Mutants & Mastermind Presents – “Astonishing Tales of Centropolis”

This time Paladin slips on the wet concrete and opens himself to an attack by Feral, although his hammer strikes another piece of rubble and “heals” the Shadow of any damage he had suffered from the tentacles of Octoman!

Kitsune then unleashes a wide burst of dazzling lights against the two female attackers but they both manager to turn their eyes at just the right time to avoid any effect!!!

Death Magnet again growls in frustration but instead of speaking she focus on her range and a large pile of metal rubble (and concrete mixed in) rises up and slams down where Kitsune’s illusion is. The illusion dodges easily out of the way of the pile of debris causing Death Magnet to howl again in rage “Stand still you stain!!!

Feral howls in glee and slashes into Paladin’s back with a viosuous and terrible slash with her claw like hands!!!

Galatea runs towards the melee and is now within striking distance for both groups…

Ariel moves down toward the battle and can see now that the floating woman is extremely mad and looks to be trying to kill someone (along with adding to the destruction of the area by smashing big piles of metal and concrete around) while a wild looking fur-covered lady just slashed into a short, armored figures back!!!

The Shadow, feels the bruises that he had felt only seconds ago disappear as he strikes Octoman alongside the monster’s head!

For a second the monster reels but then he shakes off any affects from the blow and again slams a giant tentacle down onto the Shadow!

GM: Initiative Order
25 – Ariel
24 – The Shadow
21 – Octoman
19 – Paladin, Kitsune and Death Magnet
15 – Feral
8 – Galatea

ROUND 4
Paladin missed Feral but heals the Shadow his -1 to future Toughness saves.

Kitusune’s dazzle only affects Death Magnet and Feral but they both make their Dodge and Fortitude saves!!!

Death Magnet is no longer Dazed and uses Extra Effort to add Area Affect to her attack vs. Kitusune’s illusion. Kitusune gain a Hero Point

Feral hit with a Power Attack and now the Paladin needs to make a Toughness save (he has no penalites and he has heal that toughness penalty already) vs. DC 29!!!

Galatea is now within 30 feet of Feral or Octoman. You can move and make an Attack roll against either one, your choice.

ROUND 5
What does Ariel want to do?

The Shadow hit and as I re-rolled he also gains a Hero Point. He needs to make a Toughness save vs. DC 23 and a Strength or Dodge vs. DC 18 to avoid grabble. The Shadows Actions?


Rolls and Actions for Round 5 for Paladin, Kitusune and Galatea

Then, Rolls and Actions for Round 6 Ariel and the Shadow
 

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As Feral slashes at him, Paladin manages to catch the blow on the thicker armor covering his shoulders. It still hurt, though.
He riposted with a quick swing that missed by that much. The burst of healing energies did sooth his shoulder, though.

[sblock="Rolls"]Toughness save (DC29): 26 - simple failure, -1 to Toughness saves.
Hammer Smash (DC21): 18
Healing Smite (DC14): Simple success. Everyone within 30', except the Stormers (I like Selective), is healed of their worst condition. In Paladin's case, that's the Toughness penalty he just incurred.[/sblock]

Hero Points: 0
 

OOC: Time to get in the game


Miranda took another slow turn, still trying to make some sense of what was going on down there. It looked like a fight, that was for sure...

She reached up one last time, adjusting the mask and sunglasses that hid her face. She had been told, more than once, that her impetuous nature was going to get her in trouble- it looked like now was that time. For the first time in her life, she kicked herself into a dive- and into a fight with another metahuman.

She dove out of the sky and raced in towards the metal-armored woman- the only other aerial combatant, and to her eyes, the biggest threat. Miranda closed in at speed, approaching from behind, and lashed out with a closed fist as she blazed past. Almost reflexively, the telekinetic sheath that shrouded her hand tried to seize hold of the other woman at the instant of impact. At the last second, though, not quite sure she was ready for this, she closed her eyes, almost certainly spoiling the strike. (ie I think she missed here)

And as quickly as she had struck, she was gone, already several hundred feet away from where she had been and beginning to turn back towards the fight.

What had she done?

[sblock= OOC] Let's see if I end up doing any of this right...
>Begin move action with Flight 5 (900 feet of move at full speed), approaching the fight (and specifically Death Magnet) from 100-200 feet out (mostly up, but I don't think it matters).
>After closing, make an unarmed attack on Death Magnet, a simple punch, using Close Combat (unarmed), so 1d20+6= 14 vs. her Parry defense; roll http://www.coyotecode.net/roll/lookup.php?rollid=125261 I think that is a miss, even with an approach from behind...
>If it misses, Miranda just musses up DM's stylish hairdo with a whiff of air at 60 MPH
>Hit or miss, Miranda keeps moving, since she has Move-by action- she will stay in a rough straight line for about 500 feet, then use the last 200-300 feet to turn around for next round's approach. So ending the round about 500 feet from DM, at the same approximate altitude

>If that hits, it is DC 23 Toughness check for DM (based on Miranda's current STR of 8)
>Also if that hits, start a Grab, because of Miranda's Fast Grab enhanced advantage, this is another unarmed combat roll (I think?), so 1d20+6= (Roll included in link above, just in case) DC 23 check for DM, against the better of her STR or Dodge to resist the grab
>If DM is successfully grabbed, Miranda will attempt to drag her along, this is another DC 23 check for DM, nominally against her STR but more likely against her Flight power rank to avoid being dragged along- if DM beats the resistance Miranda will immediately use a free action to release so she can keep moving herself.
>If Miranda does grab and drag DM successfully, she will try to maintain the hold next round- and I'll be kind of amazed.
[/sblock]
 

OOC: Fighting - (1d20+8)[26]
Gala tea vs, Octoman (DC 19)
Octoman Toughness +7 vs 23 (8+15) Damage
I'm calling out my math as I;m new to M&M


Galatea comes up next to Octoman and gives him a solid blow to the head.
 

From her vantage peeking invisibly around the corner of a nearby building, Keiko scowled at how the fight was going. The floating magnetic girl was really irritatingly tough to hurt! Oh, she'd managed to scratch her, but...sheesh! And it was kind of fun taunting her, especially when she had NO IDEA what was really going on, but...well...it was getting kind of old.

Meanwhile, the other guy was really getting creamed by the animal-girl.

And what the heck was that thing that had just zoomed by??

She brightened as an idea came to her, and focused her attention on her holographic stand-in.

"You know what? Hold that thought for a second," Kitsune informed Death Magnet. "Because it's time for an EPIC TEAMUP! HYAH!"

The illusionary superhero seemed to move faster than humanly possible to stand at the Paladin's side.

"Don't worry little weird guy!" she piped, "We'll combine our forces and attack as one!"

This time, the laser beam lanced out at Feral!

[roll0] to hit, DC23 plus possible multiattack on toughness save.
 

The Shadow
Main Town/The Yellow Rose Farmer’s Market
Monday, April 11, 2016/11:04 AM
Round 6

Caleb’s aching ribs warmed and he felt the damage heal away. He’d seen odd flashes of light coming from the short man whenever the man landed a hammer blow. That was...useful.

Another tentacle swung through the dark globe surrounding them. It caught the Shadow, but the Dark Defender folded over the blow, shrugging off the damage. But the thick limb wrapped tightly around him.

Easy enough. The Shadow’s solid form shifted to darkness, evaporating right through the grapple, and the Shadow maneuvered around behind the multi-limbed monstrosity as silently as he could.

[sblock=Actions and Rolls]
Action: Shift to shadowform to free from grapple
Movement: Shadowported behind Octoman, still within the globe of darkness
Conditions: None

Hero Points: 1
[/sblock]
 

Paladin was again able to avoid most of the damage from Feral’s lethal claws but his hammer couldn’t seem to connect with the agile beast woman. His “holy” powers did however heal the cuts he had just suffered…

Kitsune’s image then tried to blast Feral but she easily dodged out of the way and crackles with laughter “You are all going to have to do better than that!

Death Magnet then summoned up more metal spears to throw at Kitusune’s image. While many of them did seem to strike successfully, the villainess still failed to realize that she if fighting an illusion, only adding to her frustration and rage.

Feral then growled “That’s a pretty looking hammer you have their shorty. Mind if I borrow it?” as she reached out and tried to wrestle it from his hands!!!

Galatea ran up and struck a solid blow to Octoman’s head that somewhat staggers the beat-man. He growls in frustration and half-grunted “I’s going to tear you all’s into little pieces and squeeze yer bones into mush!!!

Ariel flow down and tried to grab Death Magnet but she misses the woman (only glancing off her shoulder, failing to get a good hit or hold on the flying woman) as the villainess tried to maneuver around to get at Kitsune’s image. She growled at the passing heroine but otherwise ignores her in her rage to kill the taunting one…

The Shadow, “shifting” into his shadowform, had maneuvers around Octoman who still tried to smash two of his great tentacles down on where the hero had retreated too, but they passed harmless through the dark hero!!!



GM: Initiative Order
25 – Ariel
24 – The Shadow
21 – Octoman
19 – Paladin, Kitsune and Death Magnet
15 – Feral
8 – Galatea

ROUND 5
Paladin missed but healed his Toughness wound. Also the Shadow is still within 30ft so he also heals his Toughness penalty now. The Paladin now needs to make a Strength check vs. DC 19 or Feral grabs his Hammer!!!

Kitsune’s attack vs. Feral also missed (Her Dodge and Parry are both 21, not easy)

Death Magnet just can’t make a Perception roll…

Feral succeeded with her Disarm attack roll and her Damage roll that is opposed by Paladin’s Strength was a 19

Galatea hit, and gained a Hero Point for my re-roll. Octoman is now at -1 Toughness checks.

ROUND 6
Ariel missed Death Magnet

The Shadow is in Shadowform

Octoman knows the spaces where the Shadow and Galatea are, but attacked the Shadow so no harm

CONDITIONS for Villains
Death Magnet: -1 Toughness
Feral: None
Octoman: -1 Toughness

Actions for Round 6 for the Paladin, Kitsune and Galatea. I believe that the Shadow is going to drop his darkness on Round 6, so that Galatea is NOT in darkness. But if not, she is at -5 to her Attack rolls. Octoman is NOT trying to hide or be quiet so you don’t need a Perception roll to know what square he is in.

Then Actions for Round 7 for Ariel and the Shadow…
 
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"Ah, nae ye dint," Paladin growls as Feral tries to grab his hammer. Her attempt, though, throws off his return strike and he misses.
[sblock="Rolls"]Hammer Smash: 11
Healing Smite: 25 (four levels if any non-enemies are in range and injured)[/sblock]

Hero Points: 0
 

"Oh, quiet you cephalopodian cretin!"
Galatea slams her fist into Octoman.
[sblock=Rolls]Fighting - (1d20+8)[9]
Hero Point Reroll Fighting - (1d20+8)[22]
Hero Points: 1[/sblock]
 

Miranda hovered in the air, taking another look at the situation- she wobbled only slightly, keeping a pretty tight hold on the air around her (at least for now). A voice in the back of her mind, one that sounded remarkably like her mother, reminded her that this was the first time she had been in a fight with another metahuman- they might be able to really hurt her...

She shook her head and gave a soft growl. "Okey-dokey. Hard way it is, then." With a soft kick, she shifted back into movement- and in an instant she was back next to the metal-sheathed woman, hanging in the air. "Recycling committee called- and boy are they ticked off at you," she said, smiling behind her mask. 'I even came up with a snappy comment!,' she thought happily.

Then she swung one fist in a short stabbing punch, aiming for the woman's chin- and the telekinetic sheath around her hand spread wide like a net...

[sblock= OOC]
>Move action- back to right next to Death Magnet
>Standard action- Close combat (unarmed) attack at DM, using Accurate attack for +5 accuracy/-5 effect. Modified stats are +11 attack/+3 effect (base 8 STR -5; DC 18 effect if hit). Attack 1d20+11= 28; roll http://www.coyotecode.net/roll/lookup.php?rollid=125977
>If that hits, use Fast Grab to Initiate a Grab- DM gets a resistance check (DC 18, using better of STR or Dodge); if hse gets grabbed, her attempts to escape are at -5 from Improved Hold; Miranda can maintain the grab with one hand

[/sblock]
 

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