Avengers, 1889 [IC]

Ronin, 5 HP

Ronin swears to himself and takes a step back as he watches hand crafted Japanese steel break like a stick against the Wrecker's skull. He leaps past him, disappearing into the rain and darkness.

OH NOES! Ronin shall use his Hide in plain sight feat to get away from the Wrecker before he kills him

Stealth = 29 +3 for master plan as well, yeah? So Stealth = 32 total
 
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Black Widow - 3 HP (now 2)

Trailing white filaments of silk above and behind her like some kind of celestial halo, Black Widow uses her gliding ability to slow her fall and stay in the air a bit longer. Seeing that Wolverine seems to have his opponent in hand for the moment, she turns her attention to the Ronin, who could clearly use some covering fire to make good his retreat.

The Wrecking Crew all look burly and tough, so she fires another blast of hard-hitting venom at hypersonic speeds that can punch the heavy fluid through plate steel if necessary.

(Penetrating blast! To hit: 14 http://invisiblecastle.com/find.py?id=1216921 (scream...can I ever roll more than FOUR on this thing?!) Using a precious HP to reroll for a big 17! http://invisiblecastle.com/find.py?id=1216923 DC 23, +8 penetrating. I think I need some Will or reflex targeting attacks...)
 
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Justice, 6-->5 HP
Digging deep for control over his power he has never had before, Justice uses his telekinetic abilities to spin the Wrecker in a circle incredibly fast, hopefully causing him to become disoriented. He then tries with what little energy he has left to again deflect any bullets headed toward the policemen.
[sblock=ooc] Justice switches to Force Field 7 (29 APP), Telekinesis 8 (25 APP) and Deflect 1 (4 APP0 for a total of 58 SPP. Spending a hero point to get an alternate power, Spin Attack, at PR 5, against the Wrecker.
Ranged touch 28 +3 for Master Plan is a 31. He has to make a fort save vs DC 15 or be sickened. If he fails by 5 or more (yeah, right :) )he's nauseated.
Then, with my move action, deflect rolls 21 +3 for Master Plan for 24, 3 +3 for Master Plan for a 6! [/sblock]
 
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Wolverine (5 HP-1=4)

"Bad move, Bub. Yer goin' down." Wolverine unleashes a viscious roar at the Bull-Smasher before unleashing a slashing frenzy on him!

[sblock=ooc]
Allright, I want to try taking this guy out quick, so...

Rage (+4 Str, +2 fort/will, -2 defense for 1 minute).
Intimidate as a Move action (+12+3 master plan - 5 move action=+10)
Roll=5
*there's 2 rolls, one was if i rolled low I'd spend a HeroPoint, so it's actually 10 higher.*
Does the fact that I'm raging and slashing at him with TWO sets of adamantine claws qualify for the "more imposing, +2 bonus"? If so, total is 27, otherwise 25. He opposes with his own Intimidate, Sense Motive, or Will save.

Surge to make two attacks, Aggressive stance, Power Attack for 3.
Attack = +10 (+8 +3 master plan + 2 Agressive Stance, -3 Power Attack)
7,16+10= 17, 26. (don't forget he has -2 defense for charging)
Damage mod = +13 (3 penetrating)
So, if they both hit, that's two Toughness saves, DC 28. He has a -2 on this if he failed the Intimidate check and is shaken.
Wolverine's defense is 10.

and THAT is why you don't piss off Logan.

*EDIT: I just realized I did something backwards. Adding +2 to a power is a use of Extra Effort, not a Hero Point, and extra effort is 1/round. So i had to change my post a little.
[/sblock]
 
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part of Round 1

The rest of the Wrecking Crew and Thugs Initiative Rolls…
Initiatives - The Wrecker, Thunderball, Pile-Crusher, the Thugs (1d20+10=20, 1d20+7=14, 1d20+1=6, 1d20+2=7)


Round 1, Initiative Order
23 – Wolverine
22 – Bull-Smasher
20 – Ronin, the Wrecker, and Inspector Kastle and the Police
16 – Thor
15 – Captain Britania
14 – Thunderball
13 – Black Widow
12- Dr. Banner
10 – Scarlet Witch
7 – Justice
and the Thugs
6 – Pile-Crusher


Roaring with rage, Wolverine lays into Bull-Smasher with his claws…
[First Bull-Smasher intimidate vs. DC25 (1d20+8=16), fails. He is now Shaken. Bull-Smasher toughness save DC28 (-2 for Shaken) (1d20+8=12, 1d20+8=25), failed first one by 16, with is Unconious plus Dying. Second attack failed by 3, another Bruise and Injured wound. Hmm, Wolverine gets +1 Hero Points to re-roll that one that failed by 16, just a bit to much and all. Bull-Smasher toughness save (HP pt re-roll; -2 for Shaken) (1d20+8=10), bummer. So that 2 becomes a 12+8, failed by 8 on the second one. That is 1 Bruised and Injured wound, and Stunned. D’oh]
…wounding the villain severely and staggering him back with his berserk attack. Bull-Smasher is still standing, but bleeding and roaring in pain from his wounds!

Leaping as another flash of lightning arches across the sky, Ronin seems to disappear in the night!
[The Wreckers notice check is +8, so no chance he can see Ronin. Now if you attack!

The Wrecker growls and looks around a bit confused, muttering “Wats hes goin?” but quickly he turns on Captain Britania and growls in a low guttural voice “Ies ‘nows you bobby! Time to Wrecks sumetine!” and then he rushed the national hero…
[the Wrecker notice check just to take in the sights (1d20+8=22), Charging Captain Britania the Wrecker melee vs. Captain Britania (+2 for Charge) (1d20+9=27), Yikes, he has Improve Critical on his Crowbar attack 18-20, so Critical Hit vs. Captain Britania. The Captain needs to make a Toughness save DC31 (base 11+5)!]
will edit here, depending on the Captains toughness save

Inspector Kastle and the Police rush towards the battle field, ready for action…
[they all-out move for 120ft and are now on the map at the top, the light blue dots (at least some of them)]

The Might Thor soars over the deserter known as Pile Crusher and brings mighty Mjolnir down upon his head…
[Pile-Crusher toughness save vs. DC23 (1d20+10=26), makes it]
…which is so thick it simply reflects the great weapon. The villain laughs saying “Well wants of we gots ‘ere gov’ner?! Ye lookin’ fer a bob downs’ on the docks their lov!? HAR HAR!



(OCCok holding here for Captain Britania’s Toughness save DC31 before his action. Note Wolverine got +1 HP and Bull-Smasher has 2 bruised and injured wounds and is Stunned.)
 

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Capt Brit, 4 HP, Bruised

Captain Britania brings up his shield and it meets the Wrecker's crowbar with a clang that resounds throughout the entire battlefield. It hurts his arm like hell, but that's a whole lot better than getting his skull crushed- his head isn't as tough as Wrecker's!

Captain Britania looks at the Wrecker, who is undoubtedly surprised to see his blow matched. "I do not yield to reprehensible ruffians such as yourself. Now for your men."

Captain Britania throws his shield towards the riflemen behind the Wrecker. At the last second, instead of hitting them it curves upwards into the air like a boomerang and returns to strike a vicious blow at the Wrecker's head, hitting him in the exact same spot that Ronin did! Captain Britania hopes that his shield can stand up to the collision with that mighty skull...

[sblock="OOC"]Ultimate Toughness with an HP for a total save of 28. I assume this was nonlethal, so Capt still takes a bruise. Stop rolling so many crits against me, darn it!)

OOC: Acrobatic Bluff as a move action at +12 on the Wrecker. Total= 16. He opposes with better of Acrobatics and Sense Motive.
http://invisiblecastle.com/find.py?id=1216480

Then I'll throw the Shield. Power Attack 3, Defensive Attack 2 if Acrobatic Bluff doesn't work. If Acrobatic Bluff works, Power Attack 5 and Defensive Attack 4.

So if Acrobatic Bluff fails, attack at +8 for 9 damage, Capt has 16 Defense.
If Acrobatic Bluff works, attack at +4 for 11 damage (no Dodge bonus and -2 Defense for Wrecker), Capt has 18 Defense.

The die roll is a natural 20! http://invisiblecastle.com/find.py?id=1216487

So that's definitely a hit and it's either 14 damage if Acrobatic Bluff failed or 16 damage if Acrobatic Bluff succeeded. [/sblock]
 
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Wolverine, 3 HP

Wolverine continues growling and presses his advantage with a savage slash across the Bull-Smasher's chest.
[sblock=combat]
Well, thanx for the hero point, I'll spend it to negate my Fatigue. ;)
Still in Rage (+4 Str, +2 fort/will, -2 defense 9 more rounds).
Attack : +8 (+8 +3 Master Plan +2 Defensive stance - 5 power attack) : 11 I think I'll reroll that. Yet another Hero point bites the dust... 19 That's more like it.
Damage : 13 (DC 28)
*EDIT : Defense 10*
Notes for my own info : *Bull-smasher looses dodge bonus, has -2 defense and -4 toughness saves*
[/sblock]
 
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Dr. Banner; Unharmed, 4 HP (I was awarded one for Drawback yes?)

His pulse pounding in his temples Banner grabs his head and falls to his knees. Must breath..must calm down! He opened his eyes and looked down at a puddle of rainwater left from the Thundergod's sudden downpour.
Instead of his own reflection the brutish visage of Mister Hulk looked back at him.

Baaaannnnnnerrrr!!!!! the reflection cried.

"No! I will not change! I will not give in to you!" he shouted as he squeezed his eyes shut and sat with his back against the crate, breathing deeply and trying to will his heart to slow down.
 

SCARLET WITCH; 6 Hero Points

The Scarlet Witch leaves her hiding place inside the warehouse. She glances at the chaos, and with a gesture, adds to it.

OOC: As a Move Action, Scarlet Witch moves 30' toward the battle scene.

As a Move Action, use Probability Control: Trip alternate power (perception range, burst in 60' radius, opposed by Dexterity). All enemies in the radius (riflemen, dockworkers, and Thunderball) must make Dexterity check vs. 8 http://invisiblecastle.com/find.py?id=1222493

Effect is centered on point at the corner of blocks P+Q & 7+8
 

finishing Round 1

Continuing Round 1, Initiative Order
23 – Wolverine
22 – Bull-Smasher
20 – Ronin, the Wrecker, and Inspector Kastle and the Police
16 – Thor {already gone}


15 – Captain Britania
14 – Thunderball
13 – Black Widow
12- Dr. Banner
10 – Scarlet Witch
7 – Justice and the Thugs
6 – Pile-Crusher


Raising his shield just in time, Captain Britania deflects much of the terrible blow by the Wrecker’s crowbar! Trying to distract the villain he throws his shield to boomerang around the back of fiend…
[the Wrecker Sense Motives vs. DC16 (1d20+8=18), made it, so he is not flat-footed. Still a hit, the Wrecker Toughness save DC31 (1d20+11=29), missed it by 3, so he takes a Bruised wound.]
…and striking him on the base of his skull with a loud BLAMMM, heard around the battle field! Shaking his head, the Wrecker growls “Ow, dat hurt yos insect!

Pulling a heavy iron ball and chain from under his longcoat, the man known as Thunderball starts to spin it over his head… amazingly the ball seems to grow the faster his spins it on the chain – from a mean 6” diamitor to at least 3 feet in a matter of seconds. Laughing he hurls it at Justice with bone-crushing force!
[Thunderball ranged attack vs. Justice [Def14] (1d20+7=20), a hit BUT assuming Justice is using his Deflection!]
The huge flying ball races at the young champion at incredible speed, but mere inches from connection, Justice is able to deflect the ball away (even though it rattles his teeth, with the force that it struck with!). Strangely the ball flying is a big loop and back to Thunderball, who catches it one-handed and growls at Justice “Well, well, well, what have we here dear boys, a little Man of Renowned playing with the big boyos. Now it gets serious!

Black Widow’s venomous blast strikes into the side of the Wrecker then…
[I am assuming you are spending the Hero Point to re-roll your attack against the Wrecker as he was not stunned. the Wrecker Tougheness save vs. DC23 (-1 bruised wound) (1d20+10=29), yikes he made that!]
…but it seems to bounce harmless off beast, whom barely acknowadges the strike, so focused is he on the Captain!

Doctor Banner, hiding in the warehouse, grows as he struggles to contain the beast within him…
[ok this is a full round, so +1 HP to Hulk. Something will happen next round to make him change at the beginning (see below). Now you do have Normal Identity 4, so it will take you a Full Round to change, correct?]

The Scarlet Witch moves out of the warehouse and directs her mystical powers around Thunderball and the thugs surrounding him…
[Thunderball Dex check vs. DC8 (1d20+3=6), OH COURSE!, fails. OK the four Thugs Dex check vs. DC8 (1d20+2=22, 1d20+2=7, 1d20+2=17, 1d20+2=18), one fails. The Longshoremen dex save DC8 (1d20=12, 1d20=13, 1d20=6, 1d20=18, 1d20=1, 1d20=6, 1d20=16, 1d20=14, 1d20=12, 1d20=14), 3 fail.]
…knocking over the heavy set man with a ball and chain, one of the gunman and three longshoremen! Thunderball roars with rage as he crashes to the dock, breaking more then a few of the wooden boards.

Justice turns his mental powers against the Wrecker as they gang up on the Renowned villain leader…
[the Wrecker Fort save vs. DC15 (1d20+14=19), made it]
…but he simply shakes his head and spits, barely registering the affects.

The thugs around Thunderball, quickly scramble back to their feet, and directed by the villain’s roars, one of them unlease a barrage of bullet fire at Justice! The remain members of the that group move east, around the wagon to get an unobsured view of what’s happening there…
[1 thug Move action to stand, Auto-fire at Justice, thug auto-fire ranged attack against Justice vs. DEF14 (1d20+5=24). Hit by 10! Now normally this would be +8 damage, but reading Autofire in Ultimate Power, it says that if your Impervious would stop the base damage, than it is still stopped! So no damage (lucky they don’t crit on a 19, only a 20). The other 3, Move action to stand, Move 30ft to squares m9 and n9.]
Multiple strikes bounce off of Justice’s personal field of force, but they do not harm the young Man of Renowned in the lest bit!

The group of thugs facing north, fire at Inspector Kastle and his men!
[the four gun-men in squares h15, h16 and i17 auto-fire. The 1st one at the Inspector, the rest at bobbies thugs ranged attack at cops vs. DC17 (Kastle) and DC13 (bobbies) [-2 for range inc] (1d20+3=8, 1d20+3=10, 1d20+3=6, 1d20+3=15), only one hit]
One of the officers, a bit a head of the rest, is struck in the head and chest with heavy metal and he cries out in pain as he is knocked off his feet and to the ground, dead!

Dr. Banner has a perfect view of this scene, and the rage at the senseless killing infurriages the monster with in him!

The remaining gun men shout in confusion and start running this way and that as they move to where they think the battle is taking place. None fire their weapons yet, but they start training a great many at the Bobbies racing their way!

Pile-Crusher roars and tries to bring both huge fists down onto Thor!
[Pile-Crusher uses Rage for +4 str, +2 fort & will save, but -2 def. All-Out Attack -3 def, +3 attack. Power Attack -5 to hit, +5 to damage if he succeeds! Pile-Crushers Defense is 11 right now. Pile-Crusher melee vs. Thor DEF18 (1d20+4=9), CRUDE miss. OK, cause it will be dramatic and I want the Crew to give you a run for your money… Thor gains +1 Hero Point as I re-roll. le-Crusher melee vs. Thor DEF18 (1d20+4=9) HP re-roll (so if a 10 or less, +10 to roll) (1d20+4=6), ARG! Ok, 2 +10 +4 =16, still a MISS! Gr, that would have hurt to!]
But the mighty thunder god easily avoids the mad villains clumsy attack!


(OCC –OK actions AND rolls for next round.
Additional NOTES and Conditions for this round…
Hulk gains +1 HP.
Thor gains +1 HP.
Bull-Smasher is stunned until Wolverine’s action. He has 2 bruised and injury wounds
Thunderball is prone until his action.
Dr. Banner is really mad!

Updated map below. Also the scale is 1 square =10ft. Sorry I did not post that before
 

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