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22:55, 24th April 2024 (GMT+0)

The Amazing Avengers #1: "...By the Dawn's Evil Glare"

Posted by WatcherFor group public
Black Panther
player, 13 posts
King of Wakanda
Chosen of the Panther God
Tue 15 Dec 2015
at 11:43
  • msg #114

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

"Excuse me for a moment, Tony..." with that the Black Panther nimbly dodges the Hydra gunman's attack and launches a counterattack against the man's arm, striking several pressure points that will render it useless for several hours...and cause it to hurt quite a bit. He faces the Hydra goons.  "My friend and I were having a conversation.  Wait your turn."


Buddy d6, King of Wakanda d8, Cybernetic Senses d6, Enhanced Reflexes d8, Acrobatic Master d10

Black Panther rolled 3,7,6,6,10 using d8,d8,d6,d8,d10 ((3,7,6,6,10)).
Black Panther rolled 3 using 1d6 ((3)).

Rerolled using Buddy d6 affilliaion.

Total:  13.  d10 Effect Die and spend a PP to inflict d10 physical stress on Hydra Wingman B with my reaction roll.

PS 0  ES 0 MS 0  PP 1  XP 0

Hydra Dreadnaught
NPC, 7 posts
Tue 15 Dec 2015
at 23:12
  • msg #115

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

With all actions from the previous round taken, we are now all in the same place in time with the current round.

As Hercules grips the Dreadnaught's appendage, a shock drives up his own arms. This is what he felt before when he struck the robot, like the thing is sheathed in electricity, but considerably stronger now. The monster's power must be on the fritz, as when it flickered just now, but it might not be something to count on. One thing is for sure: contact with this thing is inadvisable. If there's grappling going on, it will be unbelievably painful.

Iron Fist: It is still your turn, to redo your action.
Watcher
GM, 58 posts
Sat 19 Dec 2015
at 03:27
  • msg #116

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

Like the Human Torch just before him, Iron Fist is swept up among the mob of Hydra agents and dragged into the warehouse and out of sight of the combatants in and above the alleyway.

Iron Fist's turn is skipped, his previous action (from msg #111) is negated, and on to the next action. Iron Fist can take his place in the scene again when his player returns.

Next: Black Panther

Black Panther
player, 14 posts
King of Wakanda
Chosen of the Panther God
Sat 19 Dec 2015
at 13:19
  • msg #117

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

Still feeling somewhat perturbed by the terrorists audacity in interrupting him, T'Challa keeps hold of the immobilized arm from the one HYDRA agent, digging his claws in slightly to give him a better grip, and swings the man as a bludgeon into h is comrade.  The more efficient method would have been to immobilize just the one man and leave the other for Iron Man, but a King must maintain his majesty after all.

Dice Pool:

Team d8, King of Wakanda d4, Weapon d6, Enhanced Strength d8, Combat Master d10

Black Panther rolled 1,4,3,2,5 using d8,d4,d6,d8,d10 ((1,4,3,2,5))
Black Panther rolled 5 using 1d10 ((5)).

Total:  10.  d8 Effect Die vs. Hydra Wingman B and spend 1 PP to keep a d6 Effect die to attack Hydra Wingman A, both to inflict physical stress.

Next Reaction:  Hydra Wingman B & A

Next Action:  Iron Man

This message was last edited by the player at 19:22, Sat 19 Dec 2015.
Hydra Wingman B
NPC, 1 post
Sat 19 Dec 2015
at 19:34
  • msg #118

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

How did you get the 10 for the total? I see the two 5s from the d10s but then that would leave a d8 and d6 for the Effect Die(s).

Buying your 1 Opportunity to un-activate Bazooka Soldier's Missile Launcher SFX

Reaction to Black Panther's attack, Total: 10; Effect: d10 (physical stress):
Team    d8
Goon (goon)   d4
(add to Doom Pool)
Hydra Armor d6

Hydra Wingman B rolled 3,3,3 using d8,d4,d6 ((3,3,3))

Total: 6, Effect: d8
Black Panther's attack succeeds
Stress goes to d12 after d10 added to d10 (would have been the same if it was a d8)

Status: PS:d12 ES:00 MS:00

Doom Pool: 4d8 + Step, 2d10 = 5d8, 2d10

This message was last updated by the player at 19:34, Sat 19 Dec 2015.
Hydra Wingman A
NPC, 2 posts
Sat 19 Dec 2015
at 19:17
  • msg #119

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

Reaction to Black Panther's attack, Total: 10; Effect: d8 (physical stress):
Team    d8
Goon (goon)   d4
(add to Doom Pool)
Hydra Armor d6

Hydra Wingman A rolled 7,4,3 using d8,d4,d6 ((7,4,3)).

Total: 11, Effect: d6
Black Panther's attack fails

Status: PS:00 ES:00 MS:00

Doom Pool: 5d8 + Step, 2d10 = 6d8,2d10


The first goon, flung towards the second one, comes as close as he possibly could while missing. The thrown thug crumples into a barely-moving pile while the one intended as a target looks up, more surprised than you are that he's still standing. Meanwhile, the soldier with the bazooka, though torn and bloody, seizes the chance to take a missile from his satchel and hurriedly reload his weapon.
Iron Man
player, 18 posts
Hardheaded Futurist
Cutting Edge Tech
Sun 20 Dec 2015
at 03:04
  • msg #120

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

The suit's targeting system highlights the two remaining Hydra goons on the roof, and Tony, operating on mere reflex, fires a Repulsor blast at each of them. Tony almost pities these dimwits, but they're Hydra...and they have really crappy tech.

Activating SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to your pool and keep +1 effect die, to target Hydra Wingman A & Hydra Bazooka Soldier with a physical attack (Repulsor Blasts).

Dice Pool: Buddy d6, Hardheaded Futurist d4 (Overconfidence; +1 PP), Cybernetic Senses d6, Repulsors d8, Area Attack d6, Hydra Bazooka Soldier's PS d12.

18:55, Today: Iron Man rolled 2,4,3,1,6 using d6,d4,d6,d8,d6
19:21, Today: Iron Man rolled 7 using 1d12.

Spending 1 PP to add a third die to my roll.

Roll: (4 + 6 + 7) 17, Effect: d6, d6

1 opportunity

Status: PS 00, ES 00, MS 00, PP 02, XP 03

Next: Captain Marvel

Reactions: Hydra Wingman A & Hydra Bazooka Soldier

This message was last edited by the player at 21:51, Tue 22 Dec 2015.
Hydra Wingman A
NPC, 3 posts
Mon 21 Dec 2015
at 16:23
  • msg #121

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

Reaction to Iron Man's attack, Total: 17; Effect: d6 (presumably physical stress):
Buddy    d6
Goon (but a lucky one)   d8
Hydra Armor d6

Hydra Wingman A rolled 5,1,6 using d8,d8,d6 ((5,1,6)).
Hydra Wingman B rolled 4 using 1d6 ((4)).

Total: 10, Effect: d4 (default)
Iron Man's attack succeeds. Extraordinary Success bumps the damage to d8
1 Opportunity

Status: PS:d8 ES:00 MS:00

This message was last edited by the player at 16:29, Mon 21 Dec 2015.
Hydra Bazooka Soldier
NPC, 4 posts
Mon 21 Dec 2015
at 16:39
  • msg #122

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

Reaction to Iron Man's attack, Total: 17; Effect: d6 (presumably physical stress):
Buddy    d6
Carrying Heavy Ordinance (highly dangerous weapon, now freshly loaded)   d4
(add to Doom Pool)
Hydra Armor d6
Combat Expert    d8

Hydra Bazooka Soldier rolled 6,3,3,1 using d6,d4,d6,d8 ((6,3,3,1)).

Total: 9, Effect: d6
Iron Man's attack. Extraordinary Success bumps the damage to d8, though it's moot
1 more Opportunity

Status: KNOCKED OUT

Doom Pool: 6d8 + Step, 2d10 = 7d8, 2d10


The repulsor beams stream from Iron Man's hands, one for each target. The targeting system is dead on: The first blast hits the so-far luckiest goon square in the chest, while the other one hits the already-bloodied and battered one in the face. Unfortunately, his arm is free, and on the end of that arm is a bazooka, and as he falls to the ground, the weapon goes off, sending a freshly-loaded missile sailing over the ledge of the roof, past Iron Man, over the heads of the bystanders, then crashing into a lone, parked car, which explodes into a fiery wreck.
Captain Marvel
player, 9 posts
Tue 22 Dec 2015
at 02:59
  • msg #123

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

Carol sighs at the Hydra Leader passes out. Maybe she laid it on a bit thick, but it sure felt good. She sees the rocket blast from the periphery of her vision. She worries that the moments she spent up in the sky are giving the bad guys time to push forward. Time to get back to work.

She bolts earthward back towards the battle. As she flies towards the roof, she throws the Hydra Leader at Hydra Wingman A. Once on the roof, she starts gathering power in her hands to blast a way into the building. It's time to end this.

Throwing HL into WMA
Solo: d8
Take Charge Attitude: d4 (she's reacting pretty off the cuff)
Superhuman Strength d10
Combat Expert d8
Hydra Wingman's Stress: d8

20:53, Today: Captain Marvel rolled 6,7,1,6,2 using d8,d8,d8,d10,d4 with rolls of 6,7,1,6,2.
total:13, Effect:d10 Reaction from Hydra Wingman A needed
1 Opportunity

Status: PS 00, ES 00, MS 00, PP 02, XP 00


Next up: Iron Fist
Hydra Wingman A
NPC, 4 posts
PS:d8 ES:00 MS:00
Tue 22 Dec 2015
at 17:04
  • msg #124

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

Captain Marvel sails over the heads of the bystanders, who have been directly in this combat zone nearly since it started, who now jump, startled, by the explosion behind them, in a place that blocks where they could have run to, if they could move at all from their paralyzation from fear.

Buying both Opportunities from Iron Man and Capt. Marvel, though separately.

Reaction to Capt. Marvel's attack, Total: 13; Effect: d10 (presumably physical stress):
Solo    d4
Goon (resigned to the fact that it's just about over)   d4
(add to Doom Pool)
Hydra Armor d6

Hydra Wingman A rolled 2,1,1 using d4,d4,d6 ((2,1,1)).

Total: 2, Effect: d4 (default)
Capt. Marvel's attack succeeds. Extraordinary Success x2 pushes Effect to over d12
2 Opportunities

Status: KNOCKED OUT

Doom Pool: 7d8 + Step, 2d10 + 2d6 = 2d6, 6d8, 3d10


The Hydra Leader, now used as a weapon, slams into the Hydra flunkie, who actually seems to somehow move into the way of the attack. Clearly any luck that flunkie had has run out. The two goons, now wrapped around each other, fall to the ground near the bodies of three other Hydra goons which have been defeated and left there.

Iron Fist is still AWOL, so choose a different action.
Iron Man
player, 19 posts
Hardheaded Futurist
Cutting Edge Tech
Tue 22 Dec 2015
at 22:36
  • msg #125

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

Eyeing Captain Marvel, whose hands are starting to glow, "Hey, Capt...wow, that's weird, 'cause you're not him...but you do use 'Captain' in your name...", and then shaking his head to regain focus, "thanks for the assist, but maybe we should save the nuclear option for later?"

"Mr. Stark, there are people in danger on the streets below, a car on fire, and Hercules is trying to subdue the Dreadnought with brute force."

"Okay...thanks, Friday. T'Challa, Carol, could you give Herc a hand with that tin can down there? I'll see what I can do to disperse the crowd."

Status: PS 00, ES 00, MS 00, PP 02, XP 03
This message was last edited by the player at 22:56, Tue 22 Dec 2015.
Watcher
GM, 60 posts
Tue 22 Dec 2015
at 22:45
  • msg #126

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

Next: Hercules
Hercules
player, 17 posts
Prince of Power
Thu 24 Dec 2015
at 04:51
  • msg #127

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

Hercules's eyes narrow and his teeth grit at the burning pain his grip on the robot causes, but he will not let go. The robot's armor may be immune to his fists, but the Lion of Olympus is no mindless brawler. Even the strongest foe can be broken with the right leverage... He digs his heels in and starts to twist the hammer arm.



Gonna try to create an Overstressed Joints complication on the Dreadnaught.

Team d6
Prince of Power d8
Godlike Strength d12
Combat Expert d8.

23:50, Today: Hercules rolled 5,1,2,5 using d12,d8,d8,d6.  Overstressed Joints.

Total 10, effect die d8, with one opportunity.


Hydra Dreadnaught
NPC, 8 posts
Thu 24 Dec 2015
at 20:56
  • msg #128

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

The bystanders, huddled together, shiver even in the summer night's warm air. Surrounded by the burning car on one side and the dangerous robot and his adversary on the other, they have few options to hide.

Purchasing the Opportunity. You could have used the Dreadnaught's stress in your dice pool.

Reaction to Hercules's attack,  Total: 10; Effect: d8:
Team    d10
Remote Controlled (unprepared to not be attacked head-on)    d4
(+ to Doom Pool)
Superhuman Durability d10
Combat Expert d8

Hydra Dreadnaught rolled 1,1,3,2 using d10,d4,d10,d8 ((1,1,3,2)).

Total: 2, Effect: d10
Hercules's attack succeeds. Extraordinary Success pushes Effect to over d10
2 Opportunities available

Status: PS:d6 ES:00 MS:00

Doom Pool: 2d6 + d6 + Step, 6d8, 3d10 = 2d6, 7d8, 3d10`


The robot's arm creaks then a fissure around its elbow opens, with wires and sparks popping from it. From there it's a short matter for the arm to come unattached from the body, though electricity still flows through it. Just as Hercules drops the attachment to the ground, a jolt of pure power surges through it, something that could even incinerate a god himself, then fades.

(Post edited to omit picking the next action since all the bad guys have gone. One more hero to go then a new round starts.)
This message was last edited by the player at 23:51, Fri 25 Dec 2015.
The Sentry
player, 1 post
Sun 27 Dec 2015
at 05:08
  • msg #129

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

When out of nowhere, a surge of power strikes the air, commanding the attention of all those in the vicinity. Ascending from the sky, Sentry appears before the warehouse, with such intimidating pure might, as if God himself needed to correct the failures of mankind. After hovering in the upper atmosphere, for an unknown period of time, Sentry noticed the flaming "A" over lower Manhattan. Sensing unknown dangers, Sentry accepted the necessary use of his authoritative power, and rocketed towards the surface, yet landed daintily between the Dreadnaught and the possibly Puerto Rican bystanders, focusing intently on the two, paying no attention to Hercules. Enraged by the apparent lack of interest in Puerto Rican safety, Sentry, facing the people, bellows a loud, "LEAVE" into the sky, radiating such intense light, shining brightly to deter their attendance.

Dice Pool:
Solo d10
distinction- Guardian of Good d8
Light Mastery d10
Use of SFX: Unleashed, to roll another d10
Psych Expert d8

16:15, Today: The Sentry rolled 3,4,5,10,5,1 using d10,d8,d10,d10,d6,d6.  Remove Civilians from Area
Gain 1+ PP
Spend 1 PP to add my 5 (d6) to my total:
 10 (d10) + 5 (d10) + 5 (d10(from my PP))= 20
Use remaining d10 for effect die

PS:00 MS:00 ES:00 PP:01 XP:00

Next Up: Sentry

Watcher
GM, 62 posts
Sun 27 Dec 2015
at 22:59
  • msg #130

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

Buying the Opportunity from Sentry: +1 PP to Sentry; +d6 to Doom Pool.

Doom Pool (2d6, 7d8, 3d10) reaction to Sentry's attempt to remove bystanders, Total: 20, Effect: d10.

Watcher rolled 3,3,3,6,2,4,1,2,4,6,6,10 using d6,d6,d8,d8,d8,d8,d8,d8,d8,d10,d10,d10 ((3,3,3,6,2,4,1,2,4,6,6,10)).

Total = 16, Effect = d10.

1 Opportunity available.

The Sentry removes Innocent Bystanders distinction.

Doom Pool: 2d6 + d6, 7d8, 3d10 = 3d6, 7d8, 3d10


"Madre dios!" one of the bystanders yelps as this god of light stands illuminated before them. They finally find the courage to get out of there, running near the flaming car, close enough for it to be a danger if they were staying, far enough from it and this battle to get to safety. They scatter but they'll be safe.

Next Round Begins.

Initiative:
The Sentry
Hydra Dreadnaught
Hydra Mob
Iron Man
Hercules
Capt. Marvel
Black Panther
Mystery villain
(Iron Fist)
(Human Torch)
(Hawkeye)

Iron Man
player, 21 posts
Hardheaded Futurist
Cutting Edge Tech
Mon 28 Dec 2015
at 06:15
  • msg #131

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

Seeing the arrival of The Sentry, and the way it affects the crowd below: "Okay, new plan. Let's just pile on the tin can."
This message was last edited by the player at 06:16, Mon 28 Dec 2015.
The Sentry
player, 2 posts
Mon 28 Dec 2015
at 17:19
  • msg #132

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

From over his broad right shoulder, the Golden Guardian watches the frantic civilians flee towards safety. With their presence removed, Sentry instantly thrusts his head in the direction of the Dreadnaught, shooting a piercing, sharp gaze directly at the emotionless machine, still heeding no attention to Hercules. Still enraged by the past
potential danger, Sentry lifts a heavy fist in the air, aimed directly at the robot. With virtually no effort, Sentry shoots a burst of bright, raw energy towards the nuisance, possibly powerful enough to explode the mechanical menace into molecules of its previous components.

Dice Pool:
Solo d10
Golden Guardian of Good d8
Light Mastery d10
Combat d8
Dreadnaughts PS d6

09:15, Today: The Sentry rolled 3,1,5,1,4 using d10,d8,d10,d8,d6.  Destroy the Dreadnaught.
5 (d10) + 4 (d6)= 9
Use [3] d10 as effect die.
PS:00 MS:00 ES:00 PP:02 XP:00
Next up: Hercules

This message was last edited by the player at 04:09, Tue 29 Dec 2015.
Hydra Dreadnaught
NPC, 9 posts
Tue 29 Dec 2015
at 05:56
  • msg #133

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

The Dreadnaught turns from Hercules to the crowd, now dispersing, then back to Hercules, then to the Golden Guardian in front of him, then rights its own balance to compensate for the sudden and violent loss of a limb. An expression understandably does not appear on the mechanized menace's tiny face but its eyes glow red anew.

Purchasing the Opportunities, to add a d8 to the Doom Pool.

Reaction to the Sentry's attack,  Total: 9; Effect: d10:
Team    d10
Lumbering, Destructive Force (unbalanced due to losing its arm)    d4
(+ to Doom Pool)
Superhuman Durability d10
Combat Expert d8

Hydra Dreadnaught rolled 5,4,2,7 using d10,d4,d10,d8 ((5,4,2,7)).

Total: 12, Effect: d10
The Sentry's attack fails

Status: PS:d6 ES:00 MS:00

Doom Pool: 3d6 + Step, 7d8 + d8, 3d10 = 2d6, 9d8, 3d10


The Sentry's beam illuminates the entire block but the light shines off the dreaded robot's hide. However, it's now no danger to nearby innocents.
Hercules
player, 18 posts
Prince of Power
Fri 1 Jan 2016
at 02:41
  • msg #134

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

"Stand aside, mortal," booms Hercules. "Flashing lights and pretty sparkles have no place on the field of battle. The day will be won by strength and strength alone!" So saying, he swings the torn hammer arm in a wide arc, slamming the Dreadnaught amidships with its own limb.


Aiming to cause physical stress:

Team d6
Prince of Power d8
Godlike Strength d12
Boundless Strength d12
Combat Expert d8
Dreadnaught's stress d6

21:39, Today: Hercules rolled 5,4,1,8,2,5 using d12,d12,d8,d8,d6,d6.  Hercules attack.

Spending 1 PP to add another die to total, giving me a total of 18 with a d12 effect die and one opportunity.

Status: PS 00, ES 00, MS 00, PP 02, XP 01

Next action: Black Panther

This message was last edited by the player at 03:11, Fri 01 Jan 2016.
Hydra Dreadnaught
NPC, 10 posts
Fri 1 Jan 2016
at 09:24
  • msg #135

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

Purchasing the Opportunity.

Reaction to Hercules's attack,  Total: 18; Effect: d12:
Team    d10
Titanium-Steel Alloy Armor    d8
Superhuman Durability d10
Combat Expert d8
From Doom Pool    d8

Hydra Dreadnaught rolled 4,1,3,5,6 using d10,d8,d10,d8,d8 ((4,1,3,5,6)).

Total: 11, Effect: d10
Hercules's attack succeeds. Extraordinary Success pushes Effect to over d12
1 Opportunity available

Status: KNOCKED OUT

Doom Pool: 2d6 + Step, 9d8 - d8, 3d10 = d6, 9d8, 3d10


The Dreadnaught stands strong, as much as it can against a Greek god, but it does no good. Hercules bashes the thing with its own arm, which explodes -- both the arm and the robot itself! The menace, now just wreckage, falls to the asphalt with a thundering clatter. A few jolts of electricity jump through it, from tiny head to massive toe, the power increasingly weaker until it dies completely and whatever light was in its eyes fades to nothing.
Black Panther
player, 17 posts
King of Wakanda
Chosen of the Panther God
Fri 1 Jan 2016
at 13:15
  • msg #136

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

Seeing that the Dreadnought has been defeated, the Black Panther pauses for a moment and tunes his jungle-honed senses to the building, listening for the flow of water through old sprinkler pipes.  He rushes across the rooftop looking at the machinery until he finds one that looks suitable.  Slashing out with his claws, he severs several important connections in hopes of causing the sprinkler system to activate and perhaps break up that mob of Hydra agents.

Dice Pool:

Roll vs. the Wall of Hydra Agents asset (trying to activate the sprinkler system to cause their formation to break up basically)

Team d6, Peerless Intellect d8, Weapon d6, Enhanced Senses d8, Tech Expert d8.

Today: Black Panther rolled 6,5,1,3,5 using d6,d8,d6,d8,d8 ((6,5,1,3,5))

Total:  16 (spending 1 PP to add an extra die to total).  d8 Effect Die.  1 Opportunity.

d8 Effect Die for attempt to remove Wall of Hydra Agents d8 asset.

Next Action:  Iron Man

Watcher
GM, 67 posts
Fri 1 Jan 2016
at 16:41
  • msg #137

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

Doom Pool (d6, 9d8, 3d10) reaction to Black Panther's slashing pipes, Total: 16, Effect: d8.
Adding extra d10 from Doom Pool.

Watcher rolled 4,4,6,3,4,3,7,7,3,10,4,1,5 using d6,d8,d8,d8,d8,d8,d8,d8,d8,d10,d10,d10,d10 ((4,4,6,3,4,3,7,7,3,10,4,1,5)).

Total = 17, Effect = d10.
d10 Effect Die steps down BP's Effect die; Effect is not greater than Wall d8.
Black Panther's attempt fails.
1 Opportunity available.

Doom Pool: 3d6, 7d8, 3d10 -d10 = d6, 9d8, 2d10


T'Challa slashes away at the pipes but has no way of telling if his action is producing the result he planned. The mass of Hydra agents is wedged well inside the warehouse, outside of an angle of anyone outside looking in, unless that hero enters that dark, ominous hallway leading inside. Unfortunately, they have taken Iron Fist in there with them.
Iron Man
player, 22 posts
Hardheaded Futurist
Cutting Edge Tech
Sat 2 Jan 2016
at 06:20
  • msg #138

Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"

Seeing the explosion, and destruction of the Dreadnaught, in the streets below, Tony realizes his latest plan is futile. "Okay...we'll just play it by ear."

"Mr. Stark, there are still a few more Hydra soldiers to deal with below, and we should probably look for Mr. Storm and Mr. Rand."

"Thanks, Friday."

Iron Man jumps down to the street below, and immediately turns to face the wall of Hydra goons. "Let's see what we can do about your weapons."

Activating "SFX: EMP" to target the Hydra goons' weapons (truncheons?), in an attempt to render them useless. Iron Man's Weapons Platform will be shutdown until reactivated.

Dice Pool: Team d8, Hardheaded Futurist d4 (Overconfidence; +1 PP), Cybernetic Senses d6 (Targeting), Repulsors d8, EMP d6.

Spending 1 PP to add a third die to my roll.

22:01, Today: Iron Man rolled 4,1,1,5,6 using d8,d4,d6,d8,d6

Roll: (5 + 6) 11, Effect: d8

2 opportunities (Grrrrr...)

Status: PS 00, ES 00, MS 00, PP 03, XP 03

Next: Captain Marvel

Reactions: Hydra Mob

This message was last edited by the player at 22:17, Sun 03 Jan 2016.
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