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Post by andyman on Nov 5, 2013 21:32:53 GMT -5
Chapter 5:COUNTDOWN:ARMAGEDDONTrapped in a Kree ship on autopilot, Captain Britain is lifted towards a large satellite. This landing craft he's in is heading towards one of the docking bays on the flank of the bigger vessel. Name | F | A | S | E | R | I | P | Health | Karma | Powers | Captain Britain | Rema | Rema | Incr | Rema | Exce | Rema | Exce | 86/130 | 160 | Flight, Force Field |
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Post by roxolid on Nov 16, 2013 18:44:09 GMT -5
Captain Britain (Health: 86/130 Karma: 160)
Captain Britain looks at the controls of the vessel with a blank expression.
Clearly, he wasn't thinking straight. All that had gone on, the beatings he'd taken, the confusion and the growing prospect of an alien invasion were taking their toll! The scientific mind of Brian Braddock was clouded by anger. Anger at having been humiliated, manipulated and pushed around!
Popping his knuckles, he then rolled his neck and watched the oncoming satellite loom larger in his vision and he fought to calm himself. Think Brian! If the Kree were really intent on conquering the Earth that satellite might be a base or spying outpost of some kind. Perhaps there was a chance of setting a spanner in the works and sending a clear message to the Kree homeworld that Earth was not to be trifled with! That just one of the people there, a single man, was able to make a difference, and the entire planet could be united as one against alien aggressors even if they couldn't get on as neighbours!
He snorted, stifling a laugh at the last thought. Still, he had to do something. He was Captain Britain!
ACTIONS
Search the ship for a space suit of some kind, or oxygen supply. If this turns nasty there's hard vacuum out there. Death in the cold blackness of space is enough to give pause even to superhumans!
Once that is done, he will fly, floating near the ceiling above the doorway in whatever concealed position he can find to watch what happens when the ship docks, and who comes aboard. If nothing else, he'll be able to gauge the level of opposition. Charging out of the ship like a bull in a china shop is his last option, but remains on the list nonetheless. We'll see what the first options come up with first...
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Post by andyman on Nov 16, 2013 21:37:17 GMT -5
Searching the landing craft, Captain Britain discovers a number of things. It has a Disabling Device (which has been switched off), a targeting computer, an autopilot system (which has been switched on) and a third device he hasn't had a chance to look at yet. Reason FEAT roll: j0vRRVpe1-100 [Finally, a good roll for Captain Britain!] The device looks similar to technology his sister Betsy works with as a member of the S.T.R.I.K.E. psi-division. It is switched off. Nearby is a Kree helmet, large enough for Captain Britain to fit on over his own. The ship docks and when the airlock opens, Cap can see that two Kree soldiers are on the other side, ready and waiting! Name | F | A | S | E | R | I | P | Health | Karma | Powers | Captain Britain | Rema | Rema | Incr | Rema | Exce | Rema | Exce | 86/130 | 160 | Flight, Force Field |
1-100
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Post by roxolid on Nov 24, 2013 17:18:07 GMT -5
Captain Britain (Health: 86/130 Karma: 160)
"Disabling Device... to disable what?"
...wonders the Captain. He grabs the Kree helmet and as an afterthought tries to set the targeting computer to target the mother ship that he'd landed in. He then switches the auto pilot off, and considers his options.
The Kree would never accept him as one of their own - the blue skin saw to that. Perhaps best then to stay out of sight and let the two Kree board, then strike from the side and hope to catch them unawares.
ACTIONS
Using what time he has, Target computer set to target the mother ship, Auto Pilot off, hide to the side or above (if he can floating near the ceiling) the door and wait till the Kree board, striking from above/behind first one then the other depending on how tough they are.
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Post by andyman on Nov 24, 2013 21:33:56 GMT -5
NOTE: None of the controls have anything written in English on them. The disabling device could disable the vehicle for use. Captain Britain just figured that out using his technical know-how. Suppressors on the Kree landing ship's weaponry computer prevent it from targeting the Kree mother ship and an alarm is sounded! The two Kree soldiers in the airlock fire into the craft with hand weapons. Kree #1: 1PXNb|YS1-100Kree #2: 1-100One shot hit's Captain Britain, but the blast from this light shipboard weapon carom's off of Brian's bio-electric force field. Name | F | A | S | E | R | I | P | Health | Karma | Powers | Captain Britain | Rema | Rema | Incr | Rema | Exce | Rema | Exce | 86/130 | 160 | Flight, Force Field |
1-100�1-100
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Post by roxolid on Nov 28, 2013 19:25:51 GMT -5
Captain Britain (Health: 86/130 Karma: 160)
"Huh! Now THIS part I can understand..." says the Captain and he growls under his breath before launching himself at the Kree!
OOC Can't remember if there is an equivalent of multi attack in the Marvel Rules. If it makes things too difficult will concentrate on one kree, then the other. Slugfest, use karma to get a green result at least.
Captain Britain barrelled towards the Kree and laid about him with fist and foot, trying to batter the aliens into submission! Even though he considered himself at war with them still he was no killer and he would only do what was necessary to put them down rather than cause lasting damage. If possible he wanted to batter one to almost unconscious and try to get some answers!
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Post by andyman on Nov 29, 2013 21:52:56 GMT -5
For Slugfest combat to occur the opponents must be in the same area and in the same general location. The Kree soldiers are in the airlock, and therefore in a different area than Captain Britain, so he can not engage in Slugfest this action. Captain Britain can either just move to the airlock this action, or Charge into the airlock this action. A character must move at lease one area to make a charging attack, but may move his entire movement rate. For each area the character moves through before reaching his target, the attacker gets a +1 CS, up to a maximum of +3 CS. I'm going to consider moving through an area to mean that you entered and exited an entire area. Thus the shortest charge from one area to an adjacent area will not garner a +1 CS advantage. Without this interpretation, every charge would have at least a +1 CS bonus. I think Charging is powerful enough with out adding an automatic +1 CS. Attacking Multiple Targets: A hero may attack multiple adjacent targets in a single turn with a blunt slugfest attack or energy or force attacks. All targets must be adjacent to the hero. A single FEAT roll is made at -4 CS. The result of that FEAT roll applies to all opponents. Charging is not considered Slugfest and the enemies are not adjacent to Captain Britain, so he can only attack one Kree this turn. I'll take it you will use Karma to Charge one of the soldiers. Your Endurance is Remarkable, so you need a 36 to hit. Ez2750wA1-100I't a good thing you spent Karma. 18 Karma spent and you hit! The Kree soldier takes 30 damage, but he's still standing! The two soldiers now use their shipboard hand blasters as blunt weapons and swing them at Captain Britain! Kree #1 (Hurt) 1-100Kree #2 (Unhurt) 1-100YIKES! The hits cause no Health damage, but the first hit is a potential Slam and the second is a potential Stun. Rolling for Captain Britain to check for Slam: 1-100 A Grand Slam! Captain Britain is knocked all the way to the back of the Kree landing ship... and crashes through the Good Body of the craft out into space!!! This is the last time I'll roll for multiple attackers at the same time, because now Kree #2 can't score that 98 hit on Captain Britain, because you've already been slammed away. Well, Kree #2 closes the airlock door so they don't get swept out into the void as well. Now what are you going to do? Name | F | A | S | E | R | I | P | Health | Karma | Powers | Captain Britain | Rema | Rema | Incr | Rema | Exce | Rema | Exce | 86/130 | 142 | Flight, Force Field |
1-100�1-100�1-100�1-100
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Post by roxolid on Dec 5, 2013 4:20:55 GMT -5
Captain Britain (Health: 86/130 Karma: 142)
Eyes wide in genuine fear, Captain Britain hopes his forcefield will offer some protection against the hard vacuum and flies straight back through the hole...
Then tries to fly past the Kree (charging through them if need be) and into the airlock. He'll start to close the airlock but offer the chance to the two soldiers to get in before the whole ship decompresses.
ACTIONS Fly back into ship Fly into airlock Start to close airlock door but off chance for soldiers to get in before they die Use karma on all actions if a roll is required.
Eh... who knew spaceships are made out of paper? They don't build 'em like they used to.
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Post by andyman on Dec 5, 2013 21:41:21 GMT -5
Kree #2 already activated the airlock door, so the outer airlock is closing now. Captain Britain needs to get through the landing craft and the closing airlock to reach the Kree Mothership. The break at the back of the landing craft is sending air and any lose items out into the void of space. I'm going to treat the area of the landing craft with obstacles in the way of Brian getting in the airlock to be equivalent to a cluttered area--the hero must make an Agility FEAT roll to move into or out of a cluttered area. CB will use Karma as directed to enter the cluttered area. 2AIOyYx71-100He's in the landing craft! (But down 10 Karma) Now let's see if he can get out of the vacuum-chaotic landing craft area though the airlock door at the front. He's spending Karma for this too. 1-100OK, down 10 more Karma and the airlock door now closes behind him...just in the nick of time too! A third roll is now needed for the charge attack. Having flown completely through 1 area CB gets a +1 CS to hit and the target will take +2 tamage (32 total) when we hits. [He will hit because Karma is being used.] 1-100Captain Britain charges into Kree #2 and scored a Slam result! Kree #2 checks for Slam? using Karma (from a total of 26): 1-100 Spending 22 Karma the Kree reduced the effect from Grand Slam to 1 Area and Kree #2 is slammed back into the mothership. (And only has 4 Karma left, which won't help him.) Captain Britain is now alone with Kree #1 in the airlock. Kree #1 tries to club CB again with the but of his gun, using Karma! 1-100 He fails so bad he just loses 10 Karma, so Kree #1 is left with 16 Karma. Inside the Kree Mothership, Kree #2 shouts something like "Intruder!" or "Help!" in Kree, as he picks his bruised body up off the floor and runs away to Captain Britain's left. Name | F | A | S | E | R | I | P | Health | Karma | Powers | Captain Britain | Rema | Rema | Incr | Rema | Exce | Rema | Exce | 86/130 | 112 | Flight, Force Field |
1-100�1-100�1-100�1-100�1-100
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Post by roxolid on Dec 14, 2013 15:24:23 GMT -5
Captain Britain (Health: 86/130 Karma: 112) "Not so fast! I want answers!" bellows the Captain as he swoops up behind the pair and delivers a leg swipe to (hopefully) bring the Kree down!His intentions were to batter the fellow into submission - but not unconsciousness. He needed to find out what was going on, and why the Kree had decided that now of all times was the best time to strike at Earth! In addition he needed to know their next move, the extent of their forces, and perhaps most important of all, how to get back to Earth to warn Fury and the relevant authorities! This was too big for one man alone! ACTIONSAttempt to bring the Kree down... use Karma From there batter until the guy has had enough. Use backhand smacks across the face and pull his punch to leave the fellow on a couple of health. Use karma.
If that happens as required? Question time
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Post by andyman on Dec 14, 2013 18:45:19 GMT -5
Captain Britain (Health: 86/130 Karma: 112) "Not so fast! I want answers!" bellows the Captain as he swoops up behind the pair and delivers a leg swipe to (hopefully) bring the Kree down!His intentions were to batter the fellow into submission - but not unconsciousness. He needed to find out what was going on, and why the Kree had decided that now of all times was the best time to strike at Earth! In addition he needed to know their next move, the extent of their forces, and perhaps most important of all, how to get back to Earth to warn Fury and the relevant authorities! This was too big for one man alone! ACTIONSAttempt to bring the Kree down... use Karma From there batter until the guy has had enough. Use backhand smacks across the face and pull his punch to leave the fellow on a couple of health. Use karma.
If that happens as required? Question time Are you flying past the Kree that is adjacent to you in the airlock to chase the second Kree that ran away (and is currently out of sight, but you can hear him yelling)?
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Post by andyman on Dec 20, 2013 23:39:30 GMT -5
OOC: To keep this moving, I'll go with CB chasing down the Kree that's trying to get away. I also learned not to post maps with positions based on the beginning of a post anymore, because after the actions everyone is moved. Showing the final positions at the end should clarify where everyone is, so we don't get our messages crossed again.Captain Britain is executing a move and attack on a moving target, so he needs a 46 to hit with a pulled punch for 20 damage. He's spending Karma (at least 10). BBbcb8vO1-100Pow! He knocks the fleeing Kree against the wall, taking the fight out of him. However, before he can interrogate the alien, the first Kree approaches from the airlock doorway, firing his shipboard hand weapon. (Needing a 56 to hit.) 1-100The Kree misses. Rolling Intuition for Captain Britain: 1-100 Brian can hear the sounds of footsteps approaching from the other side of the doorway ahead and to his right. (see map) Name | F | A | S | E | R | I | P | Health | Karma | Powers | Captain Britain | Rema | Rema | Incr | Rema | Exce | Rema | Exce | 86/130 | 102 | Flight, Force Field |
1-100�1-100�1-100
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Post by roxolid on Dec 28, 2013 19:41:44 GMT -5
Captain Britain (Health: 86/130 Karma: 102)
Captain Britain snarls, pulls a fist back and readies it to slam into the face on the newcomer! By now he's had enough and needs answers...
Though he's realistic enough to know that his foe will wear him down via sheer numbers! They know he's here, so he needs to take out the new guy, get some answers out of whoever still has their senses remaining, then... then what Brian?
Right now he didn't know. Transmit some warning to Earth? Hi-jack a ship? Hi-jack this whole station somehow? Duck into the ventilation system and keep a low profile to gather information? How much time did he have?
Oops.
Hit first. Figure stuff out later.
ACTIONS
Use Karma to lay down the smack on whoever is coming through the door and round the corner, then turn on whoever is left on their feet before turning to the guy he half clobbered with the intention of interrogating.
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Post by andyman on Dec 30, 2013 21:59:34 GMT -5
While Captain Britain holds his punch for Kree #3 approaching his font, Kree #1 fires at his back. ZARK!FwNmgUFD1-100 The shot goes wild, scaring the previously bludgeoned Kree #2 into a low cower. (He dodges.) Finally, the door opens and Kree #3 comes face to face with Captain Britain! 1-100 with 20 Karma that becomes a possible Slam. Kree #3 Endurance FEAT roll 1-100 staggers him, but he's not down yet. Name | F | A | S | E | R | I | P | Health | Karma | Powers | Captain Britain | Rema | Rema | Incr | Rema | Exce | Rema | Exce | 86/130 | 82 | Flight, Force Field |
1-100�1-100�1-100
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Post by roxolid on Jan 1, 2014 5:26:35 GMT -5
Captain Britain (Health: 86/130 Karma: 82)
"Damn!" spat CB as he glanced over his shoulder. He stepped up to the Kree he'd just punched...
Throwing a headbutt at the fellow he then tried to position himself so that the newcomer was between himself and the other fellow with the blaster... that he'd forgotten about!
ACTIONS
Use Karma to clobber the fellow again, then (if he gets chance) move a few feet to interpose the new guy between himself and the other one with the blaster.
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