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Turn
Campaign:Wings of Justice
Adventure:On the Waterfront
Send To:Green Knight, Indigo Baron, Iron Duke, Violet Duchess, White Lady
Turn Start Date (ex. 12/31/6565)
Turn Number:1.7
Combat Turn:
Subject:Turn 2, Phase 3
Combat
Physical
Energy
Other
Flash
Charges Remaining
DEX/EGO
SPD
PD
rPD
ED
rED
Mental
Power
Sight
Sound
???
Green Knight
20 (23)
5
21*
9
20*
7
0
8
0
0
+3 DEF w/Str of the Bear, +11 DEX pts until T2, P12
Indigo Baron
17
4
15
9
15
9
7
0
0
0
Violet Duchess
13/23
4
15
12
13*
8
15
0
0
0
+15 rED in MP
White Lady
18
5
20
16
23
16
8
0
0
0
Iron Duke
20
4
21*
11*
21*
11*
7
0
0
0
+4 w/FF Boost

REC
BODY
STUN
END
Other
Full
Current
Full
Current
Full
Current
Green Knight
14
12*
12
48*
43
70
53
+2 w/Str of the Bear
Indigo Baron
11
16
11
57
27
48
40
Violet Duchess
8
11
11
30
30
26
26
END Res: 49/65, Rec 12
White Lady
6
10
10
25
7
30
30
END Res: 76/240, Rec 5
Iron Duke
9
10
10
31
31
60
60
-7 points in Flight (turn 1, phase 8)



Phase
DEX
Dark Vengeance
3
26
DARK VENGEANCE: Attempts to break out of the icy entangle.

TECH: Burn 10 END for +10 STR, 13 END total. 30 STR [rolled 4 4 6 5 6 4 - Total: 29, Body: 8]
Porcupine
3
23
PORCUPINE: Pushes spike power to attempt to break TK entangle.

TECH: Burn 10 END for 2d6 HKA [rolled 3 2 - Total: 5, Body: 2]
Violet Duchess
3
23
VIOLET DUCHESS (GM): Duchess is going to look anyone in the crowd that seems to be more vocal or influential than the others.

VIOLET DUCHESS: PER 12- [rolled 17]

GM: Duchess does not see anyone in particular who seems to be cajoling the crowd. The crowd is still surging forward and will likely overrun the barriers and the police by phase 6 or 12.

VIOLET DUCHESS: *The crowd looks about ready to riot over the barrier. We're going to need to do something stat. I'm not seeing anyone that I should try to 'convince' to be peaceful. Suggestions?*

TECH: Hold action
Green Knight
3
23
GREEN KNIGHT: *Violet, you have the best view. Do you want me to help with the ogrish-looking guy or do some crowd control to keep this from turning into a full-blow riot?*

VIOLET DUCHESS: *Roger, engage ogrish-looking guy. I'll see what I can do with the crowd.*

GREEN KNIGHT: Green Knight steps up to Ogre and attacks.

TECH: 34 MP, 25 points in Strength of the Bear, 8 points in Speed of the Wolf
OCV 8, DCV 9 [rolled 17], Damage [rolled 5 6 4 6 4 1 5 3 4 1 1 2 - Total: 42, Body: 11], KNB [rolled 5]
Iron Duke
3
20
White Lady
3
18
WHITE LADY: “Just keep those other bozos off of me and I'll work on slowing down the crowd. With that she started creating ice sheets where it would do the most good, Moving if needed to get a clear shot.

WHITE LADY (tech): Ice Sheet targeted where it will do the most good. Maintain Ice Form (armor) 5END. Ice Sheet 4" Radius (-4 Dex roll to stand or move), AC 8 [rolled 8] vs DCV 3, 3 END. End reserve = 71 + 5 (post 12) - 8 = 68;

WHITE LADY (tech): Repeat for Phase 5: Ice Sheet targeted where it will do the most good. Maintain Ice Form (armor) 5END. Ice Sheet 4" Radius (-4 Dex roll to stand or move), AC 8 [rolled 5] vs DCV 3, 3 END. End reserve = 68 - 8 = 60;
Ogre
3
18
Indigo Baron
3
17
Phase 3, DEX 26
Dark Vengeance tries and fails to break the entangle on him though he does weaken it.

Phase 3, DEX 23
Porcupine attempts to break the entangle on him but fails.

Phase 3, EGO 23
Violet Duchess scans the crowd looking for instigators buts spots none. She holds her action.

Phase 3, DEX 23
Green Knight attempts to hit Ogre but misses.

Phase 3-5
White Lady breaks off to prevent the protesters from overwhelming the police and the "scabs". She uses her ice sheets to prevent those who are trying to rush the barriers from getting traction.

Meanwhile, Indigo Baron, Green Knight and Iron Duke gang up on Ogre who decides that discretion is the better part of valor and uses his tremendous leaping ability to flee.

Violet Duchess continues to watch from the rooftop and targets anyone that looks like an instigator.

With the super villians defeated, the whole group is now free to stop the protesters and it doesn't take long for them to realize that they are no match for the heros and go back to merely protesting rather than trying to rush the docks.

GM: This is the end of this adventure. As I mentioned before, it did not play out quite as I would have liked and that is my fault.

GM: For EXP, you can each have 5 EXP. The next adventure will likely take the group well out of the metro area so I suggest that at least one person have skill in flying a small jet, which will be provided by the Legion.

GM: I don't plan to start the next adventure for at least a couple of months and maybe longer. When I do, my plan is that it will have a clear goal from the beginning.
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