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Everything posted by MBCE
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Okay, to move thing along, I rolled Capricia's toughness save. Her action against the leader can come later when you're ready to post. For now, I'll just move on with the fight with Belphegor and the other two security guys. Capricia's Toughness Dc 27 (1d20+11=24) Capricia suffers a Bruise and is still able to keep her cold control up. Magnet boy is in bad shape as he is stunned and staggered this round. The blast turns his attack on Belphegor but fails to hit. STATUS Ghost has 2 Bruises. Capricia has 1 bruise. Kickboxing Jamaican Man has 1 Bruise. Magnet man is staggered and stunned. 3 of Capricia's 4 Thugs are KOd. Everyone else is unharmed. COMBAT STATS Magnet man Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1, Damage Magnetic Blast Dc 23 Blast boy Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1 Damage Stun DC 18; Concussive force blast DC 23 Leader Attack +8, Def 18 Tough +12 F:+6 R:+5 W:+7 Notice +9, Concentration +4 Damage Unarmed strike Tough DC 27 "Tim Burton" Mentalist: Largely the same as the PL 6 Psionic from Instant Superheroes. Attack +3, Defense 14, Toughness +8 (+0 w/out subtle Force Field), Fort +3, Ref +4, Will +7; Concentration +12, Notice +8; Damage Mental Blast 6 (Perception, DC 21 Will), Mind Control 6 (Perception, DC 16 Will), Telepathy 6 (DC 16 Will to resist Mind Reading). No Trance, no Telekinesis; Radius Ranged Detect Minds instead of Mental Awareness. Kickboxer: Largely the same as the PL 6 Martial Artist from Instant Superheroes. Attack +4 (+8 melee), Defense 18; Toughness +4, Fort +5, Ref +8, Will +4; Concentration +7, Notice +7; Damage unarmed strike (DC 18 Toughness), Power Attack, Stunning Attack.
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Belphegor's claws rip through the man causing the man to lose his concentration, opening him up to more pain and damage. Seeing his companion in danger, the blaster turns his powers upon the demon. A blast of concussive force flies out towards the demon but fails to hit. The blast hits the nearby roullette table, destroying it. Capricia takes the blow and is wounded taking a slight step back from her opponent.
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Arrowhawk needs to make a DC 20 Toughness save against the bullet. Minions can't critical which is good for him The south two men are right next to Arrowhawk, which will limit his ability to fire cleanly. He'll take a -2 on attack against either of the southern men, but have normal attack against the north man. COMBAT STATUS South men (x2): Def +6 (+2Flat footed) Toughness +3(+1ff) F:4, R:9, W:6 Damage +5 Attack +4 Grapple +5 adjecent to Arrowhawk North men (x1): Def +6 (+2Flat footed) Toughness +3(+1ff) F:4, R:9, W:6 Damage +5 Attack +4 15ft from Arrowhawk 5ft from the northern door he's guarding Arrowhawk Master Plan +2 for 3 rounds Hero Point 1 Bruise: 0, Injury: 0
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The Quicker You Start, The Quicker You'll Finish
MBCE replied to Ecalsneerg's topic in The Boardwalk
Again, the man to the north fires at Arrowhawk. The bullet flies true catching the hero in the shoulder. Even as the bullet hits, the two men from the south rush forward and try to grapple the hero. Arrowhawk, hearing their approach,twists and turns just enough to escape their attempts. But now the two men are just next to him, ready to continue the fight at close range. -
Even as Iconica was trying to comfort the depressed young girl, A small mini school bus pulled up to the curve. The doors of the bus opened and the driver slowly got up from his seat. He walked down the short set of stairs until he stood on the payment next to the group. The driver was a gruff looking man that looked to be in his forties. He wore red rimmed glasses and carried a clipboard. A small name plate on his shirt read, "Floyd". "Are you guys the new bunch heading to Claremont? If'n you are, give me your name and I'll check you off the list." People coming in and out of the airport terminal continued to move passed the small group standing by the bus. No one in their rush to cath either planes or taxis seemed to have taken any notice of the group's antics. It was almost as if the group was invisible.
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Uusually we post in the Ref request thread, not simply in the OOc of the thread. I'll get on this right way since I caught your other post.
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You're looking at how equipment points work slightly wrong. For one power point which gives you Equipment 1, you get 5 equipment points(ep) With those 5 eps, you can easily buy the digital audio recorder (1ep), video recorder (2ep), and use the last 2 eps for a PDA (1ep) and a laptop (1ep). So you get four items for Equipment 1. Hope that helps.
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Hmmm, did you send a PM to a GM about the need for help, or post in the GM request thread? I haven't seen a post in the request thread. If you don't contact a Ref that you need or want some help, most likely it won't come. As for getting to the school, how difficult is it to simply say that a bus comes and picks you up?
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Still working on it. There are a lot of questions that just do not pertain to MM in there that got me hung up. Also, it is very much leaning towards heroes than villains which simply adds to the trouble of feeling it out. :)
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You did bruise it a number of times. It is presently Bruised 2. The Tough 15 is where it started from so you are both on the same playing field there.
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Sammy nods his head in understanding. "Well, good luck to you here in Freedom. I hope you have a good time. There are a number of things that I have to deal with so I'll be off." Sammy moves away form the super on his way to the door. "I'll be looking for your name in the papers."
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Okay, wen through and checked a lot of the material to make sure what the stats and situation was. If any of the stuff for Heavy looks wrong let me know and we can adjust it. For this thread, I won'T worry about the new changes to character creations simply because it will mess up things even more. Here's what I got: Heavy Hp 1 used, 1 left Combat: Attack +9 range +10 melee, Damage Blast +11, Punch +12, Grapple +20,; Saves: Tough +15, F+13, R+7, W+11, DEF 20 Condition B:2 Leader Demon DEF 20, Attack +11, Daamge +11, Tough +15 Emtoin control DC 20 Dazzle DC 23 I'm going to reroll his saves to your super punch as Heritage used the wrong number for its save, I believe. A +5 just doesn't sound right here.
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The Quicker You Start, The Quicker You'll Finish
MBCE replied to Ecalsneerg's topic in The Boardwalk
Again the men continued fire even as their comrade had dropped. The northern gunman moved back to the door, increasing the distance between himself and the archer, before firing a shot just missing the hero. Now only 15ft of space was between Arrowhawk and the gunman. The doorway was just a few feet behind the lone guard. The southern men moved forward as they continued to fire at Arrowhawk. Bullets continued to fly near the hero but fail to find their mark. Now they were 20ft from the archer and it looked as if they might give up trying to shoot him and simply overpower him with numbers. -
Just a note, Power attack is capped at +5 bonus to damage, not +6. COMBAT STATUS South men (x2): Def +6 (+2Flat footed) Toughness +3(+1ff) F:4, R:9, W:6 Damage +5 Attack +4 20ft from Arrowhawk North men (x1): Def +6 (+2Flat footed) Toughness +3(+1ff) F:4, R:9, W:6 Damage +5 Attack +4 15ft from Arrowhawk 5ft from the northern door he's guarding Arrowhawk Master Plan +2 for 3 rounds Hero Point 1 Bruise: 0, Injury: 0
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Didn't see an attack roll so I assume you took 10. REmember that only works on the minions. Using their sense motive (+9) to resist the intimidate. Looks like you're pretty unlucky. Sense motive vs Intimidate DC 12 (1d20+9=12, 1d20+9=16, 1d20+9=25, 1d20+9=23) You're no longer flat footed which brings your DEf to 22. Two to the south will fire as well as the two from the north. Aiding each other. North aid/main;South aid/main (1d20+4=22, 1d20+4=6, 1d20+4=23, 1d20+4=17) Turns out the dice like you this time around. No one manages to hit. COMBAT STATUS South men (x2): Def +6 (+2Flat footed) Toughness +3(+1ff) F:4, R:9, W:6 Damage +5 Attack +4 North men (x2): Def +6 (+2Flat footed) Toughness +3(+1ff) F:4, R:9, W:6 Damage +5 Attack +4 Arrowhawk Master Plan +2 for 3 rounds Hero Point 1 Bruise: 0, Injury: 0
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The Quicker You Start, The Quicker You'll Finish
MBCE replied to Ecalsneerg's topic in The Boardwalk
Obviously, these men are professionals as they ignore Arrowhawk's words and fire again. Bullets thud into the wall and what remained of the door near the hero. None of the shots managed to hit though one shot from the south did come close. -
DOWNTOWN FREEDOM The Waterfront -- 2 threads Riverside -- 12 threads Wading Way -- 4 threads City Center -- 12 threads Midtown -- 9 threads The North End -- 6 threads Parkside -- 5 threads The Theatre District -- 5 threads The Fens -- 10 threads
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NORTH FREEDOM Hannover -- 14 threads Kingston -- 2 threads North Bay -- 8 threads
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THREAD COUNT BY AREA The Boardwalk -- 7 threads Southside -- 23 threads Lincoln -- 3 threads Bayview -- 11 threads Port Regal -- 7 threads Lonely Point -- 4 threads TOP
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AREAS IN WEST FREEDOM Ashton and Grenville -- 2 threads Greenbank -- 3 threads Lantern Hill -- 1 thread West End -- 8 threads
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OTHER AREAS AROUND FREEDOM CITY The Skies Above Freedom -- 2 threads Sewers and Subways -- 2 threads Rivers, Lakes and Oceans -- 10 threads The Lands Beyond -- 8 threads
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aid Dc 10,aid DC 10, Main Dc 14, (1d20+4=24, 1d20+4=8, 1d20+4=22) Here's the roll again. The first two tried to aid the last guy, which one manages to do. Make a DC 20 Injury save. Tha corridor is clear of innocents by the time Arrowhawk reacts.
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The Quicker You Start, The Quicker You'll Finish
MBCE replied to Ecalsneerg's topic in The Boardwalk
The three guards to the north fired at Arrowhawk, hitting him. The women screamed in panic and ran to the south, blocking the remaining two guards from getting a shot on Arrowhawk. The men end up pushing passed the women, unable to bring their weapons upon the intruding hero. The women quickly turn the corner, leaving the area clear of just the combatants present. -
While out in Midtown, enjoying the art galleries, Sammy comes across a new super in the area, Contour. The super seesm strange to Sammy as he comes wishing ot talk to people but refrains from pointing out which side of the law he's on. Considering he hadn'T attacked anyone and paid for Sammy to reenter the gallery, Contour must be on the 'hero' side of the law. While the two talked, Sammy spotted a very nice painting that he was interested in. It was on loan to the gallery and Sammy knew that later that week he would be back to make a go of it.
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The OOC list. The thread is open. The story is where Sammy, aka The Ghost enters the sewers below Freedom City in the hopes of escaping the vigilante out to get him. Present status of The Ghost is [bruised 1, Injured 1] The vigilante is from the Street level archtypes 2ed sourcebook. DEF +6, Toughness +6 F:+6,R:+8,W+6 Attack +6 Damage +2(unarmed) +4(pistol), +2 vs street criminal Skills:Notice +10, Stealth +10