[M&M3] Astonishing Tales of Centropolis Vol. #3, Issue 1 ‘This Island Apocalypse’

GreenKarl

First Post
GM: yes you can assume the trees will block glowing light from Princess, except for targets close by who would see you fairly close by (hundred feet or so). You are Hindered (-1 speed) in the jungle for most movement; not teleport or insubstantial, etc.
 

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Shayuri

First Post
Kitsune's image looked around and said, "Me and Shadow can see okay in this light, but the rest of you'd be pretty bad off in the jungle I think. Lets play it safe until we know what's going on. Keep quiet, head for the lights over there, see what's up."
 

"Would you like me to fly behind you stealthy types?" The Princess asks. "I could be fifty or so feet back and easily make up the distance if something were to happen to you."
 


hero4hire

Explorer
Rumble snorted derisively. "Dude already knows we are here. Don't see a point in sneakin." The street vigilante began to make for the beach.
 
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GreenKarl

First Post
The heroes make their way down the beach towards the glowing light. Within 20 minutes they see there is a small bay ahead and a dozen or so domed shaped huts, each glowing with light from inside. The semi-transparent walls of the buildings allow the heroes to see humanoid shapes moving about inside, going about unknown tasks. Beyond the buildings is a pool of water being feed by a small water fall. There are a small group of people moving about near the short cliff face, with large industrial lights illuminating the area. There is a metal and wood scaffolding built along one of the cliff wall faces and a two individuals up near the top of it. They seem to be studying the cliff wall itself. As the heroes get closer they can see that there seems to be some craved into the cliff face itself, apparently a large humanoid with its hands extended over its head.

No one seems to be guarding the area and the heroes are fairly confident that they could avoid the encampment if they wanted to...
 

KahlessNestor

Adventurer
The Shadow
Apocalypse Island
Saturday, February 11, 2017/Night
Round 0

Shadow held up a fist to forestall the others as they came within sight of the encampment. “Some kind of work camp,” he whispered. Looks like they’re building a statue. Typical maniacal despot, self-aggrandizing himself. I suggest we try and get around without alerting anyone.”

[sblock=Rolls and Actions]
Action:
Move:
Reaction:
Conditions:
Regeneration: 0/5r
Hero Points: 1
[/sblock]
 


KahlessNestor

Adventurer
The Shadow
Apocalypse Island
Saturday, February 11, 2017/Night
Round 0

“Inland seems better. The shore is more exposed, and we would be trapped against the ocean if discovered,” Shadow said.

[sblock=Rolls and Actions]
Action:
Move:
Reaction:
Conditions:
Regeneration: 0/5r
Hero Points: 1
[/sblock]
 

GreenKarl

First Post
The heroes make their way into the jungle and start moving silently around the encampment. They come to the river that must feed the waterfall below and can hear its rumble a bit away from them. As they are about to cross the river, something bursts from under the ground only feet away!!!

GM: Spider Robot Stealth then Initiative: 1D20+16 = [7]+16 = 23; 1D20+7 = [15]+7 = 22, everyone gets to make a Perception roll vs. the Robot's Stealth or 23. If you make it or have Danger Sense (psi or otherwise) you are Surprised for the first round (Vulnerable or 1/2 Defenses). Then roll your Initiative. The Robot Spider is going on 27. If anyone beats that then all the heroes go first. Otherwise you all go after it.
Remember in the jungle unless Princess is glowing (which I am assuming she is) its dark here. Movement is still considered Hindered (speed -1) without some special type of movement because of all the trees and underbrush.
[sblock=Spider-Killbot Mark-III] SpiderRobot.jpg

PL 10 (Power Points 178)
STR 7, STA N/A, AGL 7, DEX 2, FGT 9, INT 0, AWE 3, PRE 8
Powers: Armor Plating (Protecting 11, Impervious 6); Claw Strikers (Strength-based Damage 4, Multi-Attack 11); Frightful Roar (Affliction vs. Will 10, Extra Condition, Limited Degree (2 degrees max) [1st degree: Dazed and Vulnerable, 2nd degree: Defenseless and Stunned], Perception area – Sense-Dependent [Hearing]); Robot Senses (Super-Senses 2 [Dark Vision]); Multiple Limbs (Extra limbs 3 [4 extra]), Running (Speed 3 [240ft]), Tunneling (Burrowing 5 [30ft]), Unliving (Immunity to Fortitude Effects 30)
Advantages: Eidetic Memory, Fearless, Instant Up, Move-by Attack
Skills: Athletics 5 (+12), Perception 10 (+13), Stealth 9 (+16)
Offense: Initiative +7, Clawed attack +9 (Close, Damage +11; Multi-Attack), Fear Gaze – Dodge save DC 20 (Will save vs. DC 20 or suffer affects; if target succeed with Dodge does not need to make the Will save. Requires the target to be able to Hear or immune)
Defense: Dodge 6, Parry 9, Fortitude N/A, Toughness +11, Will +3
Totals: Abilities 62 + Powers 100 + Advantages 4 + Skills 12 + Defenses 0 = 178pp[/sblock]
Actions and Rolls!!!
 

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