Friday, July 29, 2011

Crusade: Battle in Manning’s Warehouse - Issue 6

Inside of Manning Enterprises a new team is struggling to make a difference.  They are here because the Crusaders have not responded to the need to stop the Crusher Crimewave. They are here to stop the crimewave and find answers.

The teenage troublemaker couldn’t believe it. His scam was working! The Crushers were holding the Crusaders!
He continued with his Manta Man act! “Of course the other Crusaders escaped!” he barked at Mammoth with disdain as he turned to face him and the Shrew. “Did you think I’d leave them behind?!”

Then he went for broke. “We have Mocker and the other Crushers in custody! It’s all over. Give it up! Last chance!” he roared.

As a convincer, the makeshift Manta Man fired a blast of lightning at the Shrew! SHAKOW!! The blast misses.

The Shrew snarls back. “You may have captured Mocker but you won’t take me in!” She picks up a crate and throws it at ‘Manta Man”.  She hits. [GM Note: 9 damage, -5 rolled against Power, and -4 to Hit Points].

Master Zero comes into the warehouse on an ice slide. He is pushing electronic equipment on it. “Mammoth, get over here.  I need you to carry this out for me.”  He looks up in surprise. “What? You haven’t finished these guys yet.”

Mammoth complains, “It’s the Crusaders and they have defeated Mocker. It’s just us.”

Master Zero creates an ice ramp which slides the stolen equipment through the offices and out the door. “Okay, we have defeated these clowns once, let’s do it again.”

Starbolt shouts in a commanding voice "Toth and Brewster. Surrender NOW! At first it was the crates the next time it will be your heads." Starbolt blasts The Shrew. She groans in pain but is still standing. Starbolt shouts at Manta-Lad, "Manta-Man, Let’s take these goons out!"

Meltdown charges into the warehouse. He spots Mammoth. ZZAWT! He blasts him.  Mammoth bellowed in pain.

Black Orchid lets fly a devitalizing vacuum blast at the Shrew. Shrew is hit, she slumps from the effect of the drain but is still standing.

F.I.S.T. comes walking down the stairs from the second floor.  Underneath his right arm is a vital Manning Enterprises computer equipment. He calls out to the Crushers, “Hurry up and finish them. I have just heard from Mocker. The target is on the move and the trap is set.  We need to get this equipment back to him ASAP.” F.I.S.T walks out the door. Phade can see him stop to pick up the equipment that Master Zero had placed outside.  F.I.S.T. positions himself for takeoff.

Mammoth screams, “You lied to me! Mocker isn’t captured. Now I will capture you.” He lifts a crate, throwing it at ‘Manta-Man”. The crate misses.

Manta Lad fired a blast of lightning at the Shrew! SHAKOW!! The blast hit. The former Wrestler is hurt but still standing.

Phade lines up his shot on Mammoth. ZZBzzt!  He blasts the former Circus strongman.  He barely flinches from the hit.

The Emerald Dragon does a fly by unleashing his acidic breathe upon Mammoth. Unfortunately his aim is off and he misses.

The Shrew vows she will bring Manta-Man down. She launches another crate and misses.

Master Zero walks to the back of the warehouse.  He is scanning the ceiling. “I know I saw the sniper fire from somewhere around here.  Ah! There you are.” Master Zero fires an ice blast at Phade, SSusscreech!  Phade is hit [GM Note: 14 points damage. -8 to Invulnerability, -5 to Power, and -1 to Hit Points]

Starbolt fires at The Shew, Zzzumm! The light blast misses.
Meltdown runs outside the warehouse. He spots where F.I.S.T. is preparing to takeoff. ZZaaKt! He disintegrates part of F.I.S.T.’s armor.  In horror F.I.S.T. drops the equipment he is holding and turns to face Meltdown.



<Due Date: June 10th, Actions? Replies?>

Current Conditions:
Black Orchid                 Hit Points: 30    Power Points: 83           Willpower Defense Active
Emerald Dragon            Hit Points: 81    Power Points: 98           Acid Breath: 28 Doses
Manta Lad                     Hit Points: 17    Power Points: 44           Luck Pool: 2
Meltdown                      Hit Points: 63    Power Points: 50           Non-corporal
Phade                           Hit Points: 16    Power Points: 49           Invulnerability: 0 (will be 8 at start of next turn)
Starbolt                                    Hit Points: 34    Power Points: 67            




Assuming that Merc hit the deck with a very loud thump from traveling so fast, The Black Orchid will follow Starbolt to the warehouse (I'm assuming through the door near the elevator).

If she can't tell that he's down, she'll follow Meltdown first then switch to following Starbolt after she sees Merc's body.

Also, I'm not sure how you want to keep track of it, but The Black Orchid steeled herself for battle (Willpower A, PR 1 per round) if that is an issue.
I was going on the idea that it took 1 action to activate it (as she was running into the building), and that I could maintain it for 1 PR per turn, but not requiring an action. Is that OK?

- Marc
---------------------------------------------------------
Attemting to draw Brewster and Toth's attention away from Manta-Lad and keep his deception from being discovered as long as possible. Starbolt shouts in a commanding voice "Toth and Brewster. Surrender NOW! At first it was the crates the next time it will be your heads." If they don't respond, Starbolt will blast the easiest of the two targets to get a shot at. Starbolt will shout at Manta-Lad, "Manta-Man, Let's take these goons out!" Starbolt will continue to fight targets of oppertunity.
---------------------------------------------------------
The Black Orchid will move to the open intersection of all four piles.
Assuming that Starbolt goes before The Black Orchid, she'll watch The Shrew to see how she responds to the charge to surrender.
If The Shrew makes any aggressive movements (or if she goes first and attacks), I'll let fly a devitalizing vacuum blast at the Shrew.
If The Shrew stops but Mammoth doesn't, I'll blast him instead.

Note: She is maintaining her Willpower this round (PR=1).
---------------------------------------------------------
Emerald Dragon is going to continue circling the conflict to provide air support for now. His plan is to utilize his acidic breath again to try and take out Mammoth, knowing how much damage he can do if he hits something. If it becomes necessary he will land and engage Mammoth in HTH combat
---------------------------------------------------------
Manta Lad:

The teenage troublemaker couldn’t believe it. His scam was working! The Crushers were holding the Crusaders!
He continued with his Manta Man act! “Of course the other Crusaders escaped!” he barked at Mammoth with disdain as he turned to face him and the Shrew. “Did you think I’d leave them behind?!”

Then he went for broke. “We have Mocker and the other Crushers in custody! It’s all over. Give it up! Last chance!” he roared.

As a convincer, the makeshift Manta Man fired a blast of lightning at the Shrew! SHAKOW!!
--------------------------------------------------------------

Necessary=If Mammoth somehow gets into HTH with one of the squishier members of our group. Emerald Dragon has good HTH damage and a decent amount of hit points so he would be the logical choice to keep Mammoth from hitting anyone else.

Jan
---------------------------------------------------------------
Sorry, I was hit by the tornado that went through Huntsville Alabama.  We have been without power for about a week and without internet for three days more.  Hopefully as things get back to normal I will post more often.

Wayne
----------------------------------------------------------------
Hi Wayne,

I echo Tom's sentiments and hope everything works out for you and your family.
Best,
Jeff
----------------------------------------------------------------
Sorry for the day late response - work has been nuts and I had a very busy mothers day.

Meltdown's next target will be Mammoth. If someone attempts to run, however, he will change targets (due to his natural chasing abilities).

I find it funny you posted that Meltdown doubles over and breathes heavily. With a 42 Endurance, I am a tad bit doubtful he has any fatigue whatsoever ;)

Also - Willpower activates every attack that you shrug off with it, it doesn't cost power to maintain, unless you are using it for other uses (holding breath, remembering small details, etc).

Great issue, Tom, as always. A great read, and I have been having a blast with this!

----------------------------------------------------------------
That's the way I've always done it until I re-read the power:
----
... Thus he is able to ignore pain,..., etc. This counts as a defense on the combat table if the character is currently using his Willpower in a relevant manner (GM's option). The character is able to do any of these thing as often as he wants, at a PR of one per turn (GM's option to charge an action or movement only to perform any particular feat).
----

I didn't see in the description there or in the combat section about costing 1 per use (but I could have easily missed a "generic" continuing powers section.

Am I missing something?

- Marc
---------------------------------------------------------------------
GM Reply

Andrew said, I find it funny you posted that Meltdown doubles over and breathes heavily. With a 42 Endurance, I am a tad bit doubtful he has any fatigue whatsoever ;)

Tom replied, actually I was trying to show that Meltdown used every bit of movement that turn to keep up with Mercury Mercenary.  So while you are correct with his Endurance he had plenty of PR left, he had ran out of movement and couldn’t take another step that turn.
-----------------------------------------------------------------------
Gotcha, makes sense. Wow that effer is fast!

Andrew
-----------------------------------------------------------------------