pretty dicey, the Scoundrel thought. A guy like me could get flattened quick. He pulled out his Hellfire Pistols and made for cover, hoping that the others wouldn’t just think he was running away. Cowardice was not in the Scoundrel’s vocabulary, but strategy certainly was! He spotted a row of metallic sheds nearby and headed for a spot just behind the last one. Now what? he wondered.
(The Scoundrel spends a half action to draw his two Hellfire Pistols. As his other half action, he moves 45’ across the field of action to get behind a shed for 100% cover.)
“I’ll not have someone as vile as thee attack my liege, crass varlet!” cried Cyber-Knight as he drew his Vibrosword and charged Electrostatic, mounted atop his Cyber-Steed. Electrostatic’s eyes got wide as the hulking metal beast approached. “Have at thee,” Cyber-Knight called out as the blade swung, and Electrostatic, with blinding speed, somersaulted over it and tumbled behind the mounted villain.
Whew, Electrostatic thought. That was close!
(Cyber-Knight draws his Vibrosword as a free action (Quick Draw). Atop his Cyber-Steed, he rides 50’ forward to Electrostatic as a half action. Then, he attacks Electrostatic (DEF 31) and misses with a 24.)
Trickster laid on his side, his skin still trickling with electrical power. That fool surprised me, he thought, but not again. He got up and blinked out of sight. Looking around, Trickster spotted some barrels that would work for cover, just in case. He made his way over there, minding his ally Bombardier very carefully, since the grenade-lobbing villain could see Trickster no better than the heroes.
(Trickster spends a Villain Point to remove his Stunned condition. Next, he uses a free action to become Invisible. Just to be on the safe side, the villain assigns a +1 dodge bonus to his Defense. Finally, he hustles 60’ across the field of action toward some barrels, near a large metallic container.)
“Seraphim!” Pathfinder called out. “We need to take out Bombardier first, right?”
“Agreed,” the angelic hero replied. “Get close enough to get a shot at Bombardier, but stay away from Cyber-Knight. We don’t know his capabilities yet. Electrostatic is taking a big risk by getting in his face.”
Pulling his SuperX Crossbow around front to bear, Pathfinder ran as far as he could, while avoiding Cyber-Knight. Pathfinder wouldn’t be able to take a shot yet since he was still quite far from the villainous Bombardier.
(Pathfinder uses a free action to draw his SuperX Crossbow. He hustles 60’ forward to get closer to Bombardier.)
Bombardier was too smart for the heroes’ tactics. “You think you can spread out and avoid the Nega-Bomb?” he asked. “I can blow you all to smithereens!” Bombardier produced the so-named Nega-Bomb from the bandolier across his chest, and hurled it as far as he could toward Pathfinder, trying to gauge it so that the blast might also hit Electrostatic.
The radiation blast enveloped Pathfinder as intended, and also clipped Electrostatic and Cyber-Knight. All three combatants were knocked to their posteriors momentarily, with the Native American hero taking the brunt of the blast.
(Bombardier uses a half action to draw a Nega-Bomb. He throws it at a square (DEF 10) near Pathfinder. Bombardier gets a –10 penalty due to range, but he still hits the square with a result of 12. Pathfinder, Electrostatic, and Cyber-Knight are all within the Nega-Bomb’s area of effect, so all get Reflex saves (DC 18) to halve the damage. Pathfinder (13) and Cyber-Knight (2) fail. Electrostatic succeeds with an 18. Pathfinder must attempt a Damage save (DC 17) and fails with a 16, taking a Stun hit. Cyber-Knight must attempt a Damage save (DC 16) and succeeds with a 30, taking no damage. Electrostatic does not need to attempt a Damage save because the halved Damage bonus (+4) is less than the value of his Protection (+8).)
Seraphim flew in a little closer to the battle after the explosion. “Electrostatic,” he called out, “we must concentrate on Bombardier! He is the biggest threat to the bystanders. Scoundrel, see if you can find Trickster before he gets away!”
The angelic hero bulleted through the air and, with both fists forward, toppled Bombardier with little effort. Seraphim landed just behind the fallen villain, hoping to make sure he stayed that way.
(Seraphim takes a free action to activate his Force Field, and another free action to use his Leadership feat. The heroes in the next round will gain a +1 bonus to their checks. He allocates his +1 from Aerial Combat to Defense. Seraphim charges Bombardier (DEF 18), moving 65’ in a ram attempt. He hits with a 27, so Bombardier must attempt a Damage save (DC 19, adjusted for the ram and the villain’s Protection). Bombardier gets an 11, so he takes a Stun hit and is Stunned. Normally, Seraphim would need to make a Damage save due to the ram, but the Damage bonus (+8) is less than the value of his Force Field (+10).)
(This ends combat round one.)
Watch for round 2, coming soon!