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Post by andyman on Nov 7, 2013 20:25:41 GMT -5
MARVEL SUPER HEROES SECRET WARS FIRST BLOOD! Iron Man got the warning first, while he was off chasing Doctor Doom. Fortunately, the Human Torch, Spider-Man and Wolverine soon also picked up on the bogies coming in fast! The foe is 6 areas away from Iron Man, but 9 areas away from the other heroes. Meanwhile, Magneto is elsewhere, exploring the Twisted Plains. Name | F | A | S | E | R | I | P | Health | Karma | Powers | Colossus | Good | Good | Mons | Amaz | Typi | Typi | Exce | 145 | 47 | Body Armor | Hulk | Rema | Good | Unea | Mons | Rema | Good | Typi | 215 | 39 | Body Armor, Leaping, Adrenaline Surge | Human Torch | Good | Exce | Good | Exce | Good | Good | Typi | 60 | 41 | Fire Control, Flight, Body Armor | Iron Man | Exce | Exce | Incr | Mons | Good | Exce | Typi | 155 | 51 | Body Armor, Repulsors, Flight | Magneto | Good | Rema | Good | Mons | Incr | Good | Amaz | 125 | 201 | Magnetic and Energy Control | Spider-Man | Rema | Amaz | Incr | Incr | Exce | Amaz | Incr | 160 | 125 | Spider Sense, Web Shooters, Wall Crawling | Wolverine | Incr | Rema | Good | Rema | Typi | Mons | Incr | 110 | 136 | Healing, Claws, Senses |
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Post by JuggerPool on Nov 8, 2013 2:13:12 GMT -5
"Good" was all that came out of wolverines' mouth. He was itching for someone to carve up.
Actions
X0bDLKcr1-100
Roll Agility to get to the nearest villain and dodge any attacks...
1-100
Roll Fighting to tear that person apart...
1-100�1-100
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Post by toast on Nov 9, 2013 8:21:01 GMT -5
All this is moving to fast. Maybe the battle born Hulk of yester year would have been able to. Handle it, but the mind of Bruce Banner wasn't necessarily combat ready. All he could do was put his hand up readying for the inevitable assault. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Here's a half assed attempt to block any incoming attack on the defensive. I'll roll just in case, it's relevant. AeQxZuUk1-100 Hulk F-Rema A-Good S-Unea E-Mons R-Rema I-Good P-Typi H-215 K-39 Powers-Body Armor, Leaping, Adrenaline Surge 1-100
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Post by Andrew on Nov 11, 2013 18:33:45 GMT -5
As much as Iron Man wanted to continue his pursuit of Doctor Doom, he was not willing to leave the other heroes to fend for themselves against nearly every villain that had been brought to this strange world. His only consolation as he let Doom fly out-of-range of his sensors was that it seemed like the rest of the bad guys had managed to find some unique toys too. Rhodey doubted the Wrecking Crew could have cobbled together the bizarre walking-tank they were piloting all by themselves, which meant that just like Doom's ship, they must have found it somewhere on this planet. Iron Man was determined to find out where all of these technological marvels were coming from, and whether there was anything else stashed away that could potentially get them all back home!
"I hope I didn't just make a huge mistake letting Doom get away," he muttered to himself as he flew back towards the other heroes, taking a few shots with his repulsors at the Wrecking Crew members that had caught his attention along the way...
(Iron Man will use his FLIGHT jets to head back to the rest of the heroes, and also shoot at the two Wrecking Crew members in the walking gun platform with his REPULSORS - needing a Yellow Agility FEAT roll to hit either target; I don't know if that's two rolls or one roll that counts for both targets?)
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Post by roxolid on Nov 11, 2013 18:54:58 GMT -5
The Human Torch
"oh no... HEADS UP!" bellows the Torch. "Whatever our differences, we got incoming bad guys! Spidey! Yo! A fair few of yours coming in fast! Shoulda known you'd bring trouble with you!"
The Human Torch soared up to around 50-100 feet and took aim at the first of the bad guys. If he could dissuade one from coming closer, maybe the others would think twice about piling in!
ACTIONS
Not sure who the target would be, maybe one of the Wrecking Crew who are eager to rush in and bust heads? Whoever is in the lead will get shot at at any rate. Spending karma (minimum 10 points) to ensure a hit and inflicting UN100 damage on: any of the Wrecking Crew, Lizard, Kang or Doctor Octopus. He isn't sure who the others are (presumably)
5hqHMEOk1d100 PLUS KARMA
1d100
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Post by roxolid on Nov 11, 2013 18:56:01 GMT -5
OOC I must be prophetic. I *knew* (don't ask me how) I'd get a lousy roll. Spend enough Karma to get a green Feat.
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Post by andyman on Nov 11, 2013 20:54:28 GMT -5
Moving and Attacking: A character can move and attack somebody in the same round, but his Fighting, Agility, or Strength ability gets shifted one column to the left for that attack. Dodging: At the start of a round, a hero can say he's dodging instead of attacking. Every time a villain punches, grabs, hits, shoots, or throws something at him, the hero makes an Agility FEAT roll and consults the Dodging column on the Battle Effects Table. If dodging shifts the attack below Shift 0, the attack automatically misses. Moving and Dodging (House Rule): A character can move and dodge in the same round, but his Agility gets shifted one column to the left. Acceleration and deceleration: A flying character cannot reach maximum speed in a round unless his power specifically allows it. The character can move up to his normal ground movement during the first round of flight. Speed may be increased by that amount each round until maximum speed is reached. A flying character who is slowing down may halve his speed each round (rounding down). If the hero is flying no faster than the top land speed of his flying power rank, he can stop dead and land by making an Agility FEAT. Moving Targets: It is harder to hit targets on the move. The following speeds give the targets the following modifiers: -1 CS Up to 5 areas/round -2 CS 6-10 areas/round -4 CS 11-Plus areas/round If this would shift the Agility below Shift 0, the attack may not be made. Distance Weapons: Before making a FEAT roll to hit a target with a distance weapon, shift one column to the left of the attacker's Agility rank for each area between the attacker and the target, including the area the target is in.
Wolverine advances with caution (dodging with Excellent ability), to a spot 6 areas away from the nearest villain, while Hulk remains 9 areas away (dodging with Good ability). The Human Torch first uses 5 areas of movement to soars up 3 areas, from 15 ft. (1 area) to 60 ft. (4 areas) in altitude, while also moving 4 areas closer to the villains. Johnny, then flies 3 more areas toward the villains, remaining 4 areas above ground. However, the Human Torch can only shoot flame against targets up to 3 areas away and he's more than 3 areas away from any villains! (Every 15 feet in altitude is 1 area.) The villains advance 3 areas, putting them 3 areas away from Wolverine when they attack! (Hulk is still 6 areas away and The Human Torch has now overshot them by 1 area.) First, Enchantress casts an energy bolt at Wolverine. She has Excellent Agility but suffers -1 CS because she's moving and attacking plus another -1 CS because Wolverine is moving under 5 areas/round. This is further reduce by -3 CS for the 4 areas of distance. This reduces her Agility to Shift 0 for the attack. Fortunately, Wolverine is dodging and his roll of 50 reduces the attack -2 CS beyond Shift 0, so the Enchantress automatically misses him! Kang and Bulldozer have even worse Agility than Enchantress, so their missile attacks are reduced below Shift 0 for distance and movement alone. Therefore, their attacks automatically miss, but a whole lot of rock goes flying where their blasts hit the ground! NOTE: Bulldozer and Piledriver are piloting a tripedal gunnery platform that places them 1 area above ground level. Name | F | A | S | E | R | I | P | Health | Karma | Powers | Colossus | Good | Good | Mons | Amaz | Typi | Typi | Exce | 145 | 47 | Body Armor | Hulk | Rema | Good | Unea | Mons | Rema | Good | Typi | 215 | 39 | Body Armor, Leaping, Adrenaline Surge | Human Torch | Good | Exce | Good | Exce | Good | Good | Typi | 60 | 41 | Fire Control, Flight, Body Armor | Iron Man | Exce | Exce | Incr | Mons | Good | Exce | Typi | 155 | 51 | Body Armor, Repulsors, Flight | Magneto | Good | Rema | Good | Mons | Incr | Good | Amaz | 125 | 201 | Magnetic and Energy Control | Spider-Man | Rema | Amaz | Incr | Incr | Exce | Amaz | Incr | 160 | 125 | Spider Sense, Web Shooters, Wall Crawling | Wolverine | Incr | Rema | Good | Rema | Typi | Mons | Incr | 110 | 136 | Healing, Claws, Senses |
1-100UqOJ0abY
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Post by shenron on Nov 11, 2013 21:14:55 GMT -5
"This is stupid!" Colossus says as he thinks we are way over our heads here. "Somehow I get the feeling everyone knows whats going on except us, da?" Colossus mumbles as he heads towards the fray, he spots Dr. Octopus and started heading his way.
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Post by toast on Nov 11, 2013 22:44:06 GMT -5
If their plan is simply to "Rip into us," they haven't taken the strength of the Hulk into account! With this the Hulk lifts the largest piece of alien rock at his disposal over his head.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Hulk is lifting the heaviest rock over his head. wiliHZVF1-100
Hulk F-Rema A-Good S-Unea E-Mons R-Rema I-Good P-Typi H-215 K-39 Powers-Body Armor, Leaping, Adrenaline Surge 1-100
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Post by JuggerPool on Nov 12, 2013 1:34:16 GMT -5
Wolverine advances even closer to the villains while attempting to dodge any attacks that come his way.
K6d5G|uI1-100 Agility 1-100
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Post by JuggerPool on Nov 12, 2013 1:34:56 GMT -5
(OOC: I'm screwed)
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Post by andyman on Nov 12, 2013 21:36:18 GMT -5
Rule ChangeSorry, there are many versions of Marvel Superheroes and some define rules better than others. Instead of this rule.: Distance Weapons: Before making a FEAT roll to hit a target with a distance weapon, shift one column to the left of the attacker's Agility rank for each area between the attacker and the target, including the area the target is in. We will us this rule.: Ranged Attacks: A character can extend the range of their ranged attack beyond that listed, but but each additional area reduces his Agility by -1 CS. So, last round Human Torch, Enchantress, Kang and Bulldozer all should have made attack rolls. I had to change, otherwise Iron Man having a range of 10 areas on his repulsors would make no sense, because he'd be unable to hit anything more than 5 areas away with the old Distance Weapons" rule.
Colossus moves 3 areas closer to Doctor Octopus, but since Doc Ock is in the back of the villains' forces, he's still 4 areas away. Hulk lifts up an Amazing hunk of granite above his head. According to the Range table, Hulk can throw this up to 60 areas without a to-hit penalty. Wolverine's advance bring him right up in Kang's face.
From atop the tripedal gunnery platform, Bulldozer and Piledriver spot Colossus and Hulk and move in to take them out. The platform has good speed, so it is able to advance 4 areas to place itself in a position in the same area as Colossus and 3 areas from Hulk before firing high-energy electron beam cannons at them! (The weapons have a range of 3 areas.) Bulldozer tries to hit Colossus. Both he and Colossus are moving, so he has a -2 CS Penalty on his roll, so needs a 56 to hit. He's going to spend Karma for his attack. uqf9X1xM1-100Bulldozer only has 16 Karma, so he can't hit Colossus. He loses 10 Karma and now can't spend Karma again unless he gains some. Piledriver, hopes to do better, a lot better. He's going to try to shoot the big rock over Hulk's head. He has a -1 CS because he's moving, but the rock is so big he gets a +1 CS to hit it. Hitting Big Things: Large targets are easier t hit than small ones. In charging, slugfest, shooting, and throwing combat, the following modifiers apply: Up to 7 feet tall | No Modifier | Up to 16 feet tall | +1 CS | Up to 22 feet tall | +2 CS | Over 22 feet tall | +3 CS |
Remember that if/when you fight Galactus. Piledriver is rolling on the Good column, needs a 46 to hit and will spend Karma on the attack. 1-100Piledriver spends 13 of his 14 Karma to raise this to a 98 for a RED result. Piledriver's blast "Kill"s the alien rock, causing it to explode and cause collateral damage to those near Hulk. The only player character near Hulk is Spider-Man. I'll give Spider-Man a chance for his SPIDER SENSE to warn him to avaoid the dangerous falling rocks. SPIDER SENSE (needs a 26)... 1-100Spider-Man ducks and covers like a pro. Hulk was hit by the rock, but with his Monstrous Body Armor, it may have only made him ANGRY. It's up to the player whether this triggered Hulk's ADRENALINE SURGE. Now for Wolverine. Seeing Wolverine coming at him, Kang activates his force field. Kang can't fire his weapon when he activates his force field, but that doesn't stop him from trying to clobber Wolverine over the head with it for Incredible damage. Kang's Fighting is Typical, so he needs a 51 to hit. (Wolverine's roll of 11 did not help him.) He's not spending Karma. 1-100Wolverine is clobbered for 40 Health points, reducing his Health from 110 to 70. Name | F | A | S | E | R | I | P | Health | Karma | Powers | Colossus | Good | Good | Mons | Amaz | Typi | Typi | Exce | 145 | 47 | Body Armor | Hulk | Rema | Good | Unea | Mons | Rema | Good | Typi | 215 | 39 | Body Armor, Leaping, Adrenaline Surge | Human Torch | Good | Exce | Good | Exce | Good | Good | Typi | 60 | 41 | Fire Control, Flight, Body Armor | Iron Man | Exce | Exce | Incr | Mons | Good | Exce | Typi | 155 | 51 | Body Armor, Repulsors, Flight | Magneto | Good | Rema | Good | Mons | Incr | Good | Amaz | 125 | 201 | Magnetic and Energy Control | Spider-Man | Rema | Amaz | Incr | Incr | Exce | Amaz | Incr | 160 | 125 | Spider Sense, Web Shooters, Wall Crawling | Wolverine | Incr | Rema | Good | Rema | Typi | Mons | Incr | 70/110 | 136 | Healing, Claws, Senses |
1-100�1-100�1-100�1-100
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Post by toast on Nov 13, 2013 0:06:53 GMT -5
Seeing everyone is safe from the falling debris, the Hulk leaps to the tripedal gunnery platform. He is not raging.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Hulk is leaping over to the machine Piledriver and Bulldozer are driving. NEyTKbjI1-100
Hulk F-Rema A-Good S-Unea E-Mons R-Rema I-Good P-Typi H-215 K-39 Powers-Body Armor, Leaping, Adrenaline Surge 1-100
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Post by roxolid on Nov 13, 2013 8:24:16 GMT -5
The Human Torch
Johnny bides his time whilst still in the air and takes a shot at one of the Wrecking crew
OOC Whoever is closest and will move a short distance if need be to get into range.
ACTIONS Attack a member of the wrecking crew, Un100 damage, add karma 2|sC3hVq1d100 + karma1d100
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Post by roxolid on Nov 13, 2013 8:25:00 GMT -5
OOC My dice are broken. They seem to be stuck on 'suck'.
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