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22:45, 7th May 2024 (GMT+0)

Scene: Kings Row Sewer Entryway, Paragon Sewer Network.

Posted by Mender PhantasmFor group archive 0
Mender Phantasm
GM, 278 posts
Wed 27 Oct 2021
at 21:52
  • msg #1

Scene: Sewer Entryway, Paragon Sewer Network

"THE MOLE & THE MYSTIC"

Moments after the Zigursky incident beneath Brickstown...

Max knew they were in the clear, he could sense no unusual seismic activity so there was no immediate threat, but he couldn't linger. Well, Max could linger underground for days...but not Archie. By the time Max got to Archie's holding cell he found the old man had run afoul the automated defenses. Fortunately Max's inhibitor collar had become disabled, so without further adieu...he leapt upon the automated drone with toothy sneer and guttural snarl, ripping it asunder as if it were made of paper mache. Unfortunately Archie had already been shot...several times, and was only marginally conscious. Getting Archie to the infirmary was out of the question, the Zig had degraded into an all-out free-for-all!

"When in doubt, dig your way out..." Max recanted one of his favorite mantras - so he did.

With Archie in tow, Max dug underneath the Zig...underneath the moat, and past the parameter security fencing until he was certain they were not being followed. That was the easy part, trying to tend the old man's injuries was a different matter. Prison clothing made for poor bandages, and the old man was getting delirious, blathering nonsensically in a language Max wasn't familiar with...air was thin underground so oxygen deprivation was taking it's toll.

"Don't ya worry none, Archie, gonna be topside soon." Max would say over his shoulder as he tore through the bedrock, "Plenty of fresh air, get ya patched up right...you'll see, gonna be just fine."

Might as well have been talking to himself, in a sense he was - sedating his own mounting anxiety as the old man had passed out on the makeshift gurney he drug behind him. Earlier than desired, Max dug his way upwards...closer to the Zig than he wished, but he wasn't going to let the old man die on him. Not after all the "fun times" they had in the Zig where Max spent a portion of his time kicking the crap out of any newcomer that thought the old man was an easy mark.

Before he breached the surface, just below a secluded alleyway, he could hear Archie call out weakly. "These bracers...need removed..." the old man gasped feebily.

"Those gaudy things? Ah hell, Archie...thought those were yours!" exclaimed Max as he examined the iron wrought bracers.

No clasp, no lock, they seemed to be welded on...and they didn't look like they were going to come off easy. "Can't this wait 'til we're topside?" Max grumbled.

The old man coughed a weak laugh and muttered, "These bracers...are to me...as that collar...was to you."

That made Max's skin crawl...for years he wondered what it would've been like if his mutation hadn't manifested, but after spending time in the Zig with that damn inhibitor collar on, fending for himself (and Archie) with naught but his wits and his streetwise brawling prowess...to be honest, he was never more thankful to be clawed and hairy.

"Just saying, it'll hurt..." Max glowered as he sought the best way to work a claw underneath. No doubt about it...the old man was gonna lose some skin in the process, at least.

The old man only chuckled weakly in response, just like the time when they first met after Max beat the snot out of some newly interred Freakshow gangbanger who beat Archie senseless just because the freak thought Archie looked funny...and wanted Archie to look funnier.

"Yeah, this'll probably tickle after what you've been through...okay, here goes." Max intoned.

Holding the old man's wrist secure with one hand, Max worked a claw underneath one of the bracers and pulled outward...he expected to hear a snap - he only heard the old man grunt and groan instead.

"The hell?..." Max thought as he pulled again with a little more force...the iron bracer screeched metallically, Archie's cry was a little more guttural.

"What're these things made of?!..." Max inquired worriedly having dug through solid rock. A little trinket like this bracer should not be giving him this much difficulty.

"Okay, Archie, deep breath...just one...more...PULL!" exclaimed Max as his muscles bulged, pitting his entire frame against the wretched bracer...the old man cried out and spasmed, only to collapse silent and still the instant Max's claw tore through.

"Archie? ARCHIE?!" Max exclaimed. The old man was still breathing...though ragged, probably in shock.

The other bracer came off far more swiftly, but before Max could chuck the broken bracers down the tunnel from which they came...a steady, firm hand rested upon his shoulder.

"Hold, my little changeling friend..." stated old man in a strong, steely tone as he sat upright, "...I still have need of those."

Moments later, after breaching surface, Maxwell Tillerman watches in shock as the Arch-Druid freezes a police officer solid...


* * *

This message was last edited by the GM at 23:17, Thu 28 Oct 2021.
Mender Phantasm
GM, 284 posts
Sat 30 Oct 2021
at 22:13
  • msg #2

Scene: Kings Row Sewer Entryway, Paragon Sewer Network

The Mole & The Mystic

By the time Crimson Fury, Windwalker, and Detective Ramirez leading a squad of officers in a PPD containment van, arrive on the scene...the situation was already turning ugly in the hot evening breeze. A mob of citizens were crowding the parameter of barricades, some holding signs saying "Mutant Lives Matter" while others read "Die Mutie Scum!"

Detective Ramirez looks concerned as the containment van pulls up past the barricades near the massive industrial sewer entrance, and exits the cab as the armed and armored squad of officers disembark from the rear.

"The Mole saved my life!" shouts a middle-aged woman carrying a sign from one side of the mob.

"That mutie killed my daughter!" roars a burly man with a baseball bat on the other side.

"We want justice - Street Justice!" cries a tall lanky fellow, shaking his fist at one of the PPD officers securing the barricade.

The senior officer on the scene with a bullhorn booms loudly, though almost inaudible compared to the rising friction between the two mobs, "Attention citizens! This is the PPD! Disperse and return to your homes, this area is off-limits! I repeat, off limits, until further notice!"

"Sergeant, what's the sitrep?" Ramirez asks the senior officer loudly as she approaches.

"They just came outta nowhere, ma'am...and have been growing by the minute. One group wants to put a stop to this operation, the other wants to put a stop to The Mole...and they both look like they'd be more than happy to put a stop to each other." reports the senior officer. "We...didn't exactly prepare for the possibility of a full-blown riot, ma'am." he adds hesitantly.

"Just keep the parameter secure, Thomas...call for backup if need be." replies Ramirez as she gives the simmering mob a furtive glance before she whistles and gestures to the squad she arrived with, "Alright, boys, let's head in!"

Doom Pool: 2D8

Scene Distinctions: Industrial Grade Sewer Entrance, PPD Barricade & Evening Heatwave

5d6 Pro-Mutant Mob
Angry, Obtrusive, Obstinate
Combat Novices: D6
SFX) Riot! - Add a D6 and keep an additional effect die for every additional target.
LIM) Mob Coherency: Each mob die can be subjected to area effect attacks and complications.

5d6 Anti-Mutant Mob
Vengeful, Anxious, Determined
Combat Novices: D6
SFX) Riot! - Add a D6 and keep an additional effect die for every additional target.
LIM) Mob Coherency: Each mob die can be subjected to area effect attacks and complications.

D6 PPD Barricade Officers
Diligent, Lawful, Courageous
Combat Novices: D6
Sidearms: D6

3D8 PPD Anti-Mutant Squad
Seasoned, Snarky, Confident
Firearms: D8
Nullifiers: D10
Body Armor: D8
Combat Experts: D8
SFX) Focus Fire - In a dice pool that includes Firearms or Nullifiers, you may replace two dice of equal size with one die +1 step larger.
SFX) Covering Fire - Add a D6 and keep an additional effect die for each additional target.
LIM) Squad Coherency: Each mob die can be subjected to area effect attacks and complications.
LIM) Specifically Tailored - Nullifiers last until the next Transition Scene, Nullifiers can only effect the target they were specified to Nullify (The Mole).


D8 Detective Ramirez
PPD Veteran Officer, Woman In A Man's World, Stubborn & Convicted
PPD Standard Issue
Firearm: D6
Armored Vest: D6
Nullifier: D10
Combat Expert: D8
Psych Expert: D8
Crime Expert: D8
SFX) Thorough & Well Connected - When using Crime Expert to create a Crime Expert resource, spend a Doom Die in order to step up the resource +1 step.
LIM) Gear: Shutdown a PPD Standard Issue power and gain 1 PP. Take an action vs. the doom pool to recover.
LIM) Specifically Tailored - Nullifier last until the next Transition Scene, Nullifier can only effect the target they were specified to Nullify (The Mole).

D8 PPD Containment Van
Rugged, Sluggish, High Profile
Nullify: D10
LIM) Bioelectric Induced Remission - Nullify only works on targets inside the van, effects work on any mutant secured inside the power dampening cell.
This message was last edited by the GM at 19:10, Mon 01 Nov 2021.
Crimson Fury
player, 86 posts
Reeeeeal pissed off...
P-0, E-0, M-0, PP-6
Sat 30 Oct 2021
at 22:20
  • msg #3

Scene: Kings Row Sewer Entryway, Paragon Sewer Network

Fury glared at the anti mutant rioters. He remembered people like that being pro war, except it was for a war of lies. The truth was they just feared and hated anyone diffent. That, and he had been dumb enough to believe the lies leading up to the war.

"Let me try something..." he said to Ramirez. He then took to the air, floating over both groups. He reached out with a glowing hand, and began converting the ambient emotions into raw energy. An orb of glowing red light hung over both crowds. One he could use to try and quell any outbreak of violence.

ooc-creating a asset: emotion energy orb battery.

Team-d8
Feeds on rage...and trying to control it-d4
Mind control-d8
Meance-d10
Sfx:
Constructs: +1 effect die, +d6
Area effect: vs group of foes. +d6 for every die after 1st for group.

I get 1 pp for using a d4, and then spend it for asset to last throughout encounter.

18:22, Today: Crimson Fury rolled 4,4,6,1,1,19 using D8,d4,d8,d8,d10,5d6 with rolls of 4,4,6,1,1,5,4,5,3,2.  Creating an asset.

19:34, Today: Crimson Fury rolled 22 using 5d6 with rolls of 4,4,5,5,4.  Area effect sfx-other mob.

Total=11
Effect die=d10

Rolling vs 2d8 doom pool.




This message was last edited by the player at 23:35, Sat 30 Oct 2021.
UV
player, 53 posts
Sun 31 Oct 2021
at 01:14
  • msg #5

Scene: Sewer Entryway, Paragon Sewer Network

When her smartwatch pinged with the notification that a situation was brewing near the sewers in response to the threat of the Mole, UV looked towards the general direction. It wasn’t going to be far to flight, but she needed to make sure she didn’t upset the situation. Opting to lift off and use her aura to give her arrival ample forewarning so that UV didn’t make the situation worse.

1) INTENT: Arrive at the Sewers
2) AFFILIATION: Team d6
3) DISTINCTION: Coronal Aura D8
4) TRAITS: Superhuman Speed(Flight) D10
5) SPECIALTIES: None
6) ASSETS: PPD General Alert D8
7) PUSH/STUNT or RESOURCE: None
8) TARGET STRESS: None
9) TARGET COMPLICATION: None
10) SFX: None
11) LIM: None
12) DICE POOL: 1D6 + 2D8 + D10
13) RESULT: 10, D8 Effect
14) OPP: 2

21:11, Today: UV rolled 12 using 1d6+2d8+1d10 with rolls of 1,1,6,4.  Arrive at the Sewer Scene! –

Mender Phantasm
GM, 286 posts
Mon 1 Nov 2021
at 18:17
  • msg #6

Scene: Sewer Entryway, Paragon Sewer Network

Hate to say this, but I'll be spending a Doom Die in order to interrupt the Action Order (which I'll explain in post). Tenzing, you're action post will be delayed.

UV, the default Doom Pool rolled a 10 total...ties go to the player (or initiator of the action), but you rolled 2 opportunities leaving you with only a default D6 effect die. Since your effect die didn't exceed D6, UV is delayed one action post as she cuts across the sky and finds herself momentarily taken aback at the sheer number of protestors that have arrived. She isn't even at the target location and can see a massive throng closing in on the area she sought to reach.

CF, rolling against the Doom Pool is generally done when there's no clearly defined target or opposition in question. Since CF took an action, this is now considered to be an Action Scene. 2 opportunites (1's) were rolled which I go ahead and purchase - CF gains 2 PP, I step up one D8 in the Doom Pool to D10 and add a D6, Doom Pool is now D10, D8, D6.


***

Reaction Post

***

Since CF is trying to affect the whole mob, the whole mob gets to resist: 10d6
I'll use the Scenic Distinction Evening Heatwave as a detrimental factor, increasing the mobs agitated state: D8


***

As Crimson Fury takes to the air rising above the two mobs, he manifests a pair of crimson orbs that instantly begin seething with the ambient amounts of angst the two opposing mobs emanate. Ambient may have been too subtle, their anger was absolutely gushing.

Just like before...just like war...when two opposing sides refuse to reason...

The opposing mobs react hesitant and uncertain to Crimson Fury's reddish manifestations, and for a brief moment, in Kings Row - slum of Paragon City, during an unseasonable evening heatwave...the opposing mobs become so silent...you could almost hear a drop of sweat...drop...

***

Today: Mender Phantasm rolled 37,7 using 10d6,d8 ((6,4,3,2,1,3,4,5,5,4,7)).
Total: 13 (6+7)
Effect: D6
Opps: 1

One opportunity is rolled and on the table for this Action round for any player to purchase for use, CF gets first dibs.

CF's attempt to create an Asset fails, though retains the PP previously spent to make the Asset lasting.

***

"What's he doin'?" peers a member of the mob on the Anti-Mutant side.
"Hey CF! I thought you were on OUR side!" shouts another from the Pro-Mutant side.
"He's a mutie lover!" screeches a woman from the back of the Anti-Mutant mob.
"MUTIE LOVER! MUTIE LOVER!" chants the Anti-Mutant mob like a rallying cry!

Anger in such abundance, like holding water in a sieve...the seething crimson orbs bloat then shatter from within as the anger Crimson Fury sought to absorb and contain escapes his will to manipulate and control!

***

I spend the D10 in the Doom Pool to interrupt the scene (Sorry Windwalker), Doom Pool is now D8 and D6, and the 5D6 Anti-Mutant Mob act next...

***

Action Post

***

"Red don't mean shit!..." exclaims a man from the Anti-Mutant mob before hollering, "I'mma BULL, muthafucka!" as he hamfists a member of the Pro-Mutant mob in the face!

Just like before...another goddamn war.

***

The 5D6 Anti-Mutant Mob riots, targeting the 5D6 Anti-Mutant mob as well as the D6 PPD Barricade Officers. CF is in the air and out of reach. Windwalker, Detective Ramirez, the 3D8 Anti-Mutant Squad and D8 Containment Van are behind the barricade so for narrative reasons, I'll say they're not targetable as long as the D6 PPD Barricade Officers remain active. As a Watcher, I can't roll against myself regarding NPC interaction so it's just a question of assigning 5D6 effect die based on the 5D6 Anti-Mutant Mob trait.

2D6 of the Anti-Mutant Mob deal 2D6 Physical Stress to the Pro-Mutant Mob. Since a D6 Mob can take D8 Physical Stress, the Pro-Mutant Mob is now 4D6 as several of the Pro-Mutant Mob get literally trampled underfoot of the surging Anti-Mutant Mob.

Another 2D6 Anti-Mutant mob die deal 2D6 Physical Stress to the D6 PPD Barricade Officers. Before the Barricade Officers have time to react...they go down courageously as the mob surges forward through the barricade towards the Industrial Sewer Accessway like a lynch mob on a witch hunt.

The remaining D6 of the Anti-Mutant Mob apply their D6 effect die to the Doom Pool, adding a D6, as that portion of the Anti-Mutant Mob begins causing general property damage like smashing nearby windows and slashing tires while chanting, "Humans First! Humans First!". Doom Pool is now D8, 2D6...


Next Action: Windwalker may now act. UV may act once The Pro-Mutant Mob, Detective Ramirez with her Anti-Mutant Squad post their action.
This message was last edited by the GM at 19:59, Mon 01 Nov 2021.
Crimson Fury
player, 88 posts
Reeeeeal pissed off...
P-0, E-0, M-0, PP-8
Mon 1 Nov 2021
at 20:19
  • msg #7

Scene: Sewer Entryway, Paragon Sewer Network

In reply to Mender Phantasm (msg # 6):

"Have it your way!" Fury snarls at the anti mutant crowd. "I tired to play it soft, but you wanna be loud! Let's see you shout down this!"

Even as the two orbs popped, the energy did not disperse. Instead anger itself started to be drawn upwards into the two places the constructs had been. Red lines of force cane from the heads of the anti mutant crowd, and they began to feel the rage sap from them...

OOC-spending 1 pp to do a stunt via the oppertunity. I am creating a scene distinction...rage drain. D8 scene hazard on anyone feeling rage...expect for me of course. I will spend an additional PP in order to make it last.
This message was last edited by the player at 20:21, Mon 01 Nov 2021.
Windwalker
player, 142 posts
Peace, Love and Wisdom
These must we walk in.
Mon 1 Nov 2021
at 20:55
  • msg #8

Scene: Sewer Entryway, Paragon Sewer Network

OOC:
Can I use the dice from the my action?  If I change the effect but use same action type.  You did say my actions was delayed.
My new action will be based on what Windwalker was trying to do while Crimson Fury mess everything up.
Slowly shakes head at Crimson Fury (he he).

This message was last edited by the player at 21:12, Mon 01 Nov 2021.
Mender Phantasm
GM, 288 posts
Mon 1 Nov 2021
at 21:57
  • msg #9

Scene: Sewer Entryway, Paragon Sewer Network

In reply to Windwalker (msg # 8):

Go ahead and reroll as the circumstances of the scene have most assuredly changed...there are downed Barricade Officers and members of the Pro-Mutant Mob while those of the Anti-Mutant Mob not directly involved with either of those two instances, are smashing up the scene, making this particular area of the slums to look that much more slummier (dumpster fires are sure to follow). What would Tenzing like to do?

In reply to Crimson Fury (msg # 7):

When activating an opportunity that a Watcher has rolled, a player made add a D10 stunt die to their next roll. I like the way you described it, draining the anger to fuel CF's next action...but the rage is like a faucet, more than enough for him to use...but he'd have to cause some sort of complication against the mob in order to cause some sort of affliction (like Rage Drain) on your next action.

For some reason, only the Watcher can create Scenic Distinctions. :/ Not a real fan of that, I love using Scenic Distinctions because they, by default, help or hinder anybody! :D

This message was last edited by the GM at 21:58, Mon 01 Nov 2021.
Windwalker
player, 144 posts
Peace, Love and Wisdom
These must we walk in.
Mon 1 Nov 2021
at 22:40
  • msg #10

Scene: Sewer Entryway, Paragon Sewer Network

Windwalker was trying to set up the TV projection on building with sound.  However the mob turn nasty.
As he was half way though doing what he was doing he turns what he was doing around.
He changes the direction of the projects the TV lights into the eyes of the mob and changes the wave length of the programs to wavelength that hurt the ears of the mob and make them want to move away from the area.  Thus finishing the action he started but with slightly different effect (which why I ask to keep my dices).

OOC:
To disperse the crowd with bright lights and painful but not damaging wave lengths.

OOC:
D10  Affiliations: Team
D8 History/Backstory: Technology has it uses (even if I hate it).
D8  Reflexes. (Techno chip).
D10 Master:- Crime.



First role if I can keep dice as action is almost the same:-
01:11, Yesterday: Windwalker rolled 15,12 using 2d10,2D8 with rolls of 5,10,6,6.
Results: 16  Effect: d10 Opp:- Emotional Damage instead of Emotional distraction


Second role if I cannot keep my dice as an action:-
23:20, Today: Windwalker rolled 15,2 using 2d10,2D8 with rolls of 5,10,1,1.  Unhappy re-roll.
Results: 10  Effect: d10 Opp:2 Emotional Damage.

OOC:- +3 exp   When you use technology to over come someone instead of your monk skills. ???

Edit:-
01:11, Yesterday: Windwalker rolled 15,12 using 2d10,2D8 with rolls of 5,10,6,6.
Results: 16  Effect: d10 vs Anit-mutant d8 vs Pro-mutant.  Opp:- Emotional Damage instead of Emotional distraction
This message was last edited by the player at 23:42, Mon 01 Nov 2021.
Mender Phantasm
GM, 289 posts
Mon 1 Nov 2021
at 23:11
  • msg #11

Scene: Sewer Entryway, Paragon Sewer Network

In reply to Windwalker (msg # 10):

Go ahead and keep the first roll. I know you're trying to effect lots of people, but I still need a target for your effect die (since you don't have an SFX Area Effect ability) - are you targeting the Pro or Anti-Mutant Mob? You could spend a PP and keep an extra effect die (the remaining D8 on your first roll) and effect both mobs - one with D10 effect while the other a D8.
This message was last edited by the GM at 23:27, Mon 01 Nov 2021.
Windwalker
player, 146 posts
Peace, Love and Wisdom
These must we walk in.
Mon 1 Nov 2021
at 23:40
  • msg #12

Scene: Sewer Entryway, Paragon Sewer Network

OOC:
I will use my 1 PP and effect both groups.  Thank for letting me keep the dice.  I only though it justified as I building on my first post.

This message was lightly edited by the player at 23:46, Mon 01 Nov 2021.
Mender Phantasm
GM, 290 posts
Tue 2 Nov 2021
at 00:41
  • msg #13

Scene: Sewer Entryway, Paragon Sewer Network

Reaction Post

***

Okay, the Anti-Mutant Mob tries to resist the near ear-piercing squelch Windwalker causes: 5D6
They're determined as hell, as per their distinction: D8

Today: Mender Phantasm rolled 24,6 using 5d6,d8 ((6,5,5,2,6,6)).
Total: 12
Effect: D8
Opps: 0


Several members of the Anti-Mutant Mob stagger from the scene clutching their ears and/or shielding their eyes taking the initial brunt of the sonic barrage that echoes thoughout the neighborhood.

The Anti-Mutant Mob is now 4D6.

Now for the Pro-Mutant Mob to resist the sonic-strobe blast: 4D6
Despite the battering they've already received, they're obstinate: D8

Today: Mender Phantasm rolled 12,8 using 4d6,d8 ((1,6,1,4,8)).
Total: 18
Effect: Default D6
Opps: 2

I spend a Doom Die (D6) from the Doom Pool in order to add an extra die for the total. Doom Pool is now 1D8 and 1D6.


However, as the Pro-Mutant Mob reels back from the Anti-Mutant Mob assault, they are left surprisingly unscathed by Winderwalker's sonic/strobe barrage. Being obstinate buggers, some even take the cacophonous blast as clarion call! The Pro-Mutant Mob resists Windwalker's sonic barrage!

...speaking of the Pro-Mutant Mob. They act next...

***

Action Post

***

"Y'know what they say - Punch a Nazi!" exclaims a young lad from the Pro-Mutant Mob as he blindsides a older member of the Anti-Mutant Mob from behind as he clutches his ears in agony!

***

Incised by the Anti-Mutant Mob's aggressive actions, the Pro-Mutant Mob retaliate with a little rioting of their own, amid the flashing lights and sonic screeching. They target the 4D6 Anti-Mutant Mob...and the D8 PPD Containment Van! Just like the Anti-Mutant Mob, I can't roll against myself so the 4D6 Pro-Mutant Mob 4D6 effect die are distributed as follows...

2D6 of the 4D6 Pro-Mutant Mob deal 2D6 Physical Stress to the Anti-Mutant Mob, reducing the Anti-Mutant Mob to 3D6, bearing proof they are no less dangerous than the Anti-Mutant mob they oppose - giving as good as they get.

1D6 of the Pro-Mutant Mob, emboldened by the Anti-Mutant mob's parameter breach, make their own way past the now unmanned barricade to attack the D8 PPD Containment Van. It's rugged, but not armored, and takes D6 Physical stress as various members of the Pro-Mutant Mob seek to render the PPD Containment Van inoperative.

The remaining D6 feed the Doom Pool as they start up their own chant while throwing rocks, garbage and pretty much anything not nailed down. "Mutant Lives Matter! Mutant Lives Matter!" they cry out in unison. Doom Pool gains a D6, Doom Pool is now 1D8, 2D6.

...and finally, I spend a D8 from the Doom Pool in order to create a new Scenic Distinction - Riot in the Streets, as the scene erupts from a massive protest to an all-out street brawl! Doom Pool is now 2D6.

Welcome to Kings Row...

Since only NPC's are up to act next, I'll go ahead and pass to UV. UV, it's clear upon arrival...this isn't a protest, it's a street-wide beatdown amid vertigo inducing strobe and sonic pandemonium!

This message was last edited by the GM at 01:00, Tue 02 Nov 2021.
UV
player, 55 posts
Tue 2 Nov 2021
at 01:54
  • msg #14

Scene: Sewer Entryway, Paragon Sewer Network

UV surveyed the chaos and was at a loss for a moment. She could see the other heroes that had answered the call. Crimson was doing his thing and She decided to back him up. Things seems to have developed out of their control. UV opted to cow the crowd the best way she knew how. Flying over the riot, she surrounded herself with her signature aura and oozed as much menace as she could. The aura would likely single her out like a beacon but she was hoping that would help in any case. “Cease and desist! NOW!”


1) INTENT: Subdue the crowd! (Create ‘Beacon of Menace’ Asset)
2) AFFILIATION: Buddy D8 (Crimson Fury)
3) DISTINCTION: Coronal Aura D4+1PP
4) TRAITS: Superhuman Speed (Flight) D10
5) SPECIALTIES: Menace Expert D8
6) ASSETS: None available
7) PUSH/STUNT or RESOURCE: -
8) TARGET STRESS: -
9) TARGET COMPLICATION: -
10) SFX: -
11) LIM:-
12) DICE POOL: D4 + 2D8 + D10
13) RESULT: 8, D10 Effect
14) OPPS: 0
15) PP: 1

21:51, Today: UV rolled 14 using 1d4+2d8+1d10 with rolls of 3,4,4,3.  Create Asset.

Mender Phantasm
GM, 292 posts
Tue 2 Nov 2021
at 03:28
  • msg #15

Scene: Sewer Entryway, Paragon Sewer Network

Reaction Post

If you want to subdue the crowd, you would cause an Emotional Complication (Cowed or Intimidated, whatever emotion you want to afflict the target with), not create an Asset. Assets are creations that benefit you.

Since you were opting to assist CF, you target the mob he was focusing on - the Anti-Mutant Mob: 3D6
I'll add the Scenic Distinction - Riot in the Streets: D8, to simulate the sheer pandemonium going on. While Corona may burn brightly, some of the mob has already been nearly blinded by Tenzing's audio/visual overload.

Today: Mender Phantasm rolled 8,6 using 3d6,d8 ((3,3,2,6)).
Total: 9
Effect: D6
Opps: 0


***

Raising her hand to shield her eyes, a member of the Anti-Mutant Mob points up at UV and shouts, "It's another one...it's...CORONA!"

"How many mutie-lovers ARE there?" growls another as he wrestles with another man caught in a headlock.

UV's certainly noticed, but the mob seem far too occupied to be intimidated! Detective Ramirez and her Anti-Mutant Squad pick up the tail end of this action turn.

***

Action Post

***

"Dear God..." Detective Ramirez swears under her breath. "Lieutenant, I want this area secure...push these people back beyond the barricade..."and get those punks off my van!

Like all NPC interactions, I only take the most appropriate trait die and apply the effect. One D8 Anti-Mutant Squad causes the Anti-Mutant Mob to suffer a D8 Physical Complication - Pushed Back. Since a D8 Complication is greater than a D6 Mob trait die, that portion of the mob is pushed back and losses heart - being so close to the sewers, only to miss their chance at getting their hands on The Mole. Anti-Mutant Mob is now 2D6

"Rikti...why couldn't it have been Rikti..." grunts one member of the Anti-Mutant Squad as they pushed back against the Anti-Mutant throng, forcing them back beyond the barricade.

The second D8 Anti-Mutant Squad afflicts the Pro-Mutant Mob with a similar D8 Physical Complication - Pushed Back. They retreat from the Anti-Mutant Squad with bits and pieces of the PPD Containment Van's as trophies as they scatter. Pro-Mutant Mob is now 2D6.

"Clear outta here, ya freakin' pack o' Vahz zombies!" shouts a grizzled veteran of the Anti-Mutant Squad as they drive off the Pro-Mutant Mob molesting the PPD Containment Van. Pushed beyond the barricade, they hoot and holler at their seemingly insignificant cosmetic damage, and race off.

The last D8 Anti-Mutant Squad spend their effect die to create an Asset - D8 Secured Parameter Asset, as they take to the fore making themselves a literal living wall reinforcing the Police Barricade.

"Remember that Skull riot last week?" inquires another member of the Anti-Mutant Squad as they struggle to secure the parameter of the barricade. "Naw, sick leave...had the flu!" replies another as he grunts pushing back a member of one of the mobs.

...and all the while, the riot continued to rage...in the heart of the slums of Kings Row.

***

End Of First Action Round - Next Action: Open.
Crimson Fury
player, 91 posts
Reeeeeal pissed off...
P-0, E-0, M-0, PP-8
Tue 2 Nov 2021
at 07:43
  • msg #16

Scene: Sewer Entryway, Paragon Sewer Network

In reply to Mender Phantasm (msg # 15):

Fury snarled as he drew in the ambient anger. Thanks to the distraction provided by UV and the monk, he could fully call upon his power. Locking on to each mind in the riot with his ability to see emotion as people feel it.

He proceeded to change the over flow of emotional energy and redirecting it with his own rage. Taking any remaining fury from both sides of the crowd and absorbing it into himself. Basically trying to make it impossible to keep the riot going.

ooc-

Creating a condition on the entire mob. Lack of anger.

Team-d8
Feeds on rage-d8
Sense emotion-d10
Mind control-d8
Meance-d10
Stunt from last round-d10
Sfx: area effect-4d6

Total=26
Effect die=d10, d8, d8, d8
Spending a pp to add to an additional d6 to my total.

03:36, Today: Crimson Fury rolled 8,3,10,1,9,10,15 using D8,d8,d10,d8,d10,d10,4d6 with rolls of 8,3,10,1,9,10,4,4,6,1.  Mass hinderance

This message was last edited by the player at 19:02, Tue 02 Nov 2021.
Mender Phantasm
GM, 294 posts
Tue 2 Nov 2021
at 22:56
  • msg #17

Scene: Sewer Entryway, Paragon Sewer Network

Reaction Post

***

Today: Mender Phantasm rolled 16,8 using 4d6,d8 ((4,4,5,3,8)).

Total: 13
Effect: D6
Opps: 0

One of your D8's that you rolled was an opportunity (rolled a 1) and cannot be used as part of your total, or as an effect die (as well as one of your D6's). Since you rolled 2 Opportunities, I'll pay 1 PP and add a D6 then step that D6 up one step to a D8. Doom Pool is now 2D6, 1D8. This would mean your effect die change to D10, D8, D8 and a D6. Scoring an exceptional success, you could bump up one of your effect die +1/every 5 over defense (like the D6 to a D10) but that would still leave riot that has spread above and beyond the local area.

This, however, could be targeted by an effect die as Scenic Distinctions can be altered and/or removed depending on the narrative circumstances. In this particular instance, affected the D8 Scenic Distinction - Riot in the Streets, would be feasible. For a PP, you could add another effect die (the only one you have left: D6) and apply it to the Scenic Distinction - Riot in the Streets, reducing it from a D8 to a D6. Whatever you choose, the effect is nothing short of astounding! All the remaining Pro and Anti-Mutant Mob die (4D6) are complicated out of scene...utterly stripped of their desire to continue their aggressive actions!


The whole area seems to take on a decidedly reddish hue as Crimson Fury draws not just some, but all the rage permeating the localized area. As the reddish hue fades, Pro and Anti-Mutant Mob members alike beginning looking around in confusion, or start helping each other out, completely at a loss as to why they were having such a row to begin with!

"You know, I may disagree with everything you have to say..." proclaims a Pro-Mutant Mob Member as they help an Anti-Mutant Mom member to their feet, "...but I'll fight to the death for your right to say it!"

"What're we fighting for?" exclaims a member of the Anti-Mutant Mob as he releases a member of the Pro-Mutant Mob from a headlock. "We should be drinking, you thirsty?" he adds with a grin as he claps the Pro-Mutant Mob member on the shoulder.

Even the Anti-Mutant Squad seems taken aback, nearly falling over themselves as the mob before them simply stops their aggressive approach and behavior! Even the riot in the streets seem to have diminished, though only the ones closest to Crimson Fury seemed to be affected.
Crimson Fury
player, 93 posts
Tue 2 Nov 2021
at 23:05
  • [deleted]
  • msg #18

Scene: Sewer Entryway, Paragon Sewer Network

This message was deleted by the player at 23:19, Tue 02 Nov 2021.
Mender Phantasm
GM, 295 posts
Tue 2 Nov 2021
at 23:23
  • msg #19

Scene: Sewer Entryway, Paragon Sewer Network

In reply to Crimson Fury (msg # 18):

Excellent, the Riot in the Street is reduced to a D6 Scenic Distinction which generally represents the absolute purest of die-hards for 'the cause', or just a typical youth with a profound non-conformist streak chucking bottles and such while saying things like, "Heroes suck!".

Compared to what it was like just moments ago...the riot in the streets could be handled by a few patrol squad cars whose sirens can be heard approaching in the distance...and since I can't honestly come up with a narrative reason why (or even how) the riot would continue - I'm going to go ahead and call it a done deal. We are now in a Transition Scene. UV, Windwalker, feel free to submit your closing posts describing how you deal with the sudden halt of the aggressive mob. Doom Pool is 2D6, 1D8

This message was last edited by the GM at 23:44, Tue 02 Nov 2021.
Crimson Fury
player, 94 posts
Reeeeeal pissed off...
P-0, E-0, M-0, PP-7
Tue 2 Nov 2021
at 23:27
  • msg #20

Scene: Sewer Entryway, Paragon Sewer Network

In reply to Mender Phantasm (msg # 17):

Mark almost crashes down to the ground. Falling to one knee, looking like he might be sick. Except instead of turning green, he leaks red plasma from his eyes and mouth. He grits his teeth, as if trying to keep from vomiting.

Finally, as the two mobs around him disperse with emotions other than rage and hate, he slowly regains his normal appearance. The red plasma flow dies off, and he starts breathing again. Taking deep breaths as of he had just run a marathon.

"I'm...I'm ok..." he said, not sounding ok. In fact he growled that statement. He tries to right himself but has to lean on Rameriz to keep upright.

"I'm fine. Sorry." He says, somewhat embarrassed and tries to stand on his own. Of course, he cannot help but sense her emotions as he does so. Far too curious as to what her reaction to all this would be.

Ooc-i will pay a PP to reduce the riot to a d6 and let my team finish it off that.
This message was last edited by the player at 23:28, Tue 02 Nov 2021.
UV
player, 58 posts
Tue 2 Nov 2021
at 23:51
  • msg #21

Scene: Sewer Entryway, Paragon Sewer Network

UV looked around, somewhat stunned by the sudden turn of the crowd. Her glow faded as she gently glided to the ground and unclenched her fists. She made her way towards the barricade, offering her help to the PD officers in pushing out or apprehending those that remained violent. She could talk to the others later. Right now, she needed to show she was one of the good guys still.
Mender Phantasm
GM, 296 posts
Wed 3 Nov 2021
at 00:18
  • msg #22

Scene: Sewer Entryway, Paragon Sewer Network

[Private to Crimson Fury: Marc can sense a whirlwind of emotions emanating from the Detective...ranging from being absolutely livid to downright terrified, though it is not Crimson Fury whom she fears. Anger, though...yes, she's most assuredly angry at CF.

Catching CF's gaze, she huffs and says quietly under her breath as she helps him to his feet, "Yes, I'm angry...look, Marc, I won't pretend to understand how you do the things you do, but take a look around you. I need to know if I can depend on you?"

CF can sense a twinge of fear once again as she continues, "...because if you can't maintain control...this is what a bunch of regular joes can do once they're set off. We're heading into a situation where we may be dealing with a metahuman, sorcerer, whatever...Archie. I...just need to know if I can depend on you to keep it together...because I don't want to think what'll happen if Archie gets pissed."

She doesn't wait for a response, turning her attention towards the PPD Containment Van
]

"How bad is it, Patterson?" asks Detective Martinez as she approaches the PPD Containment Van. Looking it over, the damage is mostly superficial...flat tire, broken lights, cracked windows...all for what?

"We ain't trackin' shit, ma'am." replies the PPD Driver as he flips switches inside. "Seismic scanner's shot, they stole the dish...and look at what they did to the side-mirrors, c'mon man!"

"Then get a hold of dispatch, tell them we need the other one - pronto!" she snaps.

"Can't...it's in the shop, suspension overhaul...'sides, they stole the radio antenna." he grumbles before muttering under his breath, "Effin' punks...was listening to the radio..."

"Then we expand our dispersal pattern and area coverage." she states after a moment with a sigh. "We already lost time we don't have. Gear up, boys - we're heading in."

"Ya heard the boss, ladies...saddle up!" barks the Lieutenant of the Anti-Mutant Squad as Kings Row PPD squad cars begin converging on the scene...quelling the trace remnants of what was once an all-out street brawl.

[Private to UV: Pausing briefly, Detective Martinez asks UV as she assists, "UV, right? Hero Corps sent you? Hope they appraised you of the situation..." before muttering under her breath, "...'cause I really don't need another loose cannon on my hands."]
This message was last edited by the GM at 01:42, Wed 03 Nov 2021.
Windwalker
player, 148 posts
Peace, Love and Wisdom
These must we walk in.
Wed 3 Nov 2021
at 18:59
  • msg #23

Scene: Sewer Entryway, Paragon Sewer Network

Windwalker never willing to leave a man or woman down.   Windwalker heads over and tries to help put the men and woman of the squad back on their feet.  Using both his skills in a monk, modern medicine with his calm nature to make them feel better.  However time is limited and he cannot do as good a job as he would like.

OOC:
Try to put the the Barricade Officers back on their feet.

OOC:
D10  Affiliations: Team
D8 Profession: The Ways of the Monk.
D8 Reflexes. (Techno chip).
D8 Expert:- Science medical. (Tech)
D8 Serenity. (FSX skilled added.



19:43, Today: Windwalker rolled 1,19 using 1d10,4d8 with rolls of 1,8,6,1,4.  Heal the Barricade Officers.
Results: 14  Effect: d8 Opp:2 Heal the Barricade Officers

+3 exp :- First time you heal someone of any damage (if successful).
This message was last edited by the player at 18:59, Wed 03 Nov 2021.
Mender Phantasm
GM, 301 posts
Wed 3 Nov 2021
at 19:34
  • msg #24

Scene: Sewer Entryway, Paragon Sewer Network

Yay! Opportunities, I purchase them both - Windwalker gets 2 PP, and I step up both D6's in the Doom Pool to D8's. Doom Pool is now 3D8.

Since it's a recovery action, you roll against the Doom Pool representing the lingering effects of shock of the sudden mob turned riot: 3D8
Recovering the Barricade Officer's Stress is equivalent to their die rating: D6
The evening heatwave is making everything just that more difficult: D8

Today: Mender Phantasm rolled 19,4 using 4d8,d6 ((8,2,7,2,4)).
Total: 15
Effect: D8
Opps: 0


Windwalker wipes the sting of sweat from his eyes and he tries to correct a Barricade Officer's sprained shoulder.

"AHHH!" the young officer screams in pain as he pulls away. If only Windwalker had more time, and in a better place, these injuries could be treated with but the simplest of herbal remedies and pressure point techniques...but here in the aftermath of the 'flash riot', Windwalker had none of those things.

"Don't worry, man...EMT's are comin'." grunts another holding an ice pack to his forehead, blood still trickled down the bridge of his nose.

Pressed with the urgency to carry on, Windwalker could only hope that the Barricade Officers receive quality medical care as he tried to make them as comfortable as possible before heading into...the Paragon Sewer Network.
Daniel Essex
player, 5 posts
Thu 4 Nov 2021
at 03:08
  • msg #25

Scene: Sewer Entryway, Paragon Sewer Network

Daniel had kept himself aware of what was transpiring at the riot with his telepathy. So he knew there was little rush as he landed himself in an alley way and made his way to the street. The point of rushing was unnecessary as the riot had been quelled rather quickly so instead he just stood at the spot looking over the aftermath.

 Seeing the heroes at the scene had prompted him to move forward and edge closer to the barricade. Dressed in a dark hoodie, black jeans and black sneakers he mingled right in with any regular civilian. The only difference was he wasn't like everyone else in the crowd and some of his ego and the way he surveyed the scene might have made him stand out to someone such as a detective who was used to checking crowds for suspicious people.
Roulette
player, 6 posts
Bad Grrl gone Good
Thu 4 Nov 2021
at 08:14
  • msg #26

Scene: Sewer Entryway, Paragon Sewer Network

After Daniel landed, Roulette moved subtly through the crowd to join him.
As he looked around suspiciously, she came up beside him, “Hey, you should’a been here just a few minutes ago.
The Scarlet Witch over there,
” she gestured to the guy ‘bleeding’ elemental energy from his face, “did something to suck the life out of the situation.    Now, all’s we got is a boring mob of compassion and empathy” she said, sounding disappointed.

You here ‘cos of this call out to find this tunnel mutant?
That’s what had brought her here.    And she was glad to have found a ‘friendly’ face here.
Daniel Essex
player, 7 posts
Fri 5 Nov 2021
at 03:30
  • msg #27

Scene: Sewer Entryway, Paragon Sewer Network

Daniel seemed unresponsive at first almost as if he didn't even hear her speak, though he did look to the one in red. Sucked out the energy and now the crowd has lost the will to fight? he thought with an acknowledging nod as he checked the PPD trying to get themselves together.

He finally looked over to the girl beside him who had spoke before moving his gaze to the remainder of the crowd "And what brings you here to this dangerous playground?" he asked with a tone of slight bemusement while adjusting his hoodie to cover his face a bit more then added "Tunnel mutant, is that what this is all about?"
Mender Phantasm
GM, 315 posts
Sat 6 Nov 2021
at 18:36
  • msg #28

Scene: Sewer Entryway, Paragon Sewer Network

As Daniel Essex and Roulette speak, they note a PPD Officer climbing on top of the PPD Containment Van while holding some sort of surveillance dish. He tries to reattach it to the top of the van, and with some verbal exchange between him and the driver...he stands up while holding the dish not looking too pleased at being used as a surrogate mount for the apparatus...

Shortly thereafter, a shockwave causes the general area to tremor...

"Holy SHIT!" exclaims the driver of the PPD Van before getting on comms, "Captain? Detective Ramirez? Ma'am?"

"What is it Patterson?" replies a woman's voice the Van's dashboard radio system.

"We got the seismic scanner working...found the dish...couple of punks were playing frisbee with it down in The Gish. Had to jury rig it, though...Williams is on the roof holding it so we can get better reception...he's not too happy about that..." drones the driver.

"Get to the POINT, Patterson!" snaps the woman's voice on the other end.

"...well, the scanner spiked like crazy...hypocenter approximated roughly around U-Sector...we felt a li'l tremor up here...what's going on down there?" inquires the driver.

"U-Sector?...*static*..."All units, -ALL- Units, converge on U-Sector! I repeat! All Units! Converge on the Abandoned Sewer Hazzard Gate! Go! GO! -GO!-"
Daniel Essex
player, 9 posts
Sun 7 Nov 2021
at 21:11
  • msg #29

Scene: Sewer Entryway, Paragon Sewer Network

Daniel makes his way past the barricade moving directly towards the sewer entrance look of determination upon his face. "Hey you coming?" he calls back yet still keeps his gaze towards his objective.

 He paused a half step from the entrance as he called over an officer "Hey you show me the route they took. We might need some more emergency support and clear the area of civilians in case this turns into some kind of large sink hole." After reviewing the route he floated into the air and made his way into the sewers.

OOC: I am going to use telekinesis to travel little faster than walking if Roulette wants a lift let me know if I need to alter my roll

Affiliation- Solo D10
Distinction- Mutant Supreme D8
Trait- Flight D8
I don't think I can use an asset or expertise here
16:10, Today: Daniel Essex rolled 4,8 using d10,2d8 with rolls of 4,5,3

Roulette
player, 7 posts
Bad Grrl gone Good
Mon 8 Nov 2021
at 00:43
  • msg #30

Scene: Sewer Entryway, Paragon Sewer Network

Roulette moved to keep up with Daniel, "Sure, I'm coming along", she responded,  "... and Good Luck".

As the two (prepared to) head down into the sewer complex, Roulette willed some extra  'oomph'  her way.
Action:   create 'Lucky Grrl'  asset
d8   Buddy
d8   The Lady's on my Side
d10 Luck Manipulation

- rolled 8,6,3 using d8,d8,d10:   create 'Lucky Grrl' asset.
Total: 14
Effect: d10
Opps: -
Spend 1PP to make it persistent for the Scene

Current PP: -



As Daniel floated off into the sewers, she gave the damp, smelly hole a filthy look ... then followed along*.
                *  unless Daniel levitates her along with him; with I am fine with.  Roulette won't resist being kept clean
Roulette
player, 8 posts
Bad Grrl gone Good
Mon 8 Nov 2021
at 00:50
  • msg #31

Scene: Sewer Entryway, Paragon Sewer Network

Roulette is letting Daniel take the lead here, and will follow him with regards to where they go
Daniel Essex
player, 10 posts
Mon 8 Nov 2021
at 01:39
  • msg #32

Scene: Sewer Entryway, Paragon Sewer Network

OOC Daniel will float her with him let me know what I have to chagne in my roll if anything
Mender Phantasm
GM, 326 posts
Mon 8 Nov 2021
at 20:49
  • msg #33

Scene: Sewer Entryway, Paragon Sewer Network

Go ahead and add D8 for the PPD Officers directions, and since Roulette is letting Daniel take the lead - go ahead and use her effect die as a support action to your roll (D8 & D10 respectively). No roll will be needed for Roulette's support action since there's nothing preventing her from doing so, but Daniel will still need to roll to determine how swiftly they arrive on the scene - Abandoned Sewer Entryway.

You will need to use the Buddy/Duo affiliation since Roulette's with Daniel.

Roll the additional die and post the results plus any alterations to your total if need be and we'll see how soon...or soonish, the pair arrive.

Since the obstacle regarding the current scene has abated (the mob), you'll be rolling against a Default Doom Pool of 2D6. Despite the complexity of the sewers, you're still roughly 'In The Neighborhood' so you'll only need to successfully create a D8 effect die in order to arrive on the scene of the Abandoned Sewer Entryway without post delay.

This message was last edited by the GM at 21:31, Mon 08 Nov 2021.
Daniel Essex
player, 11 posts
Mon 8 Nov 2021
at 22:50
  • msg #34

Scene: Sewer Entryway, Paragon Sewer Network

OOC Flight with Roulette to battle!


Affiliation- Buddy-D8
Distinction- Mutant Supreme D8
Trait- Flight D8
Asset-PPD directions D8
Roulette support D10

17:49, Today: Daniel Essex rolled 17,9 using 4d8,d10 with rolls of 8,6,1,2,9

Mender Phantasm
GM, 328 posts
Mon 8 Nov 2021
at 23:22
  • msg #35

Scene: Sewer Entryway, Paragon Sewer Network

In reply to Daniel Essex (msg # 34):

Today: Mender Phantasm rolled 11 using 2d6 ((6,5)).
Total: 11
Effect: Default D6
Opps: 0


With subsonic fight speed and an astounding bit of luck, the intrepid duo arrive on scene at the Abandoned Sewer Entryway without delay!
This message was last edited by the GM at 23:23, Mon 08 Nov 2021.
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