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Professor Wynde issue #2 - Well, actually it's #1 with the LORE KNIGHTS and WONDERMAN!

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Post  Admin Sun Aug 23 2020, 18:38

OOC MULTI CRIT BLOW Air Control 10 + Roll(2d12)+0: 12,10,+0 Total:22 (32) vs
OV7 + Multi 2 + Crit Blow 4 + Roll(2d12)+0: 4,11,+0 Total:15 (28)
+3 (to 13EV) vs RV11 - 6 Crit Blow + 2 Multi so RV7=6 RAPs. Two ADVENT SOLDIERS (#20 and #10) are DOWN and OUT!


Prof Wynde summons up a fierce blast of air that flattens two soldiers!

Faerie flits about, levelling her arms to blast an Advent soldier with her magic blast!

OOC Crit Blow Magic Blast 9 + Roll(2d12)+0: 5,7,+0 Total:12 (21) vs
OV5 + Crit Blow 4 + Roll(2d12)+0: 2,6,+0 Total:8 (17)
+3 (to 12) vs RV6 - 6 Crit Blow so RV0=12 RAPs.

Another ADVENT soldier (#15) is DOWN and OUT!


Triumphant, the diminutive heroine whoops as another Advent soldier drops then shouts "Major Oak! Defend him!"

The young hero from the future was swaying about, not quite sure where he was!

Boudicea attacks the last four Advent soldiers (#17, #5,#9, #13)...

OOC MULTI Adren Surge 13 + Roll(2d12)+0: 12,6,+0 Total:18 (31) vs
OV6 + Multi 2 + Roll(2d12)+0: 3,9,+0 Total:12 (20)
+5 (to 18) vs RV6 + Multi 2 so RV8=10RAPs

Superspeed jumps to 16, Claws jumps to 16.

Multi Dex 16 + 3D Weaponry + Roll(5d12)+0: 9,6,8,6,12,+0 Total:12 DOUBLE plus Roll(2d12)+0: 5,12,+0 Total:29 (45) vs
OV7 + 4 Multi + 2D Acro + Roll(4d12)+0: 5,2,12,12,+0 Total:24 DOUBLE plus Roll(2d12)+0: 12,4,+0 Total:40 (51) Attack Missed


"Oh COME ON!" shouts Boudicea as her violent sweeping spear passes wide of the targets!

The Advent Soldiers take aim!

OOC Attack on four Lore Knights...

AV9 +



  • Roll(2d12)+0: 8,4,+0 Total:12 (21) vs Wonder Man Ov11 + Range 1 + Roll(2d12)+0: 9,9,+0 Total:18 DOUBLE plus Roll(2d12)+0: 2,1,+0 Total:3 DODGE FAILED OV 0! +6 (to 15) vs RV 15=No damage!
  • Roll(2d12)+0: 9,1,+0 Total:10 (19) vs Snaga OV9 + Roll(2d12)+0: 7,3,+0 Total:10 (19) +0 (to 9EV) vs RV9= NO DAMAGE
  • Roll(2d12)+0: 5,9,+0 Total:14 (23) vs Faerie OV13 + Range 1 + 3D Acro + Roll(5d12)+0: 5,6,4,3,12,+0 Total:18 (31) Missed
  • Roll(2d12)+0: 5,10,+0 Total:15 (24) vs Major Oak OV6 + Roll(2d12)+0: 9,7,+0 Total:16 (22) +2 (to 11) vs RV7=4 RAPs.
    Major Oak absorbs all that with 10HP and is still STUNNED for next round as well. MAJOR OAK HP 31 Body 1/7


Just then a roller shutter door cracks and starts to rise at the far end of the factory! Prof Wynde sees many booted feet come into view as the door starts rising. More soldiers!

Professor Wynde issue #2 - Well, actually it's #1 with the LORE KNIGHTS and WONDERMAN! - Page 10 Prof-WYnde-Rnd-3

Wonder Man shouts "We need to wrap this up! NOW! Someone get through that door I'll sort these clowns out!"

OOC MULTI CRIT BLOW Dex 11 + 3D M Arts + Roll(5d12)+0: 5,12,5,9,9,+0 Total:18 DOUBLE plus Roll(2d12)+0: 4,3,+0 Total:25 (36) vs
OV7 + Multi 4 + Crit Blow 4 + Acro 2D + Roll(4d12)+0: 2,12,11,9,+0 Total:23 (38) attack missed


"Argh!" gasps Wonder Man. "It was never this hard in that place I stopped that revolution!"

OOC Prof Wynde is up! Remember not to target too many!!!

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Post  DavidMcMahon Sun Aug 23 2020, 19:48

stick with two and use the same attack.
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Post  Admin Sun Aug 23 2020, 21:33

OOC MULTI CRIT BLOW Air Control 10 + Roll(2d12)+0: 8,8,+0 Total:16 DOUBLE plus Roll(2d12)+0: 12,5,+0 Total:33 (43) vs
OV7 + Multi 2 + Crit Blow 4 + 2D Acro + Roll(4d12)+0: 11,2,10,10,+0 Total:20 DOUBLE plus Roll(2d12)+0:
1,10,+0 Total:31 (44) Attack Missed. Not by much...


Once more frustrated and knowing time was running our before they were swamped Prof Wynde found himself snatching a shot and the Advent soldiers scrambling to evade it only 10 feet away!

One of the soldiers attacks Prof Wynde, the other attacks Wonder Man!

OOC AV9 + Roll(2d12)+0: 11,6,+0 Total:17 (26) vs Prof Wynde OV8 + Roll(2d12)+0: 12,5,+0 Total:17 (25)
+1 (to 10) vs RV10=No damage.


Once more the Amulet saves Prof Wynde but he knew his luck was running out!

OOC AV9 + Roll(2d12)+0: 7,7,+0 Total:14 DOUBLE plus Roll(2d12)+0: 3,12,+0 Total:29 (38) vs
Wonder Man OV 11 + Roll(2d12)+0: 5,4,+0 Total:9 (20) +6 (to 15) vs RV15=No Damage


Once more Wonder Man is shot point black and the shell splinters on his steel hard chest! "You'lll... hufff... have to do better than that you.. Ratzi... Advent... whatever!"

Major Oak is still reeling, drunken almost, after taking too many hits.

OOC I'm going to rule that when stunned you cannot activate any new powers (only those you were using previous to stunned) and use no skills. I find it odd that your defence doesn't suffer in the game as written. I'll put this in BIG letters so I update the house rules.


Snaga hisses "Go down! GO DOWN!" he snarls.

OOC Multi Crit Blow Dex 9 + weaponry 4D + Roll(6d12)+0: 12,9,4,9,10,3,+0 Total:18 DOUBLE plus Roll(2d12)+0: 9,3,+0  Total:30 (39) vs
OV7 + Multi 2 + Crit Blow 4 + 2D Acro + Roll(4d12)+0: 7,5,8,12,+0 Total:20 (33)
+3 (to 9) vs RV11 + Multi 2 - Crit Blow 6 so RV7=2 RAPs damage on Advent soldier #9 (3/6 Body) and #5 (4/6 Body)


"Arrrggh! The damned axe isn't working! I may as well use my hands!" he roared and the Axe vanished!

Both soldiers fire, one at Snaga the other at Major Oak...

OOC AV9 + Roll(2d12)+0: 12,1,+0 Total:13 (22) vs
OV9 + Roll(2d12)+0: 5,11,+0 Total:16 (25) Attack Missed

and on Major Oak...KILLING COMBAT

AV9 + 2D Weaponry + Roll(4d12)+0: 11,10,8,7,+0 Total:21 (30) vs
OV6 + Roll(2d12)+0: 4,2,+0 Total:6 (12)
+6 (to 15) vs RV7=8 RAPs. Major Oak absorbs 7 RAPs (28HP). MAJOR OAK ON 3HP which puts him on 0/7 Body (instead of starting to die)


Already battered a quick burst of automatic fire into Major Oaks chest sends the youngster sliding across the floor, dead or unconscious Prof Wynde can't tell from here, but this was turning from bad to worse!

Faerie swoops down to lay hands upon Major Oak. "Rise..." she whispered, "Don't die..."

OOC Adren Surge 9 + Roll(2d12)+0: 12,12,+0 Total:24 DOUBLE plus Roll(2d12)+0: 7,12,+0 Total:43 (52) vs
OV1 + Roll(2d12)+0: 5,4,+0 Total:9 (10)
+9 (to 18) vs RV1=17 RAPs. Damage transference boosts to 18APs.


Major Oak wakes with a gasp!

Boudicea shakes her head. "These guys are goons! We can't let them stop us!"

OOC Multi Adren Surge 13 + Roll(2d12)+0: 1,4,+0 Total:5 BURNOUT ADREN SURGE BURNS OUT!

Dex 6 + Roll(2d12)+0: 6,1,+0 Total:7 (13) vs
OV7 + 2D Acro + Roll(4d12)+0: 8,1,6,7,+0 Total:15 (22) Attack Missed.

What a truly dismal set of rolls for all of you. When you did well, Advent did better. Another Adrenaline Surge burn out and whilst the power gives superb bang for buck and potential very very high gains depending on the dice (see Battlebugs recent Pre Crisis Superman crushing performance) the dice can at any time say 'nope' and that's that. I personally love the unpredictability of it and it's a real scramble for survival when the power craps out.


The roller door is up enough to admit some Advent troopers who scramble under it on their hands and feet and start running the 100 yards or so to the fight! Prof Wynde sees... twenty? Thirty maybe?

Wonder Man looks over. "We're really struggling here Prof! This is a bust!"

OOC

Initiative...

Professor Wynde issue #2 - Well, actually it's #1 with the LORE KNIGHTS and WONDERMAN! - Page 10 Prof-WYnde-Rnd-4

Wonder Man waits for Prof Wynes response before acting...
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Post  DavidMcMahon Sun Aug 23 2020, 22:16

ooc: Hate to ask this but how is the amulet keeping Prof. Wynde up? It just has negation, nothing else that I know of. And if these were really Advent Soldiers I would get everyone behind me and let loose the big blast of wind that has knockback but is killing combat, so I can't do that to helpless people.

Let's go with magic blast multi-attack all remaining foes, probably going to need Devastating attack to really hurt them. So spending HP to give me the chance at a better roll to hit.

ooc2: also, so Wonderman is the only one left who has the strength to break through that reinforced door now that everyone else has burned out? Would my focus wind blasts have any chance of doing anything to that door?
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Post  Admin Sun Aug 23 2020, 23:10

OOC The amulet has a body of 10 which is italicised. That means it swaps for your body stat with regards RV. You take damage off your Body 6 but they have to get through 10 Body RV first. It's like Skin Armour basically against all kinds of attacks, energy and punches etc. If it were a battle suit and had the hardened attribute it would need 10 damage doing to it before you get hurt. The same as these Advent Soldiers. Sure, they are dropping (sort of) like flies but the suits take the clobbering first. The people in them aren't really touched though they may get annoyed after they've been lying on the floor for an hour or more because they are trapped in broken suits Smile

Problem is with killing combat and finish the suit off you break into the suit and anything else comes off the squishy human innards.

Your wind blast is an attack like any other. I'll check but that door is proper tough (I think it was 13APs will check) but you are pitting 10 vs 13 OV/RV. Can't see you breaking through it any time soon especially as it's hardened and needs to be on 0 Body before you can get through it. Snaga and Boudicea (and Swashbuckler) should have, could have gotten through it. Now you are about to be very outnumbered with two hamstrung team mates and only one real big hitter left who will get whittled down by superior numbers.

It's not looking good. Still want to go for the door or are you going to try something else? Like retreat...?

EDIT: 14 APs hardened and it's on 9/14 thanks to Boudicea. I can't see 10 Air Control making a dent...
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Post  DavidMcMahon Mon Aug 24 2020, 01:02

go with the multi attack magic blast on the remaining 2 or 3 guards still inside with us that are still up. Use HP if I got it, go Devastating attack.

"Wonderman, are you strong enough to force that gate back down," Prof. Wynde yells out, hoping he can roll it back down. [sounds to me like an automatic garage door that rolls up and across the ceiling.] "Faerie, get ready to teleport us all out of here if he can't do it! The mission may be a bust!"
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Post  Admin Mon Aug 24 2020, 09:03

Wonder Man leaps in one bound to the roller shutter gate and grabs it then wrenches it down!

There is a huge cracking sound as chain stops are ripped off and the door is rammed back down again!

OOC Shouldn't be a problem Str 13 + Roll(2d12)+0: 8,1,+0 Total:9 (22) vs
OV5 + Roll(2d12)+0: 7,5,+0 Total:12 (17)
+3 (to 16) vs RV5=11 RAPs. Yup.


There are three Advent Soldiers who made it through who level their arm mounted weapons at pretty much point blank range who unload on Wonder Man!

OOC team Attack!
AV9 + weaponry 2D + Roll(4d12)+0: 11,9,4,6,+0 Total:20 (29) vs
Ov11 + 3D Acro - team attack 4 + Roll(5d12)+0: 6,1,12,11,4,+0 Total:23 (30) Attack Missed

AV9 + weaponry 2D + Roll(4d12)+0: 8,11,12,3,+0 Total:23 (32) vs
OV11 + 3D Acro - team attack 4 + Roll(5d12)+0: 12,3,9,2,11,+0 Total:23 (30) +2 (to 11) vs RV15= no damage

AV9 + weaponry 2D + Roll(4d12)+0: 7,2,8,4,+0 Total:15 (24) vs
OV11 + 3D Acro - team attack 4 + Roll(5d12)+0: 1,4,8,9,12,+0 Total:21 (28) attack missed


Wonder Man incredibly ducks and weaves aside from the heavy calibre weapons. One burst catches him on the chest and arm, shredding his suit somewhat but the others blast into the floor!

OOC Prof Wynde has 7HP and can buy 1 die. PROF WYNDE ON HP 1

MULTI*Magic Blast 11 + 1D HP + Roll(3d12)+0: 6,9,9,+0 Total:18 DOUBLE plus Roll(2d12)+0: 6,4,+0 Total:28 (39) vs
OV5 + Multi 4 + Crit Blow 4 + Roll(2d12)+0: 6,10,+0 Total:16 (29) +4 (to 15) vs RV6 + Multi 4 - Crit Blow 6 so RV4=11 RAPs.

All remaining Advent Soldiers in the hand to hand battle are DOWN and OUT on 0/6 Spirit.


Snaga, Boudicea, Major Oak and Faerie gather on Prof Wynde. They see Wonder Man facing off against three soldiers on his own...

"We should help him!" wails Faerie. "Fred can't face those brutes on his own!"

"Wonder Man is the BEST equipped to fight them on his own lassie." said Snaga. "Leave him to it, we need to get inside that door!"

"But how?" asked Boudicea. "The magic from our weapons has faded! I'm little more than an ordinary person, but ... hmmm."

She knelt and placed a hand on the hatch they stood on.

OOC Postcognition 10 + Roll(2d12)+0: 3,4,+0 Total:7 (17) vs
OV10 + Roll(2d12)+0: 5,1,+0 Total:6 (16) +1 (to 11) vs RV10 = 1RAP


"Hmmm. The image isn't clear but... there's a panel over there." she points at where a bank of switches on a cabinet had a number of dials and lights flashing. "Controls for the door..."

Snaga ran over. "What? Which one?" he spluttered. "The controls are marked with a language I don't recognise! It's not German... what is it?"

Major Oak ran over. "Just try them all! We're running out of time!" he said to the backdrop of blasters shooting at Wonder Man!

Machines started whirring and humming, and the jammed machines start making noises, some of them smoking and making horrible clanking noises...

Just then Faerie said "Look! A gap!" as the hatch shudders down then sputters to a halt as the motor system is jammed somewhere thanks to another machine in this place malfunctioning. "That's good enough! We can get in down there!" exclaimed Faerie, swooping in and looking around in the area revealed below ground level.

Three Advent Soldiers were still in the factory with the Lore Knights and they heard crashing outside the shutter door. Wonder Man was holding it down as well as dodging the blasts and shouted "Guys! The soldiers are pretty strong! I can't hold this forever if enough of them get a grip on the other side!"

Professor Wynde issue #2 - Well, actually it's #1 with the LORE KNIGHTS and WONDERMAN! - Page 10 Rnd-5-Prof-Wynde

OOC the three soldiers are 5APs distance away from the Lore Knights so will take a round to get to the group unless they attack from a distance. They are concentrating on Wonder Man who is using his dice action this round to hold the shutter door down as those on the other side are gathering to lift it. prof Wynde is up. Faerie can gather the Lore Knights present (without Wonder Man) to teleport into the lower level...

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Post  DavidMcMahon Mon Aug 24 2020, 13:32



"Major Oak! After this mission, we need to buy you some seeds! Trees, shrubs and vines! That sort of thing," Prof. Wynde yells out. "You could grow those suckers so they could block pathways and tangle up the runners on that door, tangle up the bad guys. That sort of thing! You've been fighting with one arm behind your back because you're not using your plant powers fully! But see if you can find something or someway to help block the door, jam the runners or something, squeeze the runners shut or jam debris in them or something. While Wonderman and I take out the remaining people."

"Faerie, pop in and check that new corridor and see if it is safe to take the others into it," he finishes up.


Prof. Wynde flies up to the three remaining soldiers [at least close enough not to have range penalties] and multiblasts two of them with his magic blast.


ooc: I keep reading their character files and new things pop up in my head or things I forgot about that hit me. This time, it dawns on me that Major Oak is a version of Chlorophyll Kid from the Legion of Substitute Heroes except he has both Plant Growth and Plant Control, so he could be even stronger than him after he levels up more.

Of course, if he happens to have some seeds on him now ..... Ivy wrapped all around the tracks of the door would be great at holding the door closed. clown
Plants and trees have been known to grow even in concrete, if there is the slightest crack in the concrete for roots to reach down or has the tiniest bit of soil in that crack.

sunny sunny sunny sunny sunny
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Post  Admin Tue Aug 25 2020, 14:44

OOC Major Oak is modelled on Chlorophyll Kid and Swamp Thing so a bag of seeds, acorns and the like would be very handy. Imagining scattering a handful of acorns in this place and growing all of them to full growth in an instant... That would mess up Advent's day.

Major Oak nodded. Of them all he was most unsure of his powers and abilities and seemed to be the weakest in a fight.

Prof Wynde flew over to where Wonder Man was surrounded whilst Faerie flew into the darkness of the level below and started scouting about.

OOC MULTI Magic Blast 11 + Roll(2d12)+0: 7,5,+0 Total:12 (23) vs
OV5 + Multi 2 + Roll(2d12)+0: 9,1,+0 Total:10 (17)
+3 (to 14) vs RV6 + multi 2 so RV8=6 RAPs.
ADVENT SOLDIERS #23 and #21 are DOWN and OUT


Wonder Man looks up. "Thanks Prof!" then he wallops the remaining soldier with an outstretched hand whilst still holding the shutter down.

OOC Dex 11 + 3D M Arts + Roll(5d12)+0: 3,4,9,1,11,+0 Total:20 (31) vs
OV7 + 2D Acro + Roll(4d12)+0: 9,6,1,1,+0 Total:15 (22)
+4 (to 17) vs RV11=6 RAPs. Last Advent soldier is DOWN and OUT


Snaga and Boudicea stood together. Snaga muttered "When our ... magic... leaves us we are reminded that the real big hitters of this group are Wynde and Wonder Man."

"Better remember that next time you butt heads with Wonder Man!" said Boudicea.

Snaga chuckled and shook his head. "He's faster than I am, stronger, and tougher. One day we'll find out who would win... but I'm more glad he's on our side."

Major Oak jammed a bent metal pole into the door revolving mechanism and that helped. The Soldiers on the other side would cut through it in a short time.

Moving back to the hatch the group waited and sure enough Faerie appeared in their midst. She looked pale, shocked...

"Down there... there are more levels. But... I found something else... cylinders full of liquid... with people inside them. And something else. A... portal... a gate. I detected it as the strong magic presence... It's some kind of gate and... I think ... it goes through time!" she said.

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Post  DavidMcMahon Tue Aug 25 2020, 16:46

"Heal up everyone who needs it and then teleport us there," Prof. Wynde ordered, "Sound like that's where we want to go."

ooc: Guess with everyone else having Regeneration, I'm the only one in need of healing, unless they are not going to heal up in ten or so minutes.
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Post  Admin Wed Aug 26 2020, 08:41

Faerie flitted up, placed hands on Prof Wyndes shoulder and he felt heat spread through him. In a heartbeat the damage is gone (Prof Wynde is on FULL BODY)

Then she gathers the group around her, calling Major Oak who was over at the controls for the hatch. "Just a moment." he said, then smashed the controls for the hatch. "If we can't use it to go down, they can't either!" then he hurried over to the others and clasped hands.

A flash, a heartbeat later and the group knelt in the shadow of a stack of wooden crates, peering about.

Past the crates they saw squads - in six and with three or more squads in sight - of standard Advent soldiers.

They also saw strange groups of what could be considered aliens, including a hug floating orb floating in the gateway itself. Even from 100' away they were large and.. .well, dangerous looking. The gate flashed and more Advent soldiers came through bearing crates...

"It's an invasion!" gasped Boudicea.

Professor Wynde issue #2 - Well, actually it's #1 with the LORE KNIGHTS and WONDERMAN! - Page 10 Factory-inside

Indeed it was!

OOC TO BE CONTINUED... IN THE LORE KNIGHTS ISSUE #2

End of issue and some much needed HP will be dished out!
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Post  DavidMcMahon Wed Aug 26 2020, 12:09


OOC TO BE CONTINUED... IN THE LORE KNIGHTS ISSUE #2

End of issue and some much needed HP will be dished out!


If Prof. Wynde gets enough HP, he needs to buy Dispersal with it. Ever since you pointed out that rule of moving over 8 causes sonic booms and damage to the characters at even higher speeds, pretty much all my characters are going to need that power. tongue Rolling Eyes
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Post  DavidMcMahon Wed Aug 26 2020, 18:03

So if I read page 32 of the 3rd edition right, it will cost 100 HP to gain Dispersal as a new power [bc of 10].  To get a Dispersal of 2, which would prevent my Air Control of 10 from creating sonic booms when I fly at max speed, will cost me another 120 points, 60 points for each level, for a total on 220 HP.

Can't see any advantage to mystic linking the power though to Aura unless it somehow adds to the power's defense ability.  And it adds +10 to the base cost so it would cost me 200 HP to get the power to 0. 

I figure I'm getting at least 100 HP so put Dispersal down as the new power I want.  Depending on how much more I get will help me figure out what else to do.

BTW, 3rd edition rules state that Mystic Link is connected to Aura, not Influence.  So if I both Linked and Mystic Linked Air Control and I think I did, it needs to be 11 not 10.  And that -2 on FC would really help lower the cost.  So I guess I need another 60 HP to raise Air Control to 11.  Or I might need less since it shouldn't have been costed with Influ originally but Aura.  Please doublecheck when you get a chance.



thanks, now off to lunch.
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Post  Admin Thu Aug 27 2020, 14:43

OOC The latest ruleset (Blood of Heroes 2nd Edition, which we use and it's better for you guys as the powers are the latest versions) has Mystic Link to the relevant mystical stat. I had to fudge it with the character creator software to make it fit as the ruleset for that program didn't cover that. So Air Control is linked to Infl rather than Int. No mistake, but I can see why you'd be miffed. Aura at high APs used to be a great way of getting everything linked to one stat and in many cases the writes of the rules found it to be easily exploitable by some hence the 'fix'. heck, i've used that myself on loads of occasions when churning out characters for 1e-3e over the years and even I have to admit, it makes sense.

HP Award 38 x5=190HP. Your HP total is 191HP

The others get:

Participation
Save Bystanders
Thwart the plot
so 38x3=114HP

Wonder Man is on 134HP
Faerie 172HP
Snaga 138HP
Major Oak 117HP
Boudicea 172HP

If you linked Dispersal to Aura you'd have to pay the cost in one go. Unlikely you'd want to save that many hp to blow on Dispersal...

I'd suggest Magic Blast but that's your call. When you get chance try and download the Blood of Heroes 2nd Edition. I won't post a link in here but I will PM you a link to the PDF. Your conscience can guide you whether to download it but a) it's out of print and the copyright is muddy. DC don't own it and Pulsar games never really had the rights to the game system b) Pulsar games no longer exists. If it did, I'd have paid them for the PDF and it would be of better quality, but it is usable. c) There really aren't many changes to powers and costs as such, but what there are make sense and are useful.

Finally... the art. It's horrendous. Truly. Spectacularly, bad. It ruined the game for many when the game system itself is perfectly functional. See what you think.

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Post  DavidMcMahon Thu Aug 27 2020, 16:22

Let's buy Dispersal at level 1 with no linking, we will just call it magical.  tongue

That's 160 HP, right?  Leaving me with 31 HP?  Anything of value that I can get for 31 HP?  If not, it is better to save it and use it in-game.


Found some download links for BOH 2 and downloaded it myself.  Thanks for letting me know it is out there.


I would like to suggest Wonderman get Systemic Antidote to start making him more Captain Marvel/Supermanish.  Just a level or two.  that would be 50 HP to buy it to 0 and 40 more to get it to 1?  Or could it come from the magic ring to make it cheaper? {Gadget rules!  UGH!}  Maybe raise his skin armor or strength a point or two?

Faerie is going to need to increase her flight if the BOH2 rules are that every level of shrink reduces your movement by 1.  If that is true in the Blood of Heroes version, then she currently has a movement of 0 when she shrinks down 8 levels.  She has a Flight of 8 currently.


Snaga and Boudicea.  For now, can we use their HP to lower their burnout disad to a lower level on their adrenaline surge?  Maybe increase their body after that?

Major Oak.  I would like to see his Animal Control and Summoning increase beyond just the forest.  So far, it's been totally useless as we haven't been anywhere near a forest.  Can we work our way to him being able to control and summon any animal?  Don't know how many points that would cost but maybe start with changing from "Forest" to "All Wild Animals" then next big HP jump, change it to "Any Animal"?
That way, at least he could summon rats and feral cats that might be on the island to help us out for the next phase of the adventure.

Getting a ton of rats to chew through wiring would be a big help with all the futuristic equipment we are about to run into.   tongue

my thoughts so far.
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Post  Admin Thu Aug 27 2020, 16:38

OOC Just a quick thought. Dispersal with the Partial Dispersal bonus is very useful. You get the dispersal benefit and can solidify a hand so you can still attack. Opponents need to trick shot the hand to target it. Cost an extra 20HP. Recommended.

Thoughts on the others:

Wonder Man Dex from 11 to 12 for 105HP leaving 29HP
Faerie can teleport and use less than max APs for shrinking/movement, but you're right, she doesn't move very fast when small. Still pondering. She could do with more oomph in an attack.
Snaga and Boudicea, will take a look. Three of the team have burned out Adren Surge by now and it really curtails them to the point of being useless (Snaga less so with AV9/EV9) EDIT: Boudicea will cost 140Hp to drop to Burnout R#4 which might be worth it. Snaga would cost 160HP to drop from R#6 to R#4
Major Oak is a bit rubbish. He gets clobbered a lot and hasn't been in his natural element. So far he's the punching bag and that may develop with the story. Will take a look.
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Post  Admin Thu Aug 27 2020, 17:07

OOC I took another look at Major Oak. he's badly hamstrung with expensive powers that basically have had no effect on the game apart from flavour (Regeneration when standing on soil I'm looking at you). Recosted the character and tweaked to make less garbage basically. Take a look below.

Professor Wynde issue #2 - Well, actually it's #1 with the LORE KNIGHTS and WONDERMAN! - Page 10 Major-Oak-Aug-2020

He's more resistant in a fight with Density Increase no longer dropping Dex (that's an option in Blood of Heroes 2nd Edition), Animal Control is now any animal as is Summoning. Projectile Weapons I had costed wrong so it had a burnout and was linked and it was already on FC1 so saved a few points and upped it to 12. He's lost Regeneration. Without the limitation it would have been potent, as it was, never really used and rubbish.

He still has his HP from the adventure to spend and was going to go for Dex or Body as he's still an easy target and can't take much of a beating.
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Post  DavidMcMahon Thu Aug 27 2020, 17:32

Haven't seen the BOH2 version of Dispersal, just 3rd ED DC Heroes but I didn't like the whole "do it wrong and you damage yourself too. Do it right and you still might damage yourself too." is it different in BOH2?





Admin wrote:OOC Just a quick thought. Dispersal with the Partial Dispersal bonus is very useful. You get the dispersal benefit and can solidify a hand so you can still attack. Opponents need to trick shot the hand to target it. Cost an extra 20HP. Recommended.

Thoughts on the others:

Wonder Man Dex from 11 to 12 for 105HP leaving 29HP
Faerie can teleport and use less than max APs for shrinking/movement, but you're right, she doesn't move very fast when small. Still pondering. She could do with more oomph in an attack.
Snaga and Boudicea, will take a look. Three of the team have burned out Adren Surge by now and it really curtails them to the point of being useless (Snaga less so with AV9/EV9) EDIT: Boudicea will cost 140Hp to drop to Burnout R#4 which might be worth it. Snaga would cost 160HP to drop from R#6 to R#4
Major Oak is a bit rubbish. He gets clobbered a lot and hasn't been in his natural element. So far he's the punching bag and that may develop with the story. Will take a look.
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Post  Admin Thu Aug 27 2020, 18:00

OOC you mean a dispersal attack like the Vision (marvel) does? Not recommended. Partial Dispersal allows you to physically interact with the world without reducing your effect value by leaving one part of yourself solid, otherwise APs reduce physical effect on others. Mind you, dispersal plus magic blast is potent when you get decent aps of dispersal.
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Post  Admin Thu Aug 27 2020, 18:44

OOC Current write ups AUG 2020...

Snaga and Major Oak still to spend anything. Probably best off saving Snaga's and Major Oak needs more Body I would have thought.


LORE KNIGHTS LEADER:
Professor Wynde issue #2 - Well, actually it's #1 with the LORE KNIGHTS and WONDERMAN! - Page 10 Prof-Wynde-aug-2020

LORE KNIGHTS 2ND IN COMMAND:
Professor Wynde issue #2 - Well, actually it's #1 with the LORE KNIGHTS and WONDERMAN! - Page 10 Wonder-Man-AUG-2020

Professor Wynde issue #2 - Well, actually it's #1 with the LORE KNIGHTS and WONDERMAN! - Page 10 Boudicea-AUG-2020

Professor Wynde issue #2 - Well, actually it's #1 with the LORE KNIGHTS and WONDERMAN! - Page 10 Snaga-AUG-2020

Professor Wynde issue #2 - Well, actually it's #1 with the LORE KNIGHTS and WONDERMAN! - Page 10 Faerie-AUG-2020

Professor Wynde issue #2 - Well, actually it's #1 with the LORE KNIGHTS and WONDERMAN! - Page 10 Major-Oak-Aug-2020
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Post  DavidMcMahon Thu Aug 27 2020, 20:39

Ok, got to read the Dispersal from BOH2. Let's go ahead and add the partial dispersal to the power. Changing the FC from 6 to 8 is really going to hurt later on. That's 120 more HP total to get it to level 8. And 30 points difference between FC 6 and 8 at level 9.

But it makes sense for the character too. If he is going to be the master of mystic winds, then being able to partially or totally transform into a mystical wind form kind of works.


=====================================


I've been bouncing back and forth on one of the Lore Knights' shared disads. The one about ALL power, skills and stats dropping one AP per hour until they reach 2. That seems way too harsh unless they are getting something like -3 or 4 FC for everything. In 4 hours, most of them would have a Str of two! Faerie, only 3 hours. The negate power only can neutralize Str to 5.

I mean Swashbuckler is dead or will be soon. He is going into combat area with all his stats and skills at HUMAN NORMAL OR LESS in only 3-4 hours. Just flying to France and parachuting in will take a half hour or more. Unless he lands right on top of the Earl, he will be a weaker than normal man by the time he finds him. Trained soldiers would have 3s in all their stats at least and maybe their skills as well. Top rank soldiers like commandos would have 4s and 5s and maybe a few 6s, that includes their mental and mystical stats, representing the toughness of mind developed in training.


[went away for a bit then ...]

I just read, real quick, BOH2's optional Loss Vulnerability that the Lore Knights seem to have. Everything drops to 2, gradual drops to 2 losing one AP per minute!?!?!?!?
affraid affraid affraid

The heck with buying new powers and stats for the Lore Knights! Buy this off or reduce it somehow. Change it. This makes them weaker than they are in their normal IDs before they became Lore Knights. If I read it right, it even affects them when they are not in their Lore Knight forms as it is an all encompassing vulnerability.

May I suggest this instead? A generic -1 FC which is "character loses 1 AP for every hour away from the British Empire/Commonwealth, stopping at level 5 and is only used for that portion of stats, skills and powers bought that go over 5". So if they want a martial arts of 6, the -1FC only counts for the cost of level 6, not the previous 5 levels. If they want a flight of 8, flight 1-5 is bought at normal cost, flight 6-8 is bought at -1FC. Not sure how it would cost out but might even save them some points to spend elsewhere.

This has been bugging me off and on since Oliver read the journals of the Lore Knight who mentioned the disastrous adventures that happened to his team while they were in France during what I think was either the French Revolution or Napoleonic Era. This is when he first met the team and had gotten to read the journals the first time. With the speed ships moved in those days, that team would have been normal weak stated people by the time they landed in France! Makes no sense.

And I made it the Empire/Commonwealth because that would have allowed the ancient Lore Knights to travel all over and still be effective. And the borders of Britain have expanded and contracted during its existence, so it makes more sense that way.

Also, these guys wouldn't even be able to take a vacation away from England without being weaker, less skilled, less smart or less willed than they were before they became Lore Knights. No French Riviera or Monaco for them!

Just thoughts on that.


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Post  Admin Thu Aug 27 2020, 21:13

OOC The gradual loss wasn't going to work for me so I hand waved it to an hour and reduce them all to normal humans until they get back to the coastal area of Britain's mainland. They are tied to the defence of the land, that's it. However, with Faerie being able to teleport and Major Oak too, they can get in, do what they need to do and get out. The dangers Swashbuckler faces are very real. He'll be up the creek without a paddle in a short time and must then somehow get home to restore his abilities.

The shared disad is intentional. In points terms they were 1.5 x multiplier characters who ran with 2x and 2.5x (Prof Wynde and Wonderman) so needed a boost of points. It would have been easier to just give more points and no weaknesses but I wanted them to be tied to the land as its defenders. The majority of missions with the Lore Knights will take place in Britain or France, possibly in Germany if the team can get that far, teleport back, restore their abilities and get back. That makes Prof Wynde and Wonder Man as the big hitters, and the rest as support characters...




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Post  DavidMcMahon Thu Aug 27 2020, 21:44

Admin wrote:OOC The gradual loss wasn't going to work for me so I hand waved it to an hour and reduce them all to normal humans until they get back to the coastal area of Britain's mainland. They are tied to the defence of the land, that's it. However, with Faerie being able to teleport and Major Oak too, they can get in, do what they need to do and get out. The dangers Swashbuckler faces are very real. He'll be up the creek without a paddle in a short time and must then somehow get home to restore his abilities.

The shared disad is intentional..






Yeah, that's why I was thinking of the generic disad -1 FC which is "character loses 1 AP for every hour away from the British Empire/Commonwealth, stopping at level 5 and is only used for that portion of stats, skills and powers bought that go over 5", for each of them. Call it the Lore Knight disad. I love you I love you Idea Idea

They could be extremely fit, smart, strong-willed street level heroes with a 5 max in all stats, skills and powers. But could still be taken down by numbers and weapons of gangs or well-armed policemen if they weren't careful while away from England.

A version of DC's Uncle Sam had a similar disad. His strength varied depending on where he was. If he was in American territory, that includes their territories and not just the 50 states, he was at his strongest, able to go toe to toe with Superman strength-wise. Outside the US and its territories, his strength depended on how many patriotic Americans were in the country he was in. So if he was in space somewhere with maybe only the Justice League of America around, he might have a 5 or 6 or 7 strength, dex and body, with no other defenses. His jumping and running power might be at that level too. If he was in countries where America has an embassy, he would have drawn on the strength of the patriotic people there and any patriotic tourists or American workers. If it was a country where American troops are also stationed, it would go up more.

The original Quality comics Uncle Sam had high stats in all three areas. Running, Jumping and a limited teleportation that allowed him to get near where "he needed to be". He had the ability to know where he needed to be in America. He also has some kind of communion ability with the ghosts of American Patriots who, while they couldn't speak, could point, literally, in the direction he needed to go and he would be able to deduce where that was. In one story I read, they pointed south and he realized that they were telling him that there was danger to the Panama Canal, back when it was US territory.

And of course, he had all the nice Charisma and conversation skills, able to put every American at ease as they talked to THEIR Uncle Sam as if he was their actual favorite uncle. A couple of golden age stories I read, didn't really have a lot of slam bang action in them, instead it dealt with Uncle Sam helping someone regard their patriotism and to "do the right thing".
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Post  Admin Fri Aug 28 2020, 18:47

OOC Well, Like I say, they are massively limited because they are tied to the land as its defenders and any excursions will have to be short as effectively they become ordinary people. You will be venturing into Europe, just not with this group (who will be defending the British mainland). I did try costing up with the -1 limitation and was nearly 100HP short based on the original character builds (and not with subsequent Hp earned) so they'd be dramatically weaker (and wouldn't have made it this far as a result).

Watch out for the next issue, on it now...
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