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MBCE

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  1. A few shots ring out. A few police officers are hit. Need to make some toughness saves for both Icarus, DC 25, and Shui, DC 21. Shui's forcefield only has 8pps in it so the bullets get passed his imprevious. ROUND 5 Colton arrives this round. He's on the map but can't react until next round. Everyone, please include an initiative roll in your next post. I will be handling the combat rounds as such. PCs in one group and NPCs in another group. Within the group, you will have your order but only the top roller will determine if the group acts before the NPCs or not. So, if Colton is high man with a roll of 25, and the Thugs are only 18, then the PCs will act first followed by thugs. Thhis method should save time on map updates as well as knowing people's actions.
  2. Icarus lands admist the thugs and they are quick to react. The power thugs brings his fist around in a powerful haymaker that easily hits the armored man before him. The normal thugs also fire their weapons at him but the bullets bounce off harmlessly. Shui's water blast catches the thug on the roof by surprise and the blast is so strong that the skinhead is knocked senseless. Again the thugs fire on the police down below. A few of the shots hit their targets dropping the officers. A few shots head out towards Shui as well. They hit, penetrating his forcefield. The thugs by the truck continue to work on getting at the contents, ignoring the chaos around them.
  3. In the shipyard section, the area is clear of people other than the unconcious and the villains. The door with the security lock is still closed restricting entry to the other side. ROUND TWO Ironhide knocked out the guard. The guards ran from teh building. Badb is up.
  4. MBCE

    The Yamaguchi Job

    Ironhide's blow knocks out another guard, leaving only two up and able to do anything at all. The quick actions by the villains causes the two men to realize that their pay wasn't enough to deal with the supers. Both men fled outside of the building with the carpenters. Soon, the area was clear except for the unconcious guards and the villains.
  5. You are correct. You can take ten. I had forgot about that simple point. If you want to take ten, you'll need to let me know that's what you'Re doing though. That's why I missed it. I'll update things in a moment.
  6. Just a note. Posting out of order is fine. There's no need for us to wait around for people to post before you. Just try to limit your actions to one a round and things should be fine.
  7. Force Field is a Free action so he can turn it on in your next post. As for the insubstantial, Heridfel answered it fairly well. You will be affected by physical damage with Insubstantial 1.
  8. Okay, a new points. Heridfel, remember, blindsight is accurate not acute. He can't tell any difference from any of the people on the map. For this thread it doesn't really matter, but I just wanted to make sure you knew it for any later threads you might play in. Also, let me know where you want to go on the map so that I don't put you in the wrong location. Right now, I'm assuming you are around 20ft height. Kavos, as your powers are Dynamic, you'll have to let me know how you're splitting up your power points. Did the math so far and it looks like you can do a full blast dropping the area of your mist by a rank. When you're going for a powered thug, let me know by mentioning that you're going for the tougher opponent along withthe map cordinates. It helps me from glossing over the information. And last but not least, you have indirect. Unless you change direction, the default will originate directly from you. Toughness DC 30(Critical) (1d20+10=22) The power thug is stunned and Bruised. I placed a 1 on his head to show he was wounded. If any are having problems seeing it, I'll adjust to a different system for letting you know. One thug countered the mist. Some normal thugs shot at both Icarus and Shui. Shui needs to make a toughness roll. One thug is waiting to punch Icarus when he comes into range. ROUND 4 Norseman arrives on the scene this round so go ahead and post his arrival. I put him on the map already.
  9. Shui shoots out a blast of water at the nearby redskinned thug which hits easily and sends him flying back towards his fellows. The strength of the blast draws power from the surrounding mist, lessening the area it affects but still manages to keep the immediate area completely covered. Icarus fires and fails to hit his target, but moves closer to his prize. The sudden movement of stunned thug shows that the hero packs a decent punch. The blast by Icarus doesn't go unnoticed. Realizing that the mist is blocking all sight, one of the red skinned thugs rips out a light pole and begins to twirl the pole over head. He spins the pole fast and fast, creating a counter wind against the mist that covers the area. Shui can feel the wind blow away his mist, clearing the area for all to see. With the air cleared, the Thugs up on the roofs see the costumed hero near the police car and together fire and hit Shui. Thugs raise their weapons and fire at Icarus as well. Bullets hit the flying armroed form but fail to penatrate. The Powered thug waits for Icarus to come into reach, ready to smash the flying hero as soon as he comes into reach.
  10. Love the fact that you're using Monty and his garage!!! :clap: That's one of the reasons why we have that space to give players NPCs to interact with. I'll enjoy keeping my eyes on the thread. :D
  11. Sammy watched as Lenny left the casino with the phone in his hand. Sammy shook his head and took one more look around the casino. 'This is going to be interesting. I hope it works out better than my little attempt at working with the super powered villains.' Sammy paid for his drink and walked out of the casino. As he passed the golden statue that gave the casino its name, Sammy frowned with disgust. 'Way too much gold in here.'
  12. Either is okay to me. I personally like to keep a thread going for about 6 pages or so before moving to another one. But, it is really up to thelazyblank to decide which way we go.
  13. Then we're going with 6 ranks of obscure. It will fill the 250ft radius from the center of the map and include the buildings as well.
  14. MBCE

    The Yamaguchi Job

    Badb shoots at the guard by the door. The blast knocks out the guard and Boid pops in to blast one of the guards before moving to the yacht. The workers are filing out of the area as quickly as possible while the remaining guards begin to target the visible interlopers.
  15. Okay, a number of important points. Even though they are minions, you still need to roll to hit. Without a hit roll, your power isn't working on them. Unless it is an area effect, then you go against their saves. To save time, here are your attack rolls. Badb attack;Void attack DC 15 (1d20+9=19, 1d20+10=19) Both work. ROUND TWO Ironhide up. Three of the guards are down. The doors is open.
  16. Switching to the radar changes the scene greatly for Icarus. He notes teh position of the buildings as wellas the skinheads on top of them. On the street, he notes the truck with a large number of the thugs surrounding it. The police seem to have blocked off one edge of the street. With the mist covering everything, the thugs basically panic. A few of them fire off shots towards the police and around them. The shots are wild hitting both cars and other buildings but luckily missing any of the police offiers. Immune to his over effect, Shui can see clearly that the thugs are panicking. If the condition continues, they are bound to hit either a police officer or some civilain. Even as he ponders what to do, he notes a figure floating slowly to towards the truck at the end of the street.
  17. Seems a post of the order of how people are to arrive got lost. Arrival for actions. Rnd 1 Shui arrives. Causes Mist to obscure the area. Rnd 2 Icarus arrives. Notes mist and uses his radar to navigate. Rnd 3 --- Rnd 4 Norseman and Police Rnd 5 Colton arrives COMBAT INFO Name -- PL -- Attack -- DEF -- Damage -- Tough -- Fort -- Ref -- Will Icarus -- PL 12 -- Attack +8 -- DEF 18 -- Damage +13 (blast at full power), +14 (punch)-- Tough +16 (6 Imp)-- Fort +13 -- Ref +7 -- Will +11 Shui - PL 10 - Attack +5 - Def +5 - Damage +10 (Blast + Knockback 7/Indirect 3) Strike +10 (Linked Nauseate +10) - Tough +10/2 (2 without force field) - Fort +7 - Ref +7 - Will +6 Norseman -- PL 10 -- Attack +7 (Melee)/+9 (Sword), -5 (ranged) -- DEF +15/+12 Flat-Footed -- Damage +5 punch, +10 Sword, +10 Sword (Auto-Fire) -- Tough +14 (Impervious & Reflective 9) -- Fort +10 -- Ref +5 -- Will +15 (+5 if stunned) [M1] Colton Browning -- PL10 -- Attack +5 (+10 ranged)-- DEF +6 (+3 flat-footed)-- Damage Varies by weapon-- Tough 14-- Fort 9-- Ref 9-- Will 6 [A3] NPCs Minion Skinheads-- PL 4 -- Attack +4 -- DEF +4 -- Dmg +4 -- Tough +4 -- For +5 -- Ref +3 -- Will +1 [submachine guns dam +4, Balistic. Autofire] Powered Thugs -- PL 8 -- Attack +6 -- Def +6 -- Dmg +10 -- Tough +10 [impre 3] -- For +10 -- Ref +5 -- Will +4 [Melee damage, Power attack, various powers ] ROUND 2 Icarus locates the truck with his radar. Shui can react to Icarus moving this round.
  18. It's a good thing that Shui has Immunity to all water effects or he'd be blinded by his own mist! Where are you going to center it? Center of the map or on yourself? Another quick question is how high are you making your mist? Some of those buildings are 40ft tall. Are you trying to get just the ground level or everything? Just want to be clear. Regardless of which you choose you can easily cover the area with that many ranks. 6ranks which gives 250ft area, will cover everything on the map both ground base and in the air.
  19. Sammy took the napkin and looked at it for a moment. "Yeah, I know this area. Not too far and still easy place to disappear. Perfect." He stuffed the napkin into his pocket and watched Letta walk out of the casino. Once she had left, he turned to regard Lenny. "So, you think she's the real thing, or what? I'd hate to find out I'm wasting my time here"
  20. Sammy smiles at Letta, "Then it will be the perfect place for us to talk in detail. We all know that you'll dump the place so there should be no problems if we decide not to deepen our realtionship." Sammy takes a moment to include Lenny into his gaze. "And that will make us all happy. Whenever you're ready to lead the way, we can have that discussion." Sammy picks up his bag and drains his drink in one gulp. He places the glass on the coutner and gestured towards the exit.
  21. For combat purposes, could you please post the following information here so I don't have to keep looking at the character sheets. When Icaru arrives, let me know where you will arrive he can arrive pretty much from any location. Coltron and norseman will come from either the north or west of the map. Choose column 0-4 to place yourself. Name -- PL -- Attack -- DEF -- Damage -- Tough -- Fort -- Ref -- Will Combat will be done in this manner. You can roll the toughness save for any minion skinhead. This will help speed up the process of posting and allow you to include results as reaction to your posts. The powered Skinheads, I'll roll their toughness. You can roll your own saves against attacks and put the results in your post. If a PC uses an ability against you, please roll your save as normal regardless of whether you feel your character can easily resist it. This point is very important to make sure the game runs smoothly. Everyone has 2 hero points to start the thread. Those with the luck feat also get their extra HPs. NPCs Minion Skinheads-- PL 4 -- Attack +4 -- DEF +4 -- Dmg +4 -- Tough +4 -- For +5 -- Ref +3 -- Will +1 [submachine guns dam +4, Balistic. Autofire] Powered Thugs -- PL 8 -- Attack +6 -- Def +6 -- Dmg +10 -- Tough +10 [impre 3] -- For +10 -- Ref +5 -- Will +4 [Melee damage, Power attack, various powers ]
  22. Aaron quickly ducks out of sight, changes into costum and takes off at a very fast pace. His quick reaction allows him to arrive on the scene first. And what he sees before him, is worse than anything he could imagine. A large number of Skinheads with massive weapons stand on the various nearby buildings. They fire down on the few police cars placed to block the road. Four red muscle bound Skinheads are on the street laughing at the police officers that fire at them. The bullets seem to bounce off of their thick skin. Of course, the weapons the police presently have are all light weapons. The heavier artillary, as Aaron knows, won't arrive for a while yet. The Skinheads all seem to be concentrated around a truck at the end of the street. The truck had a biohazzard sign on its front, warning others that its contents were dangerous. The Skinheads seem to be trying to get inside of the vehicle at the moment, while the others upon the rooftops keep watch for any heroes that might show up. So far, Shui has managed to arrive undetected by the thugs. It seems they were more interested in watching out for another hero* that worked the streets of Southside. *See Take The Skinheads Bowling for which hero. :)
  23. That's about right. I was hoping to see a post by the norseman by now, but nothing's come through so going ot move ahead. First to arrive will be Shui. We'll give him a round of actions before Icarus arrives. Last to arrive will be Colton as he's decided to pick up his bike, head home, get extra equipment, and finally head out to the disturbance. We'll say 3 rounds after Icarus arrives just to keep everyone in scene. Norseman will arrive depending on his form of movement and the delay time it takes for him to post to the thread.
  24. MBCE

    The Yamaguchi Job

    Exile's quick action is more than enough to drop the guard on the roof and Ironhide moves quickly to the large double doors. With one blow, he bashes the doors down to reveal Badb in the air threatening the lone guard by the secured door. The nearest guard to the entrance quickly fires his weapon at Ironhide but the blast goes wide. The guard by the door raises his weapon smoothly and fires a shot that hits Badb. The other guard fires at Badb from behind, but his shot misses whether due to the villain's presence or shock at being hit by the previous bullet remains to be seen. From the back entrance, two more guards enter the warehouse with weapons drawn, looking for the source of the trouble.
  25. Moving things ahead. Made the roll for Badb and Void's initiative. Void initiative;Badb initiative (1d20+3=10, 1d20+7=14) COMBAT INFO Name -- PL -- Attack -- Def -- Damage -- Tough -- Fort -- Reflex -- Will The Void PL: 11 Attk: +10 Def: +10 Dmg: +10 Tough: +4 Fort:+6 Ref: +12 Will: +13 Exile PL: 11 Attk: +8 Def: +8 (+2 Ff) Dmg: +12 (<+15 boosted) Tough: +12 Fort: +8 Ref: +3 Will: +9 Badb PL 11 Attk +9(w/ rad con) +7 Def +13 (FF +4) Dmg +13 Tough +8(+3 Ff) Fort: +7 Ref: +10 Will: +6 Ironhide Pl 10, Attk +4/6 melee, Def: +6 Dmg: +12 Tough: +14(12 invn) Fort:+10 Ref:+4 Will:+8 Minion Guards Tough +5, Def +5, For +4, Reflex +1, Will +1 Damage +5 (rifle) Attack +5 Skills: Notice +4, Stealth +3 INITIATIVE Ironhide 14 Minion Guards 15 Badb 14 Void 10 Armored Guards 8 The Exile 1 ROUND ONE Exile drops the guard on the roof so he gets no further action this round. Round two no problem. Ironhide bangs on the double doors bashing them in easily. One guard fires at Ironhide, missing. The two remaining guards fire at Badb, only one hits. Babd, roll your Tough, DC 20, and include the result in your post. Ironhide def 16; Badb def 17 (1d20+5=8, 1d20+5=20, 1d20+5=11) First one was for Ironhide, the last two were for Badb. From the back entrance, two more guards enter with weapons raised, looking for the source of the commotion. The carpenters all move towards the now opened back door in an attempt to escape the super powered beings. We are at Badb's first round action.
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