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Beyond Freedom (M&M PbP) Issue #1 - Loves Lost?!

OOC: Yes, I'll spend a Hero point to reroll the save. 4/5. Just out of curiousity, what would have been the damage on that fall, +20L?

Ouch. Michael Evans groaned. While the armor would prevent almost any attack from penetrating, he could still be battered to death from the impacts. Reacting quickly to his sudden free fall, Security fires thrusters to correct his flight.

Idiot. Don't be a sitting duck with no cover. To rectify the lack of cover 200 ft in the air, Security fires off smoke rounds to conceal his position. Right back at you. A missile flies from the smoke cloud toward Deathknight.

OOC: Obscure on self, 15 ft rad. Blocks normal sight. Att Deathknight, Power Attack 3: missile +13L, 50 ft rad, Att: +10. Def 13.
 

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Seeing a new target Harbinger fires off 2 shots at the guy with the strange shoes.

OOC: Rapid Fire at Thumper, +10 attack -2 for Rapid Fire, +8 total to hit for each. +10S damage for each hit.
 

"No need to stay out in the open..."

Winter slips back into a veil of darkness, just big enough to hide himself, and stays near the large patch of darkness, making him not stand out much at all.

He then concentrates and feels his arms go limp as he starts to channel his movement into the trees, flexing and twisting. Their limbs start writing in the air, moving against the breeze, and then seeking out targets. Winter will try to wrap up Marguessa, and Brimstone if possible, immobilizing them.

[OOC: Not sure if this is area attack or no. Sorry about the lack of rules, rectifying that soon. Anyhow, I can edit, but I'll go for just her, or both if I can.]
 

Round 3

Remlock? Who was that? Was he in charge? He needed to be captured and interrogated.

Hopefully, this amored guy's distress calls would draw other targets into the open. Since the "greek god" was closing in on the armored target - and because there wasn't really a convienent way to disable the flying target without causing him to fall to his probable death - he'd have to switch targets.

Now who was going to run into the open attempting to protect Deathknight?

OOC: I want to see what happens before Security's initiative. I see to be the only player changing actions to react to things before mine. Is this disruptive?
 

Bearish grin. "What can I say? I like women who play hard to get? You have any friends who do like teddy bears?" Wink. Flash of pain from his shoulder. Ignore that. He draws his paw back and swats at the woman, careful to not use his claws.

OOC: Ursus maintains his grapple (+15), and then attacks (+15 melee, +11 damage — I think, +5 for Str and +6 for Super-Strength — correct me if I'm wrong). This is an open hand swat; I don't want to use a lethal attack here. Killing = bad move for a bear man.
 

Jimmy shakes his head in shock. I guess it doesn't work on everybody, either that or I missed somehow, Jimmy thought. Well, let's try the woman before heading back to the stony guy.

[Luck on his attack, unless its needed on a damage save prior to attack.]

[Paralysis attack from Time Control DC=15, Ranged attack at -2 (1 range increment) +9 on Ranged, +5 Luck, Net +12 to hit].

If it works, tell Ursus, "She's held, knock her out and let's help the others."

If not, he'll yell to the guards, "You igits, don't you read comics. She's absorbing you're attacks. You guys are actually helping her."

Jimmy will then move [55ft.] back to his original spot to find the stony guy again.
 

OCC Really sorry I could not post yesterday, the boards where all down for me all day :(
On the good news side I got FREEDOM CITY last night!! YES. It is really great, the art work is just wow! Anyway of course wouldn't you know it but the city is on the East Coast :( hmmm so I will make some adjustments BUT yes earthquakes/tremors were still happening, etc.…


Round 3
Initiative...

33 -(ShadowDragon) hidden.
27 -Marguess.
25 -Jimmy Rocket.
24 -Mercury Mercenary.
23 -Thumper.
22 -Harbinger, Ursus and DeathKnight.
21 -Apollo
18 -Athena
17 -Marionette hidden
11 -Winter and Security
10 -Remaining Security Guards (2 left, one is running for "help")
5 -Brimstone

ShadowDragon makes a full Move (40ft) and is now 30ft away from Athena, he throws a shuriken at her from out of the shadows, catching her by surprise in the shoulder. Attack roll 4 +13 +2 flank +1 leadership =20 just hitting Athena who has no DEX bonus against him. Damage Save 19 +4 =23 vs. Damage DC of 15 +6L +7 for surprise strike -5 for Armor =23 making it dead on! So she surges off the effects of the attack. A thick black shadow seems to form up from the wall of the building not to far from her. No one can seem to see though it, but seems to extended out from the wall about 5 or 10ft. ShadowDragon thinks, ah this one is worthy for sure, Dragonblade with bath in her blood this night!. ShadowDragon is hidden behind the darkness. For some reason DarkVision can not see though it. At present the darkness is 30ft away from Athena, 60ft from Apollo (who is up in the air) and 60ft from Harbinger (down on the ground).

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Marguess says "You look really hot in that fur coat buddy, here let me help you out of it…" without struggling against Ursus's Grapple she seems to flash for a second and Free Action Marguess uses her Detect (Power) feat roll 13 +6 spot +1 leadership =20, getting a reading of your basic powers (Strength, etc). She uses a touch attack, 15 +10 +1 leadership =26 a hit; Drain - Super Powers +10. Ursus gets a Will saves vs. a DC of 20, rolling a 7 +3 =10 missing it, and seems to shrink a bit as he all 6 Ranks in Super-Strength are drained. As Protection is an extra of Super-Strength they all fall to 0. If you want to spend a Hero Point to re-roll that is fine BUT you need a 17 to success. They will return at a rate of 1 rank a turn, starting next round (round 4). (NOTE I have read Drain a couple of time and the wording is funky, but my interpretation of it is that at the time you purchase Drain, you define what it can drain, either - Abilities, Skills , Feats or Powers. You can Drain one of these at a time, unless you purchase the Extra - All Attributes. You choose which power, ability, skill or feat you drain at the time you attack UNLESS you have the Flaw - Limited: One Attribute, where you define what power, attribute, feat or skill you are going to Drain at the time you purchase the power. Sound ok??).

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Jimmy Rocket again gathers the forces of the local "time stream", this time focusing on the woman Marguess Attack roll 6 +9 +5 for luck -4 for attacking into melee =16 a hit as Marguess is still grappled and losses her DEX bonus and Dodge feat to defense. Marguess makes a Will save of 16 +2 +1 for leadership =19 vs. a DC 15 so she is able to overcome the effects of the Time Freeze. But while he hits her, she seems to be able to overcome the effects, frustrating Jimmy to no ends! Marguess says "Just you wait kid, I'll take care of you in right after I put your pet bear in the pound!" Jimmy then makes a normal move back the way he came. He is now 110ft away from Marguess, and about 100ft away from where Brimstone ends up after his charge at Athena

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Mercury Mercenary raises his ACR-11 and fires a 3-round burst at Apollo 150ft with a 40ft range increment is -6, plus -4 for Autofire/Multifire. First Attack roll 13 +13 +2 flanking +1 for leadership -10 penalties (so +6 I will assume for the rest) =19 a hit (Apollo does not see MM so he is surprised against his attacks, DEF =15), second Attack roll 6 +6 =12 a miss, 16 +6 =24 a hit. Apollo does not need to make a damage save against +8L attack bonus because of his Force Field and while two blaster shots strike him squarely they bounce off his field of light. Merc thinks Damn this an't going to be easy

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Thumper jumps at Apollo and does a flip in the mid-air, coming straight at him, feet first! Thumper says "Eat shoe moron!" and slams into Apollo 50ft in the air Attack roll 17 +14 +2 for Charge +1 for leadership =34! A hit. Apollo must make a Damage save roll 6 +2 =8 vs. a DC 15 +14S damage -10 force field =19, missing it by 11 points. Apollo spends a Hero Point rolling a 5, but with a minimum of 12 +2 +1 for leadership =15 vs. a DC of 19, missing it by 4. Apollo takes a Stun Hit. slamming into the god out with shoes that hit like a battle maces, but there is also a flash that causes Thumper Thumper gets a Damage Saves 12 +9 +1 leadership =22 vs. DC 15 + Energy Field +10S -4 for Protection =21, making it by one. Thumper then lands on the ground next to the building, about 35ft from where he hit Apollo. He is 30ft from Athena and from Harbinger (kind of in-between them). He notices Athena and gives her a wink and blows her a kiss "I talk with my feet baby and right now they have a lot to say to you."
[Darn it I went back and re-read your post Tokiwong sorry about that]

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Harbinger, from cover, blasts Thumper twice in the back! first Attack roll 4 +10 +1 Point Blank Shot +2 for flanking -2 Rapid Fire (so total +11) =15 a hit! (as Thumper doesn't get his DEX to defense it is 15 -2 for the charge =13, right now) and his second Attack roll is 18 +11 =29 another hit. Thumper gets two Damage Save rolls, the first is 8 +9 +1 for leadership =18 vs. a DC of 15 +10S +1 for point blank shot -4 for Protection =21, missing it by 4 so he takes a Stun Hit. Second save is natural 20! +8 (-1 Stun hit) =28 making it by 6. Causing Thumper to stager a bit, he looks over his shoulder Spot roll 16 +3 =19 seeing Harbinger and says "Hey buddy I'm talking to the lady here, get your own date!"

Ursus is not quit as strong as he use to be that is for sure, but he still has his claws, his immovability and natural strength (+5S), and Marguess is still grappled so he takes a swing at her with his free hand Attack roll 7 +15 =22 a hit. Marguess gets a a Damage Save roll of 5 +3 +1 for leadership =9 vs. a DC of 15 +5S -5 armor protection =15, missed by 6 points eek, she can't get stun right now SO spending a Villain point, re-roll is 1 (D'oh) but the minimum roll is a 10 +4 =14, missed her save by 1, Marguess has 1 Stun Hit and has spent another Villain point hitting her sqaure in the chest. She seems to srug off most of the hit but it still hurt her. She says "Oh now you have made me mad boyo"

DeathKnight says "Keep it up boys and girls, help is on the way. I need to re-group, hold them off me a second!" and with that he fires his jetboots to full power and slams into the roof of the building he came around only seconds ago. DeathKnight uses his Photographic memory to remember where the building was, he makes a Charging Ramming attack on the roof, which is 80ft away from him. He flies at 100ft a turn to get ramming bonus, but only gets +8 for the roof (if he makes it though he will get +10 on the top floor to get to the next level down), and he uses Power Attack -5 to hit +5 to damage to make sure he gets though the roof. The roof has a hardness of 20, so to break it he needs a roll of 35. Attack roll to hit 6 +10 +2 charge +1 leadership =19 a hit. Normally when you are blind you have a 50/50 chance of missing but I am going to say that Photographic memory would act as Blind Fighting in this case as he is trying to hit a stationary object, meaning he gets two rolls. First roll for Concealment is a 3 so he makes it and hits the roof. Breaking test 17 +23 =40 smashing though the roof and onto the 10th floor of the building. Trying to get the floor below, breaking test 10 +25 =35 smashing though and is now on the 8th floor. His Armor +10 protect him from the Ramming damage save. DeathKnight also uses a Villain Point to give his armor the Extra - Obscure. Explained as he smashes though the two floors lots of debris and dust is throw up into the air. This is only vs. normal sight and can last as long as he wishes to maintain it or no more then a hour, but I will say it only lasts for 2 or 3 rounds. DeathKnight also get Fortitude Save to overcome the Dazzle, rolling a 4 +2 +1 leadership +1 for the round =8 failing. Already spent a Villain point for him this round so can't use another one. D'oh Dust and debris are thrown up all over the roof as DeathKnight slammed into the roof of the building across the street, disappearing from view for most everyone. Only Security can still sort of see him (he is now 200ft away from you AND while you can see though the Obscure there is also debris that would give him Cover, rolling randomly I get 1 so it only One-Quarter cover at this angle for you).

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Apollo hit hard but not out, looks down at the crazy leaping guy and blasts him with a dazzling light bolt Attack roll 11 +10 +1 point blank +1 for leadership =23 a hit (Thumper has a DEF of 17 vs. Apollo) and gets a Damage save roll 10 +8 +1 for leadership =19 vs. a DC of 15 + 10S +1 point blank -4 for protection =22 missing it by 3. Thumper now has 2 Stun Hits. He also gets a Reflex save roll of 19 +4 +1 for leadership =24 vs. a DC of 20 making it! … Apollo uses his Leadership feat to give himself, Athena, Harbinger, Winter and Security a +1 to their rolls...

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Athena (AGAIN I am sort of going for her action until I hear different from Thain, just to keep the game going) sees the darkness where someone is hiding that attacked her and knows some woman trying to mentally blast her from hiding, plus she sees Thumper nearby, but also Brimstone, who is a clear and deadly threat! Spot roll to see anyone hidden 2 +5 =7 nope Athena will ready and action and react just before Brimstone, taunting him to charge her so that she can hit him with the spear… (Athena will take her action in 5.5 this round and any following rounds so that she can taunt Brimstone and get him to react at the same time)

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Marionette of course has other plans; landing about 70ft away from Athena in some ruble she thinks You an't so tough! I will brain fry you yet! and tries to drop Athena with another mental blast! Attack roll 10 +10 +1 leadership =21, a miss! Hmm spending a Hero point and rolling another 10:( Athena hears a small voice some where off saying "WHAT, no way, this is so unfair… ok time to take out the golden boy… I get you yet you skank!!!"

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Winter moves up next to the dark shadow on the side of the building and starts to animate the trees that are still alive in the small garden below There are about 6 or 7 tress, each Large sized with a Hardness of 5. It takes a half-action to animate 4 of the trees this round, plus Winters move action. The trees will be able to move 30ft a round. At the present, the trees are 70ft from Thumper in the courtyard and Mercury Mercenary around the corner of the building (opposite direction), 90ft from the "Shadow" on the opposite side of the street and 100ft from Brimstone when he charges Athena.

Security looks around the battlefield and can make out DeathKnight in the rubble 200ft away, can see Thumper about 200ft away and Brimstone 275ft away, and Spot roll 9 +5 =14 can see Mercury Mercenary 250ft away somewhat under cover (1/2 from the building he is peeking around)... Firing up his jets he flies 50ft closer to DeathKnight and sends a blast of rail cannon slugs at him Attack roll 3 + 14 -3 power attack +1 leadership +3 for All-out attack =18 vs. DeathKnight's DEF 16 without DEX +1 for cover, a hit. DeathKnight gets a Damage save roll 11 +3 +1 leadership =15 vs. a DC of 15 +13L -10 for protection =18 and missing it by 3; DeathKnight now has 2 Lethal hits and 1 Stun hit.


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Remaining security guards… will rolls to see how brave they are first guard 2 +1 =3, second roll 18 +1 (boy this Sergeant is Stubborn!!) and the first guard turns and starts running "We got to get help Sarg, and the unemployment line is better then the morgue!". The Sergeant grits his teeth but does not fire. He takes a half move to cover and looks around to see if there is anyone he can hit 12 +1 =13 and sees Jimmy Rocket and fires at him "Get out of here you freaks or I will take you all out myself!" Attack roll 8 +5 =13 missing but the shot is to high and misses him clearly.

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Athena waiting for the brute Brimstone, times her taunt well, taking a 5ft step back away from him and saying "You will not hurt anyone monster, you are too slow and stupid to hurt anyone." 1/2 action Taunt roll 17+ 5 +1 leadership =23 vs. Brimstones wisdom mod, rolling 18 -1 =17 (not even going to worry about spending another Villain point). Brimstone screams in rage and charges Athena. Brimstone would normally only be able to move 60ft with the charge as Athena is 75ft away, but his hate and rage seems to spur him that extra distance Brimstone will spend a Villain point to give himself the Extra - Running on his Super-Strength, getting +50ft move for 80ft, he still wants to charge though!. When Brimstone is within 30ft of Athena she throws her spear at him... Attack roll 15 +10 +1 point blank shot +1 leadership =27 a hit. Brimstone now much make a Damage save 8 +5 =13 vs. DC of 15 +12 -12 for protection =15, missing it by 2 and takes a Lethal hit. As he will be spenting a Villain point this round on something else he can't spend another. striking him on the shoulders and breaking off pieces of molten rock that make up his skin. Brimstone howls (mostly rage not pain) but ignores the damage, intent on only one thing… smashing little girl!!

Brimstone charges and makes an attack against Athena with his huge fists 18 +15 +2 for the charge =34. Athena tries to Defect the attack with her shield, rolling 16 +15 +1 for attack focus with shield +1 leadership =33, a miss (you can spend a Hero Point if you want BUT you would need a 17 to make the roll) and takes the hit. Athena must make a Damage save throw roll of 18 +4 +1 leadership =23 vs. a DC of 15 +17L (he has dual damage and really wants to hurt her right now) -5 for protection 27, missing it by 4 and taking 1 Lethal hit. While the blow that rocks Athena and sends a thunderclap though the courtyard, she is able to turn the blow somewhat and is only staggered back a foot or two. Brimstone in his rage seems not to notice "How do you like that huh? You want some more?! Well here it comes!!!" (NOTE next round Brimstones DEF will be -2 until he acts, so his DEF is 14).

End of Round 3.

So far the bad guys have spent 7 of their Villain points (I forgot they used one before your characters came around). Security has spent 1 Hero Point, Apollo has spend 1 Hero Point
 
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Tokiwong said:
Apollo continues to use Leadeship for himself and Athena, netting them both an extra +1 to all checks... Using Aerial Combat for an extra +1 to attack, using Taunt +21 on Deathknight... Activate Energy Field +10 as well as a free action...

OOC: Using the Hero Point and attacking Thumper, if he makes the save, and I stated I activated the Enerrgy Field several posts back :), which is in the Quote, Leadership of course shall be used... +1 to Defense from Aerial Combat

Apollo tries to resist the attack, and strike at Thumper with an energy blast, with added effect of a dazzle eeffect added to the blast, hopefully using his Point Blank Shot feat to good effect...Attack +11/+12 with PBS, for +10S with the dazzle effect, DC 20 reflex save on Thumper
 
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Hmm. A major battle is breaking out over there. But he was in the best position to handle things on this side of area. That guy with the rifle looked pretty worthless. Time to finish that armored guy off. His chest burned with every breath, though. He'd have to get to hospital. Wait, Apollo was the god of healing and medicine, maybe that guy could help if he really was the greek god.


Without making any evasive manuevers, Security zooms toward Deathknight and fires a burst of rail cannon slugs.

OOC: move 50 ft toward Deathknight. All out attack +3, Power attack 3, range about 150 ft. Att: +14 - range. Dmg +13L. Def 10
 


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