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Post by andyman on May 29, 2013 14:40:32 GMT -5
In a last minute decision, the UN Security Council has ordered that not all of the Superheroes are to go on the mission against the Kree home planet, leaving the Earth defenseless. Captain Britain is one of those left behind as part of the Earth's Superhero defense forces. A day or two after his encounter with Fury, Captain Britain patrols a major city [this can be wherever you live in England if you like], when a vision of destruction and suffering meets his eyes and fills him with horror. The street ahead is full of screaming, running people, fleeing from peril behind them. At the next junction, innocent people are calling for help from a furiously blazing building. In the street beyond, a grim-visaged being with the powerful, orange arms of The Thing himself has lifted a car containing three helpless people, and is preparing to toss it into the fire. As Brian looks at the scene, and the flames lick hungrily about the building, he realizes that part of the building's front wall is only seconds away from falling into the street, onto the milling, frightened crowd below. Captain Britain's Hits: 50/100 Captain Britain's Hero Points: 4 Captain Britain's Hero Dice: 0
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Post by roxolid on Jun 7, 2013 11:07:08 GMT -5
OOC Getting back up to speed this week (been away 5 days or so) but will update tonight - and in the DC heroes game. Apologies for the delay.
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Post by roxolid on Jun 7, 2013 17:55:01 GMT -5
Captain Britain
Captain Britain's Hits: 50/100 Captain Britain's Hero Points: 4 Captain Britain's Hero Dice: 0
Captain Britain groaned inwardly
If that thing - whatever it was - had the strength and powers of 'The Thing', he was in deadly, serious trouble.
Regardless, he had his job to do - and it started with saving peoples lives!
Assessing the threat as best he could, he swooped down to hold up the wall, if only for a few seconds to allow the crowd to escape! He hoped his action might distract the... whoever or whatever it was, and cause it to put the car down. With the way things had gone lately, that wouldn't be likely - Brian wasn't that lucky!
ACTIONS
Fly down to hold up the wall for a few seconds, allow people to get clear. Then (if he gets chance) either catch, deflect or remove the car as best he can from peril. If that's who I think it is (Super Adaptoid?) Captain Britain is about to get his backside handed - again.
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Post by andyman on Jun 11, 2013 21:40:12 GMT -5
FYI: I got Captain Britain: Birth of a Legend for my birthday and just finished reading it last night.
There are only a few seconds in which Captain Britain can act. In the few moments it takes Captain Britain to hold the facade of the building to allow the crowd to escape, the car is thrown into the fire!
I'm awarding Captain Britain 1 Hero Point for spending a panel saving innocent bystanders. This raises the total to 5, which can be spent to use as a Hero Die. Normally, Captain Britain would be powerless to help the car's occupants because the correct sequence of actions for Captain Britain begins with deflecting the car away from the fire as it is thrown. However, you can chose to immediately spend the 5 Hero Points on a Hero Die to reactively use a power even when you have already gone. This is called "Whew! That was close!" on page 20 of the BASH! UE Role Playing Game. Please let me know if you want to execute "Whew! That was close!" in addition to what CB wants to do after preventing the facade of the burning building from collapsing into the street onto the crowds below. Captain Britain's Hits: 50/100 Captain Britain's Hero Points: 5 Captain Britain's Hero Dice: 0
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Post by roxolid on Jun 14, 2013 17:24:14 GMT -5
OOC Having all sorts of problems trying to post an update to this. Kind of randomly got to the stage where I can post something. The proboards 'upgrade' is taking some getting used to for me. I'm a member of a number of Proboards and my browser gets confused so that I have to log in manually.... every... time. Nnngh.
Anyway, the Captain Britain book has a definite charm about it. Whilst I prefer the grim/dark/gritty later run, I also have fond memories of the 70s run. Captain Britain was always a notch above street level in the early days. Don't think he had superhuman strength (probably max human) and pole vaulted around (!) before the Star Sceptre turned up and gave him genuine superhuman power. If you get the chance to catch up on the early (read: somewhat clumsy art by Alan Davis, who admits that he 'drew small' before realising Marvel could shrink down any pictures he drew and so his true art talents could shine through. His early art looks not much like the later stuff anyway) Captain Britain/Moore run he's quite different then too. The force field is far more functional and along the lines of what Invisible woman can do. I'm playing Captain Britain as he was in the final Moore run, where it seems to have mostly been forgotten about the force field. The earlier run had him forming force field hands, protecting others in a bubble and other stuff. If he could do that with his force field I'd have had him try and save the car AND the wall, but I'll take the 'Whew, that was close' option, thanks for that.
On another note - you've obviously played loads of supers games. Have you tried Supers! (free tryout version here) It's been compared to Marvel Heroic because of the way it does things, though that's a little unfair - it was out first. I'd also be interested in your opinion on BASH! as you clearly know the rules far better than I. Good, Bad, ugly? Any other systems you have ready to try out? Seems the supers genre is a crowded one these days...
So yeah, in summary, go for the 'whew, that was close!' option.
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Post by roxolid on Jun 14, 2013 17:26:28 GMT -5
OOC Figure out the problems. I use an old version of Firefox on my laptop and it doesn't like Proboards much. I'd update it, but the newer versions of Firefox remove some of the functionality that gives me reason to use Firefox in the first place
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Post by andyman on Jun 14, 2013 22:32:11 GMT -5
OOC: I find this board's new format takes some getting used to too. I'm not having any issues staying logged on though with Google Chrome. Thank you for the link to SUPERS!. I downloaded it and read the rules. The mechanic that makes me not want to play it is that Super Strength can be used to determine if you successfully hit a foe. BASH! UE used Agility for (To Hit) and Brawn or Mind for damage (in most cases), which is one of my RPG requirements. I want a Nightcrawler that can hit you, but if you have armor it will not hurt and I want the Rhino, who will hurt you, but only if he can hit you. In my opinion BASH UE! has some rules that need fixing, but I feel it is a fixable system with some tweaking of the power levels and some of the rules. As for Captain Britain, I now have either reprints or the actual comic for every appearance of Captain Britain since his first appearance through to his early years in Excalibur. Since Captain Britain rarely extended his forcefield beyond personal range after it became part of his suit, I considered this to be a "Power Stunt!" for the BASH! UE version of the character. this means Captain Britain can spend a Hero die to use his Armor power as if it were Force Field, Deflect or maybe even Push or Immobilization. But, after spending the Hero Die to react, CB has no more Hero Dice to also pull a power stunt. Fortunately, this won't be necessary.
After spending precious seconds, delaying the collapse of the burning building's facade, Captain Britain (at the last possible moment) deflects the car away from the fire as it is thrown. Whew! That was close!The landing does not harm the occupants beyond a few cuts and bruises. CRASH!Pert of the building's front wall now collapses into the street, but thanks to Captain Britain's earlier efforts, the frightened crowd below reached safety just in the nick of time! Innocent people are still calling for help from within the furiously blazing building, and the grim-visaged being with the powerful, orange arms still needs to be dealt with! Captain Britain's Hits: 50/100 Captain Britain's Hero Points: 0 Captain Britain's Hero Dice: 0
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Post by roxolid on Jun 18, 2013 17:58:14 GMT -5
Captain Britain
Captain Britain's Hits: 50/100 Captain Britain's Hero Points: 0 Captain Britain's Hero Dice: 0
OOC I have a feeling this fight will be short n sweet. As far as I can recall (it's decades since I last used or saw Super Adaptoid or whatever that is in comics or in the original Marvel Superheroes game) the robot can hold its own against the Fantastic Four. Still, a decent dice roll might throw up a surprise... I hope!
Captain Britain rolled his neck and popped his knuckles.
He didn't recognise the bad guy but he didn't need to - actions spoke louder than words. Super Strength, used to threaten innocents. The orange bricks looked familiar too...
"I don't suppose there's any point in..."
He flew at the creature and gave his best punch...
"Talking this over?"
ACTION
Try and take the bad guy by surprise, but otherwise just hit it.
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Post by andyman on Jun 23, 2013 22:05:55 GMT -5
NOTE: I added a new Power to the Captain Britain character sheet - Unarmed: Special Attack 4: +2 Hit (x4), +2DM (x5) 4pts
Captain Britain rolls to Attack (I have a Captain Britain action figure and I used him to roll the dice.): 2 + 2 doubles! + 5 = 9 x 4 Hit = 36 Super-Adaptoid rolls Defense (I'm using a Thing action figure): 6 + 2 = 8 x 1 Agility = 8 HIT! FYI: Before rolling an attack, you can declare a called shot. To succeed, you need to hit by 10 or more. If there is no other effect (like disarming, breaking a gadget, tripping, avoiding cover, etc) a called shot does +10 Result Bonus to the damage.
Captain Britain rolls Damage: 2 + 2 again! + 1 = 5 x 5 DM = 25 Super-Adaptoid Rolls Soak: 3 + 5 = 8 x 5 Brawn = 40
Super-Adaptoid takes the punch and returns it with one of it's own!
Super-Adaptoid rolls Attack: 1 + 1 doubles + 5 = 7 x 4 Hit = 28 Captain Britain rolls Defense: 1 + 2 = 3 x 2 Agility = 6 HIT!
Super-Adaptoid rolls Damage: 6 + 2 = 8 x 7 DM = 56 (Knockback 26 feet) Captain Britain rolls Soak: 4 + 2 = 6 x 4 Soak = 24 (takes 32 Damage!)
SLAM!
Captain Britain is knocked back into the burning building!
Knockback Damage: 5 + 6 = 11 x 3 = 33 Captain Britain rolls Soak: 4 + 5 = 9 x 4 = 36
Captain Britain is knocked down, but suffered no further damage from hurtling through the wall. His now prone form is surrounded by some of the thirty men, women and children trapped within!
Captain Britain's Hits: 18/100 Captain Britain's Hero Points: 0 Captain Britain's Hero Dice: 0
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Post by roxolid on Jun 30, 2013 18:19:35 GMT -5
Captain Britain
Captain Britain's Hits: 18/100 Captain Britain's Hero Points: 0 Captain Britain's Hero Dice: 0
"Good Grief!" splutters Captain Britain as he struggles to his feet. He looks around at the civilians around him and splutters "oh no..."
Captain Britain gathers his fading strength and flies at the Super Adaptoid as fast and as hard as he can, hoping to grab an arm, head, handful of bricks, whatever, and fly up and out of there, trying to gain as much altitude as possible, and (if he gets that far) toss the Android into the Thames!
OOC I'm not sure what the appropriate attack is - probably a charge I guess - but Captain Britain needs to get those civilians to safety, so he's laying his own butt on the line to fly at the Adaptoid, slam into it and fly out and up, up, up! Hopefully that will buy the people time to get out of the building. Captain Britain might be a fairly 1 dimensional Brick type character, but he's not stupid and knows when he's outclassed. That said, I like game systems that offer some (even if tiny) chance of inflicting some kind of damage through dice rolls. The original Marvel Game made it impossible to hurt someone if their Body Armour matched or exceeded your attack.
So, charge/fly into/grab Adaptoid and fly it out of the building and up. I can see Cap getting his teeth knocked out, but if the people escape it might be worth it. Well, ok, mostly worth it.
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Post by andyman on Jul 3, 2013 17:49:50 GMT -5
Captain Britain can normally fly 15 squares and then attack, but since he is knocked down half those squares rounded down are used in just getting up (7 squares). A square is 5 feet, so Captain Britain can fly 40 feet and then try to grab the Super Adaptoid. Fortunately, he was only knocked back 26 feet, so he is able to reach Super Adaptoid to attempt the grab. (It's not a slam to lift him into the sky.) Captain Britain's turn will end with the grab though, unless you succeed by 10.
Captain Britain rolls his Agility 2 to Grab and Super Adaptoid rolls Agility 1 to resist.
CB: (2+4) x 2 = 12 SA: (3+5) x 1 = 8
The grab is successful!
For it's Panel, Super Adaptoid tries to break free.
SA: (3+6) x 1 = 9 CB: (5+4) x 2 = 18
The Adaptoid failed to escape. It's now the next Page and Captain Britain can attempt a Carry.
Carry (page 22): Make a Brawn contest and you can carry them kicking and screaming wherever you move. Fail by 10 or less and you move at half normal speed. Fail by more than 10 and you have to drop the person to move.
CB: (6+2) x 3 = 24 SA: (5+4) x 6 = 54
Captain Britain failed by 30! Will you continue the grab, but stay on the ground or let go in order to move?
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Post by roxolid on Jul 5, 2013 17:48:46 GMT -5
Captain Britain
Captain Britain's Hits: 18/100 Captain Britain's Hero Points: 0 Captain Britain's Hero Dice: 0
"Get away! Get out of here!" bellows the Captain as he grabs onto the Robot and cries out to the civilians.
Knowing he was outmatched but devoid of choices - it was keep this thing busy and buy time for the bystanders to escape or leave them to their fate whilst he saved his own skin!
So, no choice then.
"Damn you, what do you want? Why are you doing this?" yelled the Captain, holding on for dear life and trying to stop the enemy from doing anything until the bystanders have escaped.
ACTIONS
OOC Buy time (if possible) for the civilians to get clear. That means grab/hold on for as long as possible and probably get all his teeth knocked out in the process...
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Post by andyman on Jul 12, 2013 21:46:19 GMT -5
Enraged, the Super-Adapthing tries to strike at its aggressor.
Super-Adaptoid rolls Attack: 1 + 2 = 3 x 4 Hit = 12 Captain Britain rolls Defense: 1 + 5 = 6 x 2 Agility = 12
This is a good time to introduce The Golden Rule from page 16.
THE GOLDEN RULE Heroes always win a tie. If two heroes are contesting each other, and tie, the winner is whoever is being more heoic at the moment! Whenever you must round anything, always round in the Hero's favor.
So Captain Britain almost gets pummeled, but almost doesn't count.
People start to exit the burning building through the hole Captian Britain made with his body. (Or more accuratley, the hole Super Adaptoid made with Captain Britain's body.)
It's now Captain Britain's turn, and since the Super Adaptoid is Grabbed, he can try any of the following (or do something else).
Carry Throw Them Crush Them/Joint Lock Hit Them Wield Them Disarm Them Restrain Them Block with Them
I'm also awarding Captain Britain 1 Hero Point for sacrificing himself by continuing to wrestle with the Super Adaptoid to keep it busy while bystanders escape.
Captain Britain's Hits: 18/100 Captain Britain's Hero Points: 1 Captain Britain's Hero Dice: 0
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Post by roxolid on Jul 22, 2013 17:28:39 GMT -5
Captain Britain
Captain Britain's Hits: 18/100 Captain Britain's Hero Points: 1 Captain Britain's Hero Dice: 0
Feeling somewhat outgunned, Captain Britain knows he doesn't have much of a choice.
He doesn't know what this thing is, what it wants or why it has chosen now to strike, but CBs goal was clear - he had to get it away from that falling building. Bringing criminals to justice was all well and good, but justice would have to wait if it meant having to save the lives of innocent bystanders!
With that in mind Captain Britain tries his best to drag the enemy through the sky and head towards the Thames - where he hopes to be able to deposit the 'Thing' into those brown murky waters - and hopefully cool it off some!
ACTIONS
Fly at top speed and hold on for dear life to the bad guy then toss it in the River Thames if at all possible! It's a tall order but going toe to toe with this thing isn't an option with peoples lives at stake. If required use that Hero Point.
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Post by andyman on Aug 4, 2013 21:58:48 GMT -5
Carry: Make a Brawn Contest and you can carry a grabbed opponent wherever you move. Fail by 10 or less and you move at half normal speed. Fail by more than 10 and you have to drop the person to move.
CB: (1+5) x 3 Brawn = 18 SA: (2+4) x 5 Brawn (I adjusted Brawn ratings in the Arts & Leisure Thread) = 30
Unfortunately, Captain Britain would have had to have 2 Hero Points to raise his roll to 20. He just missed it!
The Super Adaptoid does not like this and tries to escape.
SA: (3+5) x 1 Agility = 8 CB: (2+4) x 3 Agility (I've also adjusted Captain Britain's Agility) = 18
Super Adaptoid struggles to free himself, but fails, so Captain Britain can now try Carry again.
CB: (4+3) x 3 Brawn = 21 SA: (1+3) x 5 Brawn = 20
SUCCESS!
Captain Britain flies at top speed (for Flight 3 that is 45 squares), holding on for dear life to the bad guy!
The bad guy also now tries to hold onto Captain Britain to prevent from being dropped. If successful, both CB and SA will be grabbing each other. The Adaptoid does not want to be thrown in the Thames.
SA: (2+5) x 1 Agility = 7 CB: (2+5) x 3 Agility = 21
Yes, I rolled the same twice in a row. Good news for you, bad news for the baddie. Captain Britain can now execute a Throw Them maneuver.
Throw Them: Roll Brawn with a +2 Multiplier Bonus. Your held target takes the result, reduced by 10x their Brawn, as knock-back and is released from your grasp.
CB: (1+3) x (3+2) Brawn = 20 SA: 10 x 5 Brawn = 50
SPLASH!
Hitting the water didn't seem to hurt it, but the orange rock creature sinks into the Thames.
Captain Britain's Hits: 18/100 Captain Britain's Hero Points: 1 Captain Britain's Hero Dice: 0
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