The Amazing Avengers #3: "...What So Proudly Hated"
Add d6 to Doom Pool from Justice's Opportunity
Add d6 to Doom Pool from Bishop's Opportunity
Doom Pool (4d6, 7d8, 2d10) reaction to Justice's attempt to escape Danger Room, Total: 20, Effect: d8 (msg #303):
Justice's Mental Stress d12
Watcher rolled 1,5,4,5,8,5,6,7,7,8,7,7,3,1 using d6,d6,d6,d6,d8,d8,d8,d8,d8,d8,d8,d10,d10,d12 ((1,5,4,5,8,5,6,7,7,8,7,7,3,1)).
Spend d6 from Doom Pool to add third die to Total
Total: 21, Effect: d8
2 Opportunities (available first to Justice)
Justice uses his telekinesis to scoop up Stark and lurches forward to what he recalls and hopes is the entry to this very dangerous room. But immediately his legs go from wobbly to inoperable. Not finding the strength he thought he had, the young mutant staggers and falls, first falling to his knees then on his face. His body hits the floor, which would be a welcome respite if not for his state of extreme agony, having never felt pain like his current state. Stark crashes heavily, his armor either adding more weight or protecting him from the fall, and spills in front of Justice, the light swallowing him as he tumbles away. The young Avenger finds himself isolated in the middle of the blinding light, with the noise around him drowning out any sound of association, and every molecule in his body and in his head on fire and aching, pushing him beyond torment.
Doom Pool (4d6, 7d8, 2d10) reaction to Bishop's attempt to escape room, Total: 24, Effect: d8 (msg #304):
Bishop's Mental Stress d8
Watcher rolled 2,6,4,2,1,7,7,8,1,5,5,3,6,4 using d6,d6,d6,d6,d8,d8,d8,d8,d8,d8,d8,d10,d10,d8 ((2,6,4,2,1,7,7,8,1,5,5,3,6,4)).
Total: 15, Effect: d10
Extraordinary Success steps acting Effect die up, to d10, which Bishop can use for Escape Danger Room d10 Asset
2 Opportunities (available first to Bishop)
Meanwhile, Bishop is able to hoist on his back the giant lady that only a short while ago he appraised as an enemy and attacked viciously. With the woman's immense weight on his back, he is only able to stagger across the floor, but he is able to spy the frame of the Danger Room's door when he crosses its threshold. Though when he makes it into the hallway, he finds he has traded the blinding light for bottomless darkness, and he finds himself away from the dangerous space but now in a dark, unfamiliar section of the mansion, making it even more mysterious as much of it has collapsed from above, leaving some walkways cut off and some spaces now open, and all buried in darkness.
Doom Pool: 4d6, 7d8, 2d10 +d6 +d6 -d6 = 5d6, 7d8, 2d10
Next Action: also Iceman
This message was last edited by the GM at 07:52, Thu 27 Sept 2018.