Dariusprime Posted March 13, 2010 Share Posted March 13, 2010 A basic opener. The nearest meteorite landed in Lantern Hill on one of the narrow streets lined with refurbished colonial houses. Notice checks DC 20 will reveal the strange astronomical event. I'll leave it up to the heroes how they get involved. As for ideas, perhaps... Breakdown may well here it over the radio. Fleur de Joie hears that strange signal from the forest, and an even weirder vibe from Lantern Hill. The battle has smoke rising, so Freedom Angel may notice that or even the low-flying meteor. Jack's energy awareness freaks out with a cold, pulsing, slimy alien feeling. Kid Cthulhu feels a similar sensation, or even more oddly, one that beckons him. Hellion? may feel the tingle of dimensional ripples as if something just phased fully into our world. In any event, I'm working up a description of the scene. Thanks for joining me and I hope you all have a good time. Be gentle. :) Link to comment
Dr Archeville Posted March 13, 2010 Share Posted March 13, 2010 Lantern Hill? That's Dead Head's home! But you've already got a full compliment, it seems, so maybe ol' Deady got impaled early on and doesn't extricate himself until the end? Link to comment
Gizmo Posted March 13, 2010 Share Posted March 13, 2010 Jack makes the Notice check automatically with Skill Mastery. He'll make a DC 25 Stealth check by the same token, hiding out on the rooftop across the street from the mob. We probably won't need this for a while, but since I'm not sure how frequently I'll be on over the next couple of days, here's an Initiative roll in advance: Initiative. (1d20+9=19) Link to comment
quotemyname Posted March 14, 2010 Share Posted March 14, 2010 I'm going to go with that radio thing. BD would normally just fly in with no powers set, throwing caution to the wind as he does. There's four down there right now? wow. Link to comment
Gizmo Posted March 14, 2010 Share Posted March 14, 2010 Breakdown, Jack is trying to be Stealthy! God. I guess we could say Eddie shifted some of his VP into ranks of Notice? 'Cause otherwise he probably wouldn't be able to make that DC 25 check. Link to comment
quotemyname Posted March 14, 2010 Share Posted March 14, 2010 Well, to follow the theme of "Follow" I was going for a "get places and find things" set of powers. So yea, that would probably be a good assumption. I'm just being lazy about it right now, But if you want me to spell the entire thing out, I'm sure I could come up with something :) Link to comment
Dariusprime Posted March 16, 2010 Author Share Posted March 16, 2010 Okay gentlmen save it for the monsters. :awesome: Link to comment
Gizmo Posted March 16, 2010 Share Posted March 16, 2010 Variable Powers means never having to say "I'm sorry!" Since the Interceptors are dealing with it over in Witch Doctor, I'm going to assume Jack's hellfire complication has been taken care of by this point. Fair enough? Link to comment
Cyroa Posted March 16, 2010 Share Posted March 16, 2010 Aw...no Hellfire complication? Just when Hellion was about to show? Shucks! :) Link to comment
Gizmo Posted March 16, 2010 Share Posted March 16, 2010 Haha, well, I wouldn't want to steal his act, anyway! I'm pretty sure Jack's personal timeline is a mess as far as that goes, but I'm not going to sweat it too much. He's just like a real comic book character! Superboy-Punch! Of course, if Jack finds out that James is the one who caused the Invasion! in the first place... Link to comment
Electra Posted March 16, 2010 Share Posted March 16, 2010 Okay, I was confused at first about which character Cy was using for this thread. I've edited my first post and gone ahead and brought Stesha in on the action. Since she's reacting to the plants and not to the people, I had her teleport into the backyard. Using ESP, medium plants, to try and see what's going on in there. Link to comment
Gizmo Posted March 16, 2010 Share Posted March 16, 2010 Cue the patented J'onn J'onzz recoil-in-telepathic-horror while muttering, "Its mind is so alien..." Link to comment
Dariusprime Posted March 18, 2010 Author Share Posted March 18, 2010 GM Fiat?! Where? :shock: Link to comment
Gizmo Posted March 18, 2010 Share Posted March 18, 2010 We were just kidding about the telepathy thing, Darius. Mind reading tends to solve problems really quickly, so it's common in both comics and the game for the writer/GM to handwave the telepath, or at least their powers, out of the fight. Martian Manhunter gets that a lot. Link to comment
Dariusprime Posted March 18, 2010 Author Share Posted March 18, 2010 I understand. Initiatives and a Notice check for Fleur de Joie please. Link to comment
Gizmo Posted March 18, 2010 Share Posted March 18, 2010 I went with Initiative. (1d20+9=19) a while back, so I ought to stick to it. Link to comment
quotemyname Posted March 18, 2010 Share Posted March 18, 2010 Could have sworn I already did this. Oh well initiative (1d20 10=25) Link to comment
Electra Posted March 18, 2010 Share Posted March 18, 2010 Stesha gets a 22 on her Notice check. Those green beasties are not so sneaky! ;-) But she has decided to let everyone else rescue her before she does anything about it. :: Initiative is 5. Link to comment
Cyroa Posted March 18, 2010 Share Posted March 18, 2010 Continuing Hellion's long standing tradition of rolling poorly on init's and goind far behind the others... init (1d20+2=6) Least I'm faster than the plant girl. :evil: Link to comment
Dariusprime Posted March 18, 2010 Author Share Posted March 18, 2010 Don't feel bad. Here are the actual base Initiatives for my D&D character last Saturday: 4,2,3,6,1 ...and I have +3 bonus. I tore things up with spells, but I was one distracted halfling. Initiative: 1) Breakdown 25 2) Jack-of-All-Blades 19 3) Zombie Neighbors/Piranha Plants 14 4) Hellion 6 5) Fleur de Joie 5 2 Up/Monsters/2 Up. That works out nice. I usually go first-come-first-serve before/after the villains. Any preferences or does the community prefer initiative count? Link to comment
Gizmo Posted March 19, 2010 Share Posted March 19, 2010 Definitely initiative count. Also: I'm not fighting the monsters, Jack is! (I'm only PL 2...) Link to comment
Dariusprime Posted March 19, 2010 Author Share Posted March 19, 2010 PL 2? You're powerful! You can handle it. ;) Link to comment
quotemyname Posted March 19, 2010 Share Posted March 19, 2010 And without further ado, I shall make my first move. Sorry this took so long. Been distracted as of late. (Read: Thanks for waiting!) Move Action: Reconfigure Stun 11 (Extras: Area/Cone) [33pp] Super Movement 1 (Duck Walk) [2pp] (That second power is just for Ha's and is courtesy of Sandman Standard Action: Stun! Link to comment
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