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Dr. Zero's Last Hurrah (IC -Full) *Finished*

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Re: Dr. Zero's Last Hurrah (IC -Full)

Postby CaptainChaos » Tue Oct 16, 2012 7:04 pm

Wildfire

Wildfire targets a nearby droid and lets loose a fiery blast.

"What's the matter Dr. Nobody? Can't fight your own battles?"

Energy blast = 1d20+6=18 DC21 if that hits.
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Re: Dr. Zero's Last Hurrah (IC -Full)

Postby sweetja713 » Tue Oct 16, 2012 9:52 pm

L'Char
HP 3

"I grow weary of your tricks human" bellows L'Char at Dr. Zero. He flies down and spears one of the robots and flies back up ready to unleash his attack on the next.

Power attack for +2
1d20+3=14 dc 23
Last edited by sweetja713 on Thu Oct 18, 2012 9:11 am, edited 1 time in total.
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Re: Dr. Zero's Last Hurrah (IC -Full)

Postby SDarkshine » Thu Oct 18, 2012 3:08 am

Déjè
HP: 1
Condition: Dazed – How long does it last?

A tad surprised by the additional intrusion, Déjè moved her illusions of L'Char, Wildfire, and Matrix to intercept the robots and distract them with their 'attacks'. The illusion of Marble Knight remained closer to Dr. Zero, yet mimicing the movement of the real Knight as he controlled the stone wheel.
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Re: Dr. Zero's Last Hurrah (IC -Full)

Postby Lord Fell » Thu Oct 18, 2012 4:07 pm

GM Post
Dr. Zero is at -1 Toughness and has 3VP. There are 8 Robot Minions running around. Li Pan has chosen to aid The Saints.


The melee right in front of the forcefield intensifies, as the nearby robots rush crowd in. Marble Knight and Spartan hammer away at the forcefield, but it remains resilient. Two of the robots target Deje's illusions, while the third emits a chipper "Target Acquired!" before pasting Spartan square center in the head.

The other robots mill about the room, picking targets. L'Char's hurled spear of cosmic energy sails wide of one, while Wildfire's flaming blast deflects off another. Two of the robots eagerly swing away at illusions of Deje and Wildfire, while the other three find live targets. Li Pan greets his attacker with a crane-punch to the side of the head, which fails to slow it's progress, but he easily slides away from the robots clubbing forearm.

Matrix gives the combat bearing down on him a quizzical look, before shooting it directly in the face with his electric pistol. The robot stumbles to a halt, before smoke starts to pour out of it.

Forcefield vs. Spartan (DC26) (1d20+15=35) Forcefield vs. Marble Knight (DC28) (1d20+15=28)

Dr. Zero resist Taunt (DC7) (1d20+10=26)

L'Char misses. Wildfire hits. Robot Toughness vs. Wildfire (DC23) (1d20+7=25)

Three robots are close to Dr. Zero's forcefield. They are attacking: 1-5 Marble Knight, 6-10 Illusionary Marble Knight, 11-15 Spartan, 16-20 Illusionary Spartan (1d20=19, 1d20=15, 1d20=9) Spartan and the two illusions: Robot attacking Spartan (1d20+5=25) Minions can't Crit. Take a DC22 toughness save.

Li Pan's attack (Takedown 2) (1d20+8=22, 1d20+8=21, 1d20+8=15) The first one saves, preventing domino effect: Robot Toughness vs. Li Pan (DC19) (1d20+7=21, 1d20+7=12, 1d20+7=16)

Each of the other five robots will attack: L'Char, Wildfire, Matrix: 10 or less real, 11 or more illusion (1d20=3, 1d20=11, 1d20=10), one will also attack Deje's illusion, and Attack vs. Li Pan (1d20+5=15) (miss).
Attacks vs. Robots attacking L'Char & Matrix (1d20+5=7, 1d20+5=17) DC22 if that hits, Matrix. But wait:
...oh. No action from Matrix yet. I'm going to NPC him: NPC: Matrix blast vs. Robot (1d20+6=26) He Crits the robot, which drops, before it can attack him.

...Invisible Castle is never this nice to me when I'm a Player. So... I dunno. I'm awarding a round of HP for everything bad that could go wrong actually going wrong for the team.
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Re: Dr. Zero's Last Hurrah (IC -Full)

Postby Gazman » Fri Oct 19, 2012 4:03 pm

Spartan
HP: 2 Condition: -5 Active Defenses

The robot's power blast rocks Spartan forward on his feet. But he recovers and spins around instantly, cape twirling after him. Edmonton's most eligible badass glares at the droid that nailed him. "Bad move, robo dude."

Spartan practically flies across the short distance separating him from his attacker. He leads with the broad head of his shining spear and puts the entire power of his mighty muscles behind the leaping thrust.

Toughness (1d20+5=22) On the nose.
Move is get to the combat droid. Free action to switch mighty array to Throwback. Standard action to attack.
I want to take 10 with All-out and Power Attack for 16 to hit. If that works, 11 Damage and 6 Move Object. Takedown if applicable.
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Re: Dr. Zero's Last Hurrah (IC -Full)

Postby Lord Fell » Fri Oct 19, 2012 5:52 pm

GM Post
Dr Zero is fine, 3VP. There are 5 Com Bots remaining


From the opening salvo of this battle, Dr. Zero has a mashed in panel from Marble Knight's stone wheel. Muttering to himself, the nihilist villain pops this panel open and begins to fuss with the sparking circuits inside. After a moment, he seems satisfied with his progress. Using both hands, he strains to straighten out the panel before closing it again.

Looking up, his shiny blue eyes shift between Spartan, Marble Knight and back again. "I may have to flip a coin over which of you insects to extinguish first."

With two smooth, decisive movements Spartan piles a pair of these Com Bots in the corner. Both Robots have some serious structural integrity issues, courtesy the impulsive Italian's spear. The collision of robot against wall knocks the satellite free, but its weight and fins prevent it from rolling far. Dr. Zero clenches a fist. "That certainly helps me come to a decision!"

Dr. Zero spends his turn repairing himself. His tech is high enough that he can do that. He certainly couldn't do it while he was being attacked, though.

Com-Bot saves vs. Spartan (DC26, Takedown) (1d20+7=23, 1d20+7=17) Spartan is two for two.
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Re: Dr. Zero's Last Hurrah (IC -Full)

Postby flynnarrel » Sat Oct 20, 2012 1:52 pm

Marble Knight
hp 2

JD frowns at the resilient force field.

He gathers the leftover stones from the failed trapping attempt and they break off at his command and fly toward the field.

AE: Pebble Rush: Blast, MultiAttack, Precise Attack(Ranged, Cover) pr 6 [1pp]
attack (1d20+6=23)
DC 21 +5 + either 2 or 5 depending on the thing's Dodge score.
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Re: Dr. Zero's Last Hurrah (IC -Full)

Postby roguescribner » Sat Oct 20, 2012 2:37 pm

Matrix
HP: 2
Condition: Fine

This force field was a real bitch. These bots were a real bitch. How to remove these annoyances? Ah, I know.

Matrix concentrated on the remaining bots and spoke as nicely as possible. The tide of battle has turned. Your reserves are limited. How can you ever hope to defeat this group when they have superior numbers and firepower? You need power. More power. The force field. It possesses great resources that can make you even more powerful. Quickly. Make its power your own or risk defeat!

OOC wrote:Trying something a little outside of the box. Want to use deception coupled with communication to convince the remaining bots to attack the force field around Dr. Zero. Of course, the deception comes in to them thinking they'll receive a power up to defeat us if they are successful. Hopefully, they'll either destroy the field (exposing Dr. Zero) or occupy themselves long enough with that useless task for the others to destroy them.

1d20+7=24
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Re: Dr. Zero's Last Hurrah (IC -Full)

Postby CaptainChaos » Sat Oct 20, 2012 6:08 pm

Wildfire

Wildfire sees that his teammates are having better luck with the robots than he was. It didn't make any sense that they were having so much trouble with Dr. Zero. After all, the man was a senior citizen and should be in a retirement home.

He decides to try a different tactic. Walking over to as close to the mad Doctor as possible, Wildfire unleashes a bright burst of fiery orange light.

Trying a Visual Dazzle on Dr. Zero. 1d20+2=20 DC16 Fort save if that hits.
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Re: Dr. Zero's Last Hurrah (IC -Full)

Postby sweetja713 » Sun Oct 21, 2012 8:54 pm

L'Char
HP 2


"Bah you would send others to fight your battles while you cower behind a shield," L'char spat. "You truly are a weak and cowardly man." As he says this he flies straight at the field and focuses his awesome cosmic might upon it.

Gonna use extra effort to power stunt weaken toughness 8 insidious on my ranged light weapons. The descriptor is drawing upon his cosmic power to overload the field and thus weaken it.
Attack Roll1d20+4=16
HP for reroll 1d20+4=10+10=20
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Re: Dr. Zero's Last Hurrah (IC -Full)

Postby SDarkshine » Mon Oct 22, 2012 7:46 pm

Déjè
HP: 0 (Used for this turn - keeping illusions active while using Illusory Attack)
Condition: Dazed – Let's See about This

The illusionist saw her teammates hammer at the diabolical cyborg's forcefield, over and over again, to no apparent avail. Honest to herself, Déjè found this to be exceedingly annoying - which, to her, made Dr. Zero especially frustrating.

Wanting to help hinder such 'advantage', Déjè - while having the illusions of her teammates hinder the robots - had her 'clone' stride forward towards Dr. Zero, seemingly using 'her' metamorphic arms to reach forward, pass through the forcefield, and strike the villain upside his exposed face.

No sooner than when the illusionized heroine barely 'touch' him, did Déjè, with all the inner power she could muster, adapt her 'other' illusory power to have the doctor 'feel' like he just got struck upside his exposed face.
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Re: Dr. Zero's Last Hurrah (IC -Full)

Postby Lord Fell » Tue Oct 23, 2012 7:47 pm

GM Post

Marble Knight sprays the forcefield with a stream of jagged stones. The projected rocks dig deep into the field; when they finally drop to the floor, the Forcefield seems less stable than it did before.

When the first three Com Bots in the room fell to the Saint's efforts, three of the LEDs on Dr. Zero's shoulder panel winked out, the rest remain lit up. However, as Matrix subverts the logic processors, the robots suddenly stop what they're doing. The remaining LEDs on Dr. Zero's suit shift from Green to Red.

No longer threatened by Dr. Zero's metal minion, Li Pan joins the Saints in trying to break down the forcefield. When the way is clear, he strikes against it with a flying leap. The armrest on Dr. Zero's throne that he touched to activate the forcefield suddenly explodes in a shower of sparks, and the air between the aged enemy and the Saints is suddenly free and clear of obstruction.

The beam of hot light that streaks from Wildfire's hands strikes Dr. Zero. There must be some sort of polarized field covering his head, however... a bubble of darkness protects his head for a moment before vanishing.

The moment the dark bubble disappears, Deje's impossibly elongated arms reach out and give the old man a resounding ear clap. He shakes his head, trying to clear his ears.

The robots had been gung ho to cannibalize the forcefield for energy, but their intended target is not there. The metal beasts pause. One of them takes a few steps in a random direction, while another begins spinning 360 degrees at the torso. Poor robots! Mission Impossible!

L'Char had been fully intent on driving his energy spear into the forcefield, but when he gets up to it, it's no longer there. Instead, he settles for hitting Dr. Zero. Clearly, the super villain was not to be underestimated... he sparks and steams, but seems unaffected.

Forcefield Save (1d20+15=16) Save vs. Marble Knight... Three Degrees of Failure, now we're getting somewhere! The forcefield is, unfortunately immune to conditions such as Dazed.

Li Pan attacks Forcefield, Power Attack +5 (1d20+3=20) Forcefield vs. Li Pan (DC 29) (1d20+14=17) That's a 2nd Staggered condition; the Forcefield is down.

Dr. Zero, Fort vs. Wildfire (1d20+10=17) Almost...

Dr. Zero Will vs. Deje (-1) (1d20+10=21) That (-1) shouldn't actually be there... DC is 21, so he Saves.

L'Char's 20 will hit Dr. Zero, so I'm stealing the roll, and redirecting the attack. Dr. Zero Fort vs. L'Char (DC 18) (1d20+10=23) No effect.
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Re: Dr. Zero's Last Hurrah (IC -Full)

Postby Lord Fell » Wed Oct 24, 2012 11:27 pm

GM Post
Dr. Zero is fine, has 1 VP (spent 2), and the 5 remaining Com Bots have contested loyalty.


When his forcefield drops, Dr. Zero growls. "I promised more dirty tricks! Open wide, fledgelings!" He taps a button on his shoulder plate, and the LED read-outs that correspond to the Com Bots flash.
Matrix: Dr. Zero just issued a command to the Com Bots. You might want to contest that with a Power Check. Dr. Zero power check vs. Matrix (1d20+10=18)


"You!" Dr. Zero indicates Marble Knight by kicking him brutally in the chest.
Dr. Zero melee vs. Marble Knight (power attack +2) (1d20+10=28) Modified that's a 26, which will hit... that's DC27 damage. Marble Knight: 10 or less is illusion (1d20=16) He tags the real one.


"...and you!" Dr. Zero points an accusing finger at Spartan, before the arm-mounted energy canon fires a stream of purple bolts at him.
Multi Attack, Power Attack (+2) (1d20+10=15) That is modified to a 13, which will miss. Dr. Zero will try again: Multi Attack, Power Attack (+2) VP reroll (1d20+10=28) That's a 26 modified. Spartan: 10 or less is illusion (1d20=17) Also tags the real Spartan. The DC is going to be an Ouchie 32.


"I flipped a coin... and you both Lose!"
He'll also burn a VP to buy off the fatigue of surging.
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Re: Dr. Zero's Last Hurrah (IC -Full)

Postby roguescribner » Fri Oct 26, 2012 4:26 pm

Matrix
HP: 3
Condition: Fine

Matrix decides to keep a good thing going. He mentally whispers to the bots, "What the hell, right? What happened to your power up? Why did Dr. Zero take it away from you? Why is he hogging it all for himself? What is he afraid of? Wait. You don't think... He's just using you. And when he's done using you, he's going to dismantle you and sell you for parts at a low rent Radio Shack! You're better than that, right? Yeah, you are! You know who doesn't believe that? Lame-O Dr. Zero. Well let's show 'im!"

OOC wrote:Deception check to convince bots to attack Dr. Zero instead: 1d20+7=26
Last edited by roguescribner on Thu Nov 01, 2012 4:49 pm, edited 1 time in total.
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Re: Dr. Zero's Last Hurrah (IC -Full)

Postby flynnarrel » Fri Oct 26, 2012 5:17 pm

Marble Knight
hp 1, now

DC27! wowsers, Deje's illusions really are a lifesaver if they are preventing 50% of those shots from landing
1d20+8=14 hp reroll
1d20+8=17 +10 is 27 on the nose


The resounding crunch echoes through the chamber as the cyborg foot shears off a wide swath of Marble Knight's stone armor. JD's constryction worker's shirt is visible for a few seconds until the big man coughs and the ragged edges of stone start to regrow. Sealing once again.
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