Page 10 of 16
Re: A city of wonders... and dangers! (hero arc)
Posted: Wed Feb 04, 2015 2:01 pm
by Rukellian
atpollard wrote:Rukellian wrote:Some of them are suffering from 2nd to 3rd degree burns, however, and will need immediate medical attention.
... Now I bet you wish that you had Doctor Gemma Townsend around!
[Sorry, I couldn't resist.
]
Hehe
Re: A city of wonders... and dangers! (hero arc)
Posted: Thu Feb 05, 2015 4:26 pm
by Zhym
SCAMP will butt his head against the trash can to roll it down the stairs against any incoming thugs.
Re: A city of wonders... and dangers! (hero arc)
Posted: Tue Feb 10, 2015 5:41 pm
by Rukellian
PyroArrow wrote:Maximillian Arikas [Aether] & Steve Sanderson [Flicker]:
Max & Steve will stay with the injured until ambulances arrive before partaking to head 4 miles north east to Rook industries using their teleport or telekinesis abilities.
The road is in such a state of ruin right now that ambulances will not be able to make it to the citizens in time. Do you continue to wait and hope someone shows up or carry them yourself to the ASF relief camp outside the main gate, some distance away? The road is still crawling with flames and shady looking thugs just waiting for the right time to strike.
Aether can teleport to the camp by riding the air currents, but he will need a blue success to carry some citizens with him, given the strain it will put on him. Flicker could use his teleport gun to reach the camp as well, but if he does not land a blue success or higher, some of the citizens will come out of the teleport severely wounded and perhaps dead. The science behind quantum teleportation technology is still dicey at best and has proven to be only truly safe on non-living objects and Flicker himself.
Scamp rolls a trashcan down the staircase that a group of thugs are using and successfully sends them falling backwards, slipping and falling to great effect. Permafrost takes advantage of the confusion and freezes them all to the ground using her ice ability. The lack of moisture in the air, however, reduces her power's effectiveness and only encapsulates 3 of the 5 thugs. Two get back up on their feet slowly, only to find their heads abruptly bang against each other. They collapse to the ground again, this time on top of Professor Perryton's feet. The professor dusts off his hands and adjusts his spectacles, a smug smile now on his face. He escorts the now tired Permafrost out along with Scamp, knocking debris away with his bare hands as they descend down the catwalks. It is quite the sight to see, witnessing this old man's feats of heroic strength. The heroes wonder just how he does it, considering how scrawny looking he appears.
Re: A city of wonders... and dangers! (hero arc)
Posted: Tue Feb 10, 2015 9:28 pm
by MonkeyWrench
Raven looks around,
"Take the citizens to the camp, I will cover the group." he unslings his sniper rifle and begins walking towards the side, nodding towards the professor,
"Don't let Elsa get hurt." With that he teleports out.
Teleportation 40: [1d100] = 50
Ruke:
Re: A city of wonders... and dangers! (hero arc)
Posted: Wed Feb 11, 2015 1:27 am
by PyroArrow
Maximillian Arikas [Aether] & Steve Sanderson [Flicker]:
Ok, Max will take the risk of attempting to carry the injured to the ASF relief camp outside the main gate.
While Steve will stay & guard the others until Max returns.
Max attempts to teleport with one of the victims:
[1d100] = 7
Unfortunately his first attempt fails...
Re: A city of wonders... and dangers! (hero arc)
Posted: Mon Feb 16, 2015 6:26 pm
by Rukellian
Sorry for the delay. I really do have a bad habit of losing track of time when away from the forums.
Max/Aether's attempt at teleporting a citizen to the camp is met with unattended consequences. While riding the air currents, he finds that the carrying weight of the citizen is too much strain when he himself is moving. Arriving at the camp, he reverts back to his original form, but in a dazed state at that (unconscious) for
[1d10] = 1 turn. Does Steve start carrying the wounded manually to the camp? Know that Raven is now providing sniping support from above, to help fend off potential thug attacks along the way. If so, how many? The last post has left him guarding the wounded, not transporting.
If Raven is to provde support from above, I'd ask that you prepare a batch of rolls for this ahead of time, so that when I respond it can be all done in one shot. The rolls will make use of your coordination rank value, also, remember to roll for initiative.
Re: A city of wonders... and dangers! (hero arc)
Posted: Mon Feb 16, 2015 7:05 pm
by MonkeyWrench
So 1d100+Coordination rank? want to make sure that is the macro i'm making.
I made a bunch of rolls anyway....
Sniper Rolls for Ruke:
Re: A city of wonders... and dangers! (hero arc)
Posted: Mon Feb 16, 2015 8:21 pm
by PyroArrow
Steve Sanderson [Flicker]:
Some rolls for carrying the wounded to the camp:
Re: A city of wonders... and dangers! (hero arc)
Posted: Tue Feb 17, 2015 2:22 pm
by Rukellian
MonkeyWrench wrote:So 1d100+Coordination rank? want to make sure that is the macro i'm making.
I made a bunch of rolls anyway....
Sniper Rolls for Ruke:
It's just the d100 result. You are using your rank value for Coordination to see how well you did on the master table for success. Of the five shots you listed only the 2-4 were successes, meaning that your first and last shot failed, and could have some serious reprecussions to your repute. Seeing a wounded civilian accidently getting sniped by a hero is quite the spectacle if caught on live television... oh wait, did I mention to you guys earlier that a news crew is in the air catching all of this? I wonder how my dice rolls will turn out for those two wild shots...
-----
PyroArrow wrote:Steve Sanderson [Flicker]:
Some rolls for carrying the wounded to the camp:
Again, you do not add the d100 result with your rank values, just as a friendly reminder. You use the rank value to see if a master table d100 roll was a success or fail. Carrying civilians by hand is an easy feat for you. If you attempt to carry two or more at a time, we will need to roll a Fortitude check to see how soon Steve/Flicker would become exhausted.
Exhaustion
A character can move for a number of turns equal to the Rank Value of his Fortitude before he runs the risk of suffering from exhaustion. The character must roll d% on the Master Table using the character’s Fortitude Rank Value:
Black = You collapse and must rest for 3-30 turns.
Red = You collapse and must rest for 2-20 turns.
Blue = Your fine, keep going
Yellow = Your fine, keep going
The character must continue rolling once each turn at a -10 penalty to his Fortitude Rank Value until he rests for 10 turns.
So, in light of this information, please roll again only once for intitiative, and then for each trip you will make in carrying the civilian(s). There are currently six wounded that need to be transported.
Re: A city of wonders... and dangers! (hero arc)
Posted: Tue Feb 17, 2015 3:45 pm
by MonkeyWrench
gotcha, I'll remove the coordination from the 1d100 macro then, lets see if Raven kills a civvy or two!
Re: A city of wonders... and dangers! (hero arc)
Posted: Wed Feb 18, 2015 4:35 am
by PyroArrow
Steve Sanderson [Flicker]:
Steve attempts to carry the civilians to the camp:
Inititive:
[1d100] = 9
Steve attempts to carry two of the Civies on his first attempt:
Fortitude Roll:
[1d100] = 12
2nd attempt with two Civies:
Fortitude Roll:
[1d100] = 33
3rd attempt with last two Civies:
Fortitude Roll:
[1d100] = 17
Re: A city of wonders... and dangers! (hero arc)
Posted: Tue Feb 24, 2015 1:53 pm
by Rukellian
[1d100] = 28 Wild shot result, below fifty equals hit on friendly.
[1d3] = 3 Which friendly was hit? Two civies were first two dice results, Flicker being the third. Flicker gets hit.
Okay, Flicker picks up two civies during his first trip to the ASF relief camp. During the trip, two thugs jump him from the left, one carrying a chain, the other an iron bat. Raven attempts to fire his sniping rifle at one of the thugs, but misses and ends up hitting Flicker square in the back. Flicker staggers and falls to the ground, his suit preventing any injury, but dropping two civies in the process. The thugs will be upon the civies in the next round. I will factor in Raven's next shot in this round. Pyro, what will you have Steve/Flicker do?
Re: A city of wonders... and dangers! (hero arc)
Posted: Tue Feb 24, 2015 3:23 pm
by MonkeyWrench
Well... at least his next shot is a headshot! So... there's that at least.
Re: A city of wonders... and dangers! (hero arc)
Posted: Wed Feb 25, 2015 2:48 am
by PyroArrow
Steve Sanderson [Flicker]:
After a bit of bit of a "What the heck?!", from what felt like getting whacked by an aluminum bat, Steve, rolls over & tries to hop back onto his feet, his first thought to protect the Civies.
So, Flicker tries to put himself between, the civies & thugs.
He would use his Shell power to block the thugs.
Shell [40]: 1d100 Roll:
[1d100] = 71
Re: A city of wonders... and dangers! (hero arc)
Posted: Thu Feb 26, 2015 12:39 pm
by Rukellian
Using the sturdy materials of his suit of armor, Flicker shields the civies from the blunt attacks of the thugs. Flicker does not take any damage from the attacks, the thugs swinging wildly, it is no wonder their attacks are glancing off of the suit's surface. One of them manages to wrap a chain around one of Flicker's arms, but is not able to capitalize on it as a sniper rifle fires off in the distance. Silent, but deadly effective as the projectile fired peforms a double head shot, the thugs having lined up just right after their attacks. They collapse to the ground dead and the civies are then safely carried to camp. Four remain, and as Flicker returns, he can see the Professor helping carry one himself, nodding his head showing he will be fine.
Flicker returns to the wounded and picks up two more, this time a bit more confident in his ability to get them to the camp more quickly. Just like last time, more thugs appear, hoping to take advantage of the situation. There are four of them this time, and two are armed with handguns.
What will you do?
Re: A city of wonders... and dangers! (hero arc)
Posted: Sat Feb 28, 2015 12:42 am
by PyroArrow
Steve Sanderson [Flicker]:
Steve lowers the wounded civies to the ground, in back of him & then raises his ups up in surrender at the thugs with handguns.
Says,
"Ok, boys, what do you want? can you not see I am trying to get wounded to a triage?"
Flicker is hoping Raven is zeroing in on the thugs with the guns!
Re: A city of wonders... and dangers! (hero arc)
Posted: Mon Mar 02, 2015 7:08 pm
by MonkeyWrench
Well my next roll was a hit so he definitely got one of them!
Once the last roll comes into play though I'd duck and cover....
Re: A city of wonders... and dangers! (hero arc)
Posted: Wed Mar 04, 2015 4:59 pm
by Rukellian
PyroArrow wrote:Steve Sanderson [Flicker]:
Steve lowers the wounded civies to the ground, in back of him & then raises his ups up in surrender at the thugs with handguns.
Says,
"Ok, boys, what do you want? can you not see I am trying to get wounded to a triage?"
Flicker is hoping Raven is zeroing in on the thugs with the guns!
The gang members pause for only a brief moment as they exchange amused looks and snickers. They then continue their descent upon Flicker, feeling quite confident with their numbers.
"You not going to fight? Fine by us! We will just help ourselves to your suit then, might be able to sell it for a nice chunk of change on the market!" says the one of the gang members in a clearly drugged state.
A sniper rifle fires off from a distance and strikes one of the gunmen down. Surprised from the attack, the other gunman aims to the sky and fires off a shot where he thinks the bullet came from. He misses badly. The other two melee combatants charge Flicker, swinging their blunt weapons at him. One strikes true, dealing 10 damage, while the other one just recoils off the armor.
I have Raven's next sniper shot figured into the next round, will just need Flicker's input and we can move on

Re: A city of wonders... and dangers! (hero arc)
Posted: Wed Mar 04, 2015 9:17 pm
by PyroArrow
Steve Sanderson [Flicker]:
Flicker tries to tackle the remining thug to the ground:
Brawn (50):
[1d100] = 20
Melee (10):
[1d100] = 91
I forgot what Aether was doing, did he not go off somewhere to help with something else?!
Re: A city of wonders... and dangers! (hero arc)
Posted: Thu Mar 05, 2015 12:52 pm
by Rukellian
PyroArrow wrote:Steve Sanderson [Flicker]:
Flicker tries to tackle the remining thug to the ground:
Brawn (50):
[1d100] = 20
Melee (10):
[1d100] = 91
I forgot what Aether was doing, did he not go off somewhere to help with something else?!
Max/Aether's attempt at teleporting a citizen to the camp is met with unattended consequences. While riding the air currents, he finds that the carrying weight of the citizen is too much strain when he himself is moving. Arriving at the camp, he reverts back to his original form, but in a dazed state at that (unconscious) for [1d10] = 1 turn.
The result quoted was do to your roll before hand with Aether.
Aether has not been given any actions or rolls to go off of after this one turn of being unconscious. He is currently at the relief camp, most likely back up on his feet.