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GarganisScorpion
06/28/2011, 14:11
WCA #34/Defenders #16
"Out of Sight, Out of mind"
Part 1 (of 6) of the Avengers/Defenders War
Written by mikeinmke and WakandaMan
Edited by GarganisScorpion


This one is called Mantis. With friends called the Guardians of the Galaxy has she traveled to Earth, the planet of my birth, to stop Thanos the mad Titan. We made our way to the home of a powerful sorcerer, the mystical protector of the planet. Although he was away, his disciple Clea welcomed us in.

Even as this one followed Clea through the entrance to the sorcerer's inner sanctum, the mage and his allies appeared in a flash of dazzling light in front of her. They appeared weary, and relieved to be within the safety of their demesne once again. This one could sense the love that Clea has for the one called Strange. This one motioned for her friends to go back into the room to give Clea a moment of reunion with her mentor before we revealed ourselves and our plight.

A moment later the doors opened and Strange appeared startled to see us. Adam Warlock extended a hand of friendship. "Greetings. You must be Dr. Strange. We are the Guardians of the Galaxy, and we require your help." He told Strange of Uatu’s dire warnings. The Watcher had freed us from Mephisto’s foul machinations and told us that Thanos had deceived the Avengers, this one’s former allies, into helping him. This one knows how powerful many of the Avengers are. If we are to triumph we shall need the help of the Defenders.


********


“I don’t like the idea very much,” Ant-Man said, “but it does appear that we have no time to spare.” He looked around the Avengers’ meeting room at the gathered heroes – Earth’s Mightiest. “Splitting up into smaller squads is necessary if we want to cover the most ground in the shortest time.”

“Cousin,” Sersi said, stepping forward and taking Eros’ hand, “what can this Gem of the Mind do?” Her brow was furrowed slightly, and her eyes held more than her cousin in their gaze.

“It is of the deepest blue,” Eros replied, “and it can open up the thoughts of others.” His hands gestured wide and opened on either side of his head. “I do not normally require such a gem to perceive the desires of others,” Eros said with a smile directed toward the women in the room, “but the Mind Gem would increase its owner’s psionic powers exponentially.”

“Hmmm,” Sersi said, her eyes narrowing. “Then it is probably the emanations of this gem I have felt. Having the power to access the thoughts and dreams of others is a privilege that cannot fall to lesser beings.”

At that comment, Hank and Jan glanced briefly at each other as if thinking the same thing: Who does this woman think she is? She might be powerful and almost immortal, but does that grant her special rights and privileges?

“I can make it possible for us to reach this Mind Gem faster than any vessel could,” Sersi announced. “Who is willing to accompany me?”

“Just a sec’, lady,” Hawkeye interjected. “There are more gems out there. You might think this Mind Gem is the most important, but… What did you say about the other gems?” Hawkeye asked Eros.

The Black Panther answered, “We have tracked some strong readings to Australia. The frequency and intensity are remarkable.”

“That is likely the Power Gem,” Eros responded. “Its rich crimson color betrays its role as the key to combining the other gems. It is said that this gem makes it possible to access any energy of the galaxy. It can't help but make its presence known.”

Even Wonder Man gasped slightly. “Then let’s get moving,” he shouted. “It sounds like we have no time to lose.” Tigra was standing next to Simon and nodded.


********


This one was relieved to find that the Defenders were eager to assist us in tracking down the gems. Dr. Strange used his powerful Orb to locate them as quickly as possible. It was not a simple task, even as this one aided the Sorceror with empathic abilities the gems hid from us. We first detected the Gem of Power in Australia. Strange conducted a ritual of relocation to send Adam Warlock, Jazinda and the man called Bruce Banner off to retrieve it. This one sensed strategy behind his choice; the gem of Power respects those of strength, and the Hulk is said to be the strongest one of all.

Next the Orb found the Gem of Reality, not far from our current location. The one called Peter Quill agreed to take the Osiris after it, and requested that the one called Hellcat join him. Strange felt the Gem of Souls ringing in the intersection between planes of reality, caught between the physical and ethereal realms on an unusual tether known as the Rainbow Bridge. Unfortunately Strange's magics were barred by impassable mystical wards placed there, and so Valkyrie bravely lead Major Victory and the atlantean king off to storm the bridge to the heavens. This one felt Valkyrie's reluctance at the thought of returning to that mystical realm, but the bold fire of her soul pushed all doubts aside.

The remaining gems continued to elude even the doctor's all-seeing eye. This one suggested that if one gem had been caught between planes, perhaps others had shifted through the dimensions as well. Strange extended his perceptions into the Astral plane, very quickly seeing the blue glow of the Mind Gem floating in the distant Astral skies.


********



The heroes quickly broke down into teams. Hank allowed himself a moment of longing for Captain America’s strategic leadership skills. He could have quickly weighed the skills and styles of the team’s members carefully. As it was, Wonder Man and Tigra left for Australia, while Sersi led Mockingbird, the Black Panther, and the Vision to one of the studies in the Avengers’ mansion. Ant-Man and Wasp would travel with Thor, and Hawkeye joined Scarlet Witch and Iron Man.

“It is quiet here, and I will be able to concentrate better,” Sersi said when they closed the door to the study. “Most mortal humans have little experience with sharing another’s thoughts,” Sersi stated, “but we Eternals have known the power of shared consciousness for millennia.”

“What do we do?” Mockingbird asked. She had seen a great deal in the world, but telepathy had not been part of it.

“We shall stand in a circle and grasp one another’s hands to create a unit,” Sersi directed. The four heroes did so and listened for Sersi’s further instructions. “Close your eyes without effort and listen to your breath. Feel like a marionette suspended from the ceiling. Your mind is more than your brain.”

With Sersi’s guidance, Mockingbird and T’Challa soon felt her presence in their heads. Before she could react, Bobbi felt an almost imperceptible change. Her eyelids fluttered, and she saw that her eyes were registering … someplace else. She ‘looked’ around and noticed that the Black Panther appeared to be almost grey or silver or transparent.

“Yes,” Sersi said. “This is the fastest way.” She gestured toward the ‘horizon.’

Bobbi noticed that there was a blue glow, not so different from a striking sunset in California, only an exceptional hue. “Is that where this gem is?” Mockingbird asked.

“Doubtlessly,” Black Panther responded, “but Sersi,” he asked, “where is Vision?” He looked around once more; Vision could not be seen.

“He’s not human, he’s not even organic,” Mockingbird said. “His mind functions very differently, I’ll bet.”

“While our minds journey, it is necessary for our bodies to be watched over. None are better suited than a tireless, unflinching machine. We can tarry no longer,” Sersi said. “Let us proceed and secure this gem.”

They strode across a bizarre landscape, and their footsteps made no sound. As they walked, the blue glow on the horizon grew. Bobbi felt as though time were passing, but she couldn’t be sure how far they had gone or how many steps she had taken. Wisps of smoke slipped past her head, and it seemed as though she could hear voices in the smoke.


********


This one was concerned. Through the Orb of Agamotto we had seen a group of the Avengers already on the Astral plane. But worse, a creeping darkness was also encroaching. “We must depart at once!” This one cried.

“I concur,” Dr. Strange agreed, “Clea, I would like you to join me on this quest.” This one felt the silver-haired woman’s emotions surge at this request. “This one and Gamora will also come with you.”

The four of us joined hands. With his manservant Wong standing just outside the circle to watch over us, Dr. Strange began his incantation:

“By the dread power of the Vishanti --
in the name of the Omnipotent Oshturr --
let my cloak pierce the barrier between dimensions -- -- thus!”

His cloak of levitation suddenly seemed to come alive. It expanded and wrapped itself around the four of us and then there was a flash. When this one’s vision became clear once more, we were on the astral plane. This one looked about and saw her body standing peacefully, hands folded in meditation. This one’s essence glowed brightly, but Gamora appeared dimmed. Her spirit was restless and troubled, and most strangely her astral form was connected to a black formless shape that hovered behind her, it’s visage most horrendous.

“Beware Gamora, a demon has latched itself onto you!” Strange cried and his hand crackled with mystic energy as he prepared to banish it.

“No!” Gamora cried. “Trust me, this is a friend and ally. It's not a demon!”

Strange’s eyes narrowed and he lowered his hands. Whatever it was, it was less important than the matter of the Infinity Gems. “Very well. Quickly, we must travel across the mental plane to secure the gem. It should not be far, but distances are difficult to judge here.” He hovered in the direction of a blue glow, and this one followed feeling more vibrant than ever.

Time passed beyond our ability to perceive it, yet as we approached our goal we saw the Avengers appear on the opposite side. Sersi cried out when she saw this one. “Mantis? Why are you allied with Thanos? Have you been deceived?”

This one shook her head. “It is you who has been deceived!”

Before this one could explain further, black smoke swirled and gathered on all sides. It lurked in the shadows cast by the gem's radiant blue glow, and from the depths of that abyssal fog came a gaunt figure upon a black unicorn, cloaked in tattered green robes. “My my my, Dr. Strange. Fancy meeting you here.”

“Nightmare.” Strange said simply. “Leave this place or you will deeply regret it.”

Nightmare laughed maniacally at that. “Strange your sense of humor is as sharp as ever. No, it is you who should swiftly depart. Once that precious little bauble is mine, the entire astral plane will fall under my rule.” Despite his mirth the unearthly dream-lord remained just outside the edge of the gem's light. His army of indescribable horrors were similarly balked, able to edge forward only an inch at a time. This one sensed Nightmare at once hungry for the gem, and fearful of it. Even if the Avengers should take the Gem first, this one was thankful it would not fall into the hands of that creature.


West Coast Avengers:

1) U Sersi 76
w/Eternal* 80
2) V Mockingbird 34
w/Vault 3
3) V Black Panther 46
w/Protection of the Panther God** 50

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating.

Defenders:

1) Gamora 73 & Symbiote 55
2) R Mantis 35*
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71
4) Clea 59

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.

Map: Astral Plane (http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&S2=x-426y199&g1=x-409y-296)

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

Starting Zones: Characters must begin on elevated terrain in their starting zone. This area represents the path back to their physical bodies.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or it's holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.

mikeinmke
06/28/2011, 15:48
wow! I could imagine there are consequences if Nightmare could get his 'hands' on the Mind Gem!... :noid:


Initiative: 6+4=10

WakandaMan
06/28/2011, 19:45
Woot!

Good luck Mike. May the best team win. :)

Init: 3 (1+2)

WakandaMan
06/28/2011, 22:32
Since I know you prefer not to see the dials mike, I'm putting them in spoiler tags:


cm089 U Sersi
Team: Avengers
Range: 8 :bolt:
Points: 76
Keywords: Avengers, Eternal, Past, Psychic
m-winga-fistd-shieldg-starburst10915398143871438713277132761226612266112KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Eternal (80pts): Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

sn018 V Mockingbird
Team: Avengers
Range: 2 :bolt::bolt:
Points: 34
Keywords: Avengers
m-boota-fistd-shieldg-starburst991728916288162771517715166141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Vault (3 points)
Prerequisites: Combat Reflexes or Leap/Climb
After the character resolves a close combat action, it may be placed in any square in which it may legally be placed adjacent to a target of the action at the same elevation as the target.

ic087 V Black Panther
Team: No Affiliation
Range: 4 :bolt:
Points: 46
Keywords: Fantastic Four, Martial Artist, Ruler
m-boota-fistd-shieldg-starburst991629915288142871327712166111KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Protection of the Panther God (50pts): Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating.

si054 U Gamora
Team: No Affiliation
Range: 0 :bolt:
Points: 73
Keywords: Cosmic, Infinity Watch, Martial Artist
m-boota-fistd-shieldg-starburst81118381018381017389173791737916369163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO


sn208 LE Symbiote
Team: No Affiliation
Range: 4 :bolt:
Points: 55
Keywords: Monster
m-boota-fistd-shieldg-starburst10817298163891527101526101517814286133KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

sv067 R Mantis
Team: No Affiliation
Range: 0 :bolt:
Points: 35
Keywords: Martial Artist
m-boota-fistd-shieldg-starburst791627915179142691316813268122KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Vault (3 points)
Prerequisites: Combat Reflexes or Leap/Climb
After the character resolves a close combat action, it may be placed in any square in which it may legally be placed adjacent to a target of the action at the same elevation as the target.

Maneuver (8 points)
Prerequisites: {boot}, Close Combat Expert or Combat Reflexes
When the character make a close combat attack against a target opposing character, after the attack is resolved, put the target in any unoccupied square adjacent to the character.

ic125 E Dr. Strange
Team: Defenders
Range: 10 :bolt:
Points: 71
Archenemy: Nightmare (Pink)
Keywords: Defenders, Illuminati, Mystical, Nightstalkers
m-winga-fistd-shieldg-starburst610162691526814257122571215712146121KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

si018 R Clea
Team: Defenders
Range: 8 :bolt:
Points: 59
Keywords: Defenders, Mystical
m-boota-fistd-shieldg-starburst10916210915298152881527814177131KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Speed) Dark Disciple: Clea can use Mind Control and Phasing/Teleport.

WakandaMan
06/28/2011, 22:39
Those spoiler tags only kinda worked eh?

So is Sersi's feat 80pts and T'challa's 50? Or are they only 4pts each to bring their point costs up to that amount. They seem ridiculously good for 4 pts but 80 and 50 seems a bit much.

Also, does anyone have the special rules for this map?

WakandaMan
06/28/2011, 22:44
Seriously, +2 to attack AND defense, AND toughness AND barrier AND phasing? Ye gads.

And Panther gets Invulnerability AND the Power Cosmic?

Ah well, you did have to drop Vision I guess. Should be an interesting match. TK gives you a serious advantage though as you should be able to get the gem on your first turn.

WakandaMan
06/28/2011, 22:45
Can earthbound characters move onto the elevated terrain where the gem is at all?

WakandaMan
06/28/2011, 22:54
I can't see how my team could possibly stop you from just grabbing the Gem with a TKed team member and then running back to your starting zone with it and winning the game. Unless you're unlucky enough to miss the attack roll you need.

GarganisScorpion
06/28/2011, 23:23
but 80 and 50 seems a bit much.
Seriously, +2 to attack AND defense, AND toughness AND barrier AND phasing? Ye gads.

And Panther gets Invulnerability AND the Power Cosmic? I'm not sure if you think they are worth the point cost or they aren't.

Also, does anyone have the special rules for this map? I copied out the rules for the map in the scenario.

Can earthbound characters move onto the elevated terrain where the gem is at all?

It is just regular elevated terrain. So you'll have to be a flier (Sersi, Strange), a teleporter (Clea) or have leap/climb (Mantis, Mockingbird, Symbiote, Black Panther), or be carried.

If somebody gets stuck up there, we can assume that their allies will help them get down at the end of the game.

I can't see how my team could possibly stop you from just grabbing the Gem with a TKed team member and then running back to your starting zone with it and winning the game. Unless you're unlucky enough to miss the attack roll you need.

That is something I missed. I neglected to notice the starting zones that start so far out into the map.

I've edited the setup slightly. Plus, I think it makes it a little more thematic, too.

WakandaMan
06/29/2011, 00:30
I'm not sure if you think they are worth the point cost or they aren't.

I'm not clear what their point cost is? Do the cost 4pts each, or do they cost 80 and 50 respectively?

I copied out the rules for the map in the scenario.

Yeah I saw that after I asked the question. Sorry.

It is just regular elevated terrain. So you'll have to be a flier (Sersi, Strange), a teleporter (Clea) or have leap/climb (Mantis, Mockingbird, Symbiote, Black Panther), or be carried.

In other words, everyone except for Gamora. :confused: Also, since she's a duo she can't be carried so she's kinda trapped in the bottom quarter of the map. The hindering around the elevated will make her really slow at getting anywhere, unless I choose to ignore her Willpower and deliberately push her onto her second click so I can use the Symbiote's Leap/Climb. :disappointed:

That is something I missed. I neglected to notice the starting zones that start so far out into the map.

I've edited the setup slightly. Plus, I think it makes it a little more thematic, too.

Okay that's helpful. Thanks.

eagletsi
06/29/2011, 10:02
Wow! This looks so cool! Great use of the Hawk Map to represent the Astral Plane!

I'm gonna be watching this one!

WakandaMan
06/30/2011, 02:14
Okay mike you won initiative, so you set up first correct?

mikeinmke
06/30/2011, 14:54
West Coast Avengers:
1) U Sersi 76 w/Eternal* 80 I23
2) V Mockingbird 34 w/Vault 3 H23
3) V Black Panther 46 w/Protection of the Panther God** 50 J23

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating.

HOs: D15,
LOs: H17, O15,

( i've placed objects although i could imagine that the nature of the astral plane precludes objects... if there may be none, then just delete them... those are nutsy extra-special powers!... wow... )

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&H3=x-601y345&L2=x-444y370&L3=x-260y309&S2=x-426y199&f1p1=x-377y354&f2p1=x-442y355&f3p1=x-416y353&g1=x-409y-296

GarganisScorpion
06/30/2011, 16:07
( i've placed objects although i could imagine that the nature of the astral plane precludes objects.


The objects are the embodied dreams of children... or your inner fears made manifest... or something spooky like that.

WakandaMan
07/01/2011, 01:49
West Coast Avengers:
1) U Sersi 76 w/Eternal* 80 I23
2) V Mockingbird 34 w/Vault 3 H23
3) V Black Panther 46 w/Protection of the Panther God** 50 J23

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating.

Defenders:
1) Gamora 73 & Symbiote 55 I2
2) R Mantis 35* I1
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 J2
4) Clea 59 H2

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f1p1=x-377y354&f2p1=x-442y355&f3p1=x-416y353&f1p2=x-376y-373&f2p2=x-407y-401&f3p2=x-416y-372&f4p2=x-506y-371&g1=x-409y-296

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or it's holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.

Okey dokey. I think Initiative winner gets to choose who goes first thesedays, so it's up to you mike!

WakandaMan
07/01/2011, 01:58
I'm still not clear on the point values. It's important both because it determines how many actions we will each get and also how much TXP will we get for KOs at the end. From what I can gather:

- Sersi and her crazy feat clock in at 156pts
- T'challa with the Panther God's help is 96pts
- Gamora and her Symbiote are 138pts

So the WCA are at 289pts and the Defenders are at 304. 3 actions each then.

Are my assumptions correct?

GarganisScorpion
07/01/2011, 10:08
Yes, that is exactly correct Wakanda.

The difference in points between the two teams is the same as the difference between the original squads, so that the Defenders maintain a slight advantage.

WakandaMan
07/01/2011, 22:44
Yes, that is exactly correct Wakanda.

The difference in points between the two teams is the same as the difference between the original squads, so that the Defenders maintain a slight advantage.

In theory. :rolleyes:

mikeinmke
07/02/2011, 00:27
( you seem eager to get started, Wakanda, so i'll see what i can do here... :cool: although i don't usually like posting a move without som story... )

WCA turn 1a


- Black Panther leaps to O15.
- Sersi uses Carry, grabbing Mockingbird and flying to D15, placing Mockingbird in D14.


West Coast Avengers:
1) U Sersi 76 w/Eternal* 80 D15 @
2) V Mockingbird 34 w/Vault 3 D14
3) V Black Panther 46 w/Protection of the Panther God** 50 O15 @

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating.

Defenders:
1) Gamora 73 & Symbiote 55 I2
2) R Mantis 35* I1
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 J2
4) Clea 59 H2

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f1p1=x-531y107&f2p1=x-566y77&f3p1=x-256y106&f1p2=x-376y-373&f2p2=x-407y-401&f3p2=x-416y-372&f4p2=x-506y-371&u7=x-280y-17&u8=x-632y-14&g1=x-409y-296

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.

WakandaMan
07/03/2011, 21:03
( you seem eager to get started, Wakanda, so i'll see what i can do here... :cool: although i don't usually like posting a move without som story... )

No worries. Not eager so much as excited. The first comic book I ever read was from the Avengers/Defenders War, and had Black Panther and Mantis (back when she was just a martial artist) take on Doctor Strange in a cornfield. Good fun!

Defenders Turn 1b:

1) Clea will teleport to H12.

Free) Clea will Outwit Sersi's TK.

2) Dr. Strange will float over to P5.

3) Gamora and her Symbiote will wander to H10/H9. Gamora will choose Stealth to use this turn from the Symbiote.


West Coast Avengers:
1) U Sersi 76 w/Eternal* 80 D15 @ - TK Outwitted
2) V Mockingbird 34 w/Vault 3 D14
3) V Black Panther 46 w/Protection of the Panther God** 50 O15 @

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating.

Defenders:
1) Gamora 73 & Symbiote 55 H10/H9 @ - Using Stealth
2) R Mantis 35* I1
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 P5 @
4) Clea 59 H12 @

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f1p1=x-531y107&f2p1=x-566y77&f3p1=x-256y106&f1p2=x-408y-120&f2p2=x-407y-401&f3p2=x-230y-278&f4p2=x-511y-62&t1=x-385y-173&t2=x-400y-119&t3=x-180y-353&u7=x-280y-17&u8=x-634y-31&y1=x-408y-261&w1=x-3y3&g1=x-409y-296

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.

WakandaMan
07/03/2011, 21:33
Story:

"I sense a powerful deity has taken an interest in this conflict. I shall investigate." Dr. Strange stated, then turning to Clea "Retrieve the Gem as quickly as possible. We cannot allow Nightmare to gain control of it."

Clea nodded and quickly said a short-distance teleportation spell, hovering directly beneath the blue gem. However her attention was distracted by her proximity to Sersi, whose astral form glowed intensely. "I had best deal with you first." Clea muttered to herself and summoned the Crimson Bands of Cyttorak to bind the Eternal.

cocopuffs32
07/03/2011, 22:15
Lol. Wifey says "If Nightmare ever gets back in action she would love to play him!" so you got her reading this issue as that is one of her first clix she owned and one of her fave baddies.

Really looking forward to this series thanks guys. ;)

mikeinmke
07/04/2011, 23:22
"deity" ? whom does Dr Strange mean?...

question: does Gamora's special scenario ability to use the Symbiote's powers include the 4:bolt: ?...

WakandaMan
07/05/2011, 01:21
"deity" ? whom does Dr Strange mean?...

The Panther-God.

question: does Gamora's special scenario ability to use the Symbiote's powers include the 4:bolt: ?...

That would be nice. Gargan?

GarganisScorpion
07/05/2011, 09:40
Alright, since Wakanda seems to feel he's got the odds stacked against him, we'll count the 4 range as a "power" that Gamora can borrow from her symbiote buddy.

WakandaMan
07/05/2011, 09:43
Alright, since Wakanda seems to feel he's got the odds stacked against him, we'll count the 4 range as a "power" that Gamora can borrow from her symbiote buddy.

So I can choose that instead of a standard power, or as well as?

GarganisScorpion
07/05/2011, 09:44
instead of.

mikeinmke
07/05/2011, 16:55
Avengers turn 2a

Though he could not see it, T’Challa felt a presence. It was behind him, lifting him, pushing him. It was also within him, firing his limbs and organs on to unprecedented feats. He could feel an animal spirit at its base – sinewy movements, instinctual pursuit, relentless hunger. He paused for a moment, recalling the only other time he had felt the Panther God’s presence so strongly.

He remembered vividly how he had to conquer both his own fear and master the sheer power of the panther upon assuming the mantle of the Black Panther. Once again, the temptation to embrace the wild and feral aspects of his totem animal called to him. He knew, however, that ferocity needed to be tempered with intellect. That was how his father had ruled Wakanda so well for so long. T’Challa intentionally hesitated to gather his thoughts and register the breadth of the situation.

Meanwhile, Mockingbird noticed the female near the gem gesturing and next to Bobbi, Sersi grunted slightly. “Is everything alright?” Mockingbird asked.

Almost predictably, Sersi did not admit to any weakness. “It is of little consequence. That woman thinks she can slow me down, but her efforts cannot last.” Still, Sersi’s brow was furrowed beneath her raven tresses.

Mockingbird said, “Then let’s see what I can do about her.” She leapt forward, expertly brandishing her remarkable separating staff. She quickly reached the base of the column, below which the Mind Gem was hovering. ‘We can’t let any of these weirdos get that thing – especially that spectre-thing over there,’ Bobbi thought.





- Mockingbird moves to G13.

West Coast Avengers:
1) U Sersi 76 w/Eternal* 80 D15
2) V Mockingbird 34 w/Vault 3 G13 @
3) V Black Panther 46 w/Protection of the Panther God** 50 O15

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating.

Defenders:
1) Gamora 73 & Symbiote 55 H10/H9 @ - Using Stealth
2) R Mantis 35* I1
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 P5 @
4) Clea 59 H12 @

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11
http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f1p1=x-531y107&f2p1=x-474y43&f3p1=x-256y106&f1p2=x-408y-120&f2p2=x-411y-396&f3p2=x-230y-278&f4p2=x-511y-62&t1=x-385y-173&t2=x-400y-119&t3=x-180y-353&u8=x-560y-98&y1=x-408y-261&w1=x-3y3&g1=x-409y-296

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.

WakandaMan
07/05/2011, 21:46
We using the electronic dice on the map mike?

WakandaMan
07/05/2011, 22:27
Defenders turn 2b

Clea looked worried as the warrior woman with the staff advanced. She is clearly not trained for combat. She cast a buffing spell and while that distracted her Gamora charged with her strange dark ally. Their attack was far less effective than usual for her. Clearly, being on this strange plane was giving her difficulties.

This one leaped over the swirling tides of darkness and moved closer to the nexus of the battle while staying under cover of the local terrain. Meanwhile the Doctor Strange attempted to banish the deity that was helping our allies and seemed to have some progress on that front.

Free) Clea Outwits Mockingbird's CR

1) Gamora and Symbiote charge to G12/H11 and attack Mockingbird with BCF. Attack of 11 vs DV of 17. Need a 6. Rolls a 6 (5+1). BCF roll is a 1. Ugh. I will choose not to use Willpower to avoid push damage and take a click.

Free) Gamora will choose ES/D from the Symbiote dial.

2) Mantis leaps to B9.

3) Dr. Strange will attack Black Panther with RCE. AV of 10 vs DV of 16 +1. Needs a 7. Rolls a 7 (1+6). Hit for 2 clicks after Invul. Strange takes a push click.

West Coast Avengers:
1) U Sersi 76 w/Eternal* 80 D15
2) V Mockingbird 34 w/Vault 3 (5/6) G13 @
3) V Black Panther 46 w/Protection of the Panther God** 50 (4/6) O15

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating.

Defenders:
1) Gamora 73 & Symbiote 55 [1] (6/7) G12/H11 @@ - Using ES/D
2) R Mantis 35* B9 @
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [2] (6/7) P5 @@
4) Clea 59 H12

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11
http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f1p1=x-531y107&f2p1=x-474y43&f3p1=x-256y106&f1p2=x-440y-61&f2p2=x-631y-153&f3p2=x-230y-278&f4p2=x-507y-57&t1=x-410y-139&t2=x-436y-144&t3=x-602y-219&t4=x-207y-328&t5=x-209y-326&u8=x-560y-98&x1=x-470y-203&w1=x-3y3&g1=x-409y-296

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.

WakandaMan
07/05/2011, 22:29
I think I've been misunderstanding this map since I first saw it. Those special spaces....can earthbound characters move through them without needing Leap/Climb or Phasing? The way the rules read they can, but if they end their movement there they are in trouble. I've NEVER played it that way.

mikeinmke
07/05/2011, 22:38
There's blocking terrain in O12/P12... i don't think Dr Strange can draw LoFire to Black Panther..

mikeinmke
07/05/2011, 22:40
I think I've been misunderstanding this map since I first saw it. Those special spaces....can earthbound characters move through them without needing Leap/Climb or Phasing? The way the rules read they can, but if they end their movement there they are in trouble. I've NEVER played it that way.

As you describe it (despite your not having played it that way) is how i understand it... In this regard, it's not so different from the skyscraper-rooftop Galactus tourney map...

WakandaMan
07/05/2011, 22:57
There's blocking terrain in O12/P12... i don't think Dr Strange can draw LoFire to Black Panther..

Yeah I realise that now. Just remove Doc's push to attack then.

As you describe it (despite your not having played it that way) is how i understand it... In this regard, it's not so different from the skyscraper-rooftop Galactus tourney map...

I only realised that after I pushed Gamora to get to her Leap/Climb. :( Oh well. Her second click is better in some ways anyway (no temptation to roll blades and get a 1 on the second click)

mikeinmke
07/06/2011, 11:12
( i have Mantis' starting :m-boot: at 7... i don't think she can get quite that far... please advise... )
( even before that awful miss by Sersi i couldn't/can't understand why you think you're at a disadvantage in this issue/game... )

Avengers turn 3a

Black Panther could feel that Dr Strange had the means and the expertise to harm his guardian god. He shifted his approach and leapt across the astral battlefield to assist his teammates. As he neared a green-skinned woman wielding fearsome blades, something in his feline nature perceived an unnatural threat. He looked sharply at the woman and noticed a strange shadow, as though light sources from two different directions were generating the shade. 'That abomination will have to be addressed -- soon,' thought T'Challa.

Sersi concentrated and tried to focus her mental energies through the bands drawing closer around her astral form. She attempted an attack at the woman casting the spell, but it was ineffective.


- Black Panther leaps to F13.
- ('free') Black Panther uses Outwit to counter Clea's Energy Shield/Deflection.
- Sersi attacks Clea > :a-fist:9 +2 (Eternal feat) vs :d-normal:16 > roll: 3+1=4 MISS.



West Coast Avengers:
1) U Sersi 76 w/Eternal* 80 D15
2) V Mockingbird 34 w/Vault 3 (5/6) G13 @
3) V Black Panther 46 w/Protection of the Panther God** 50 (4/6) O15

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating.

Defenders:
1) Gamora 73 & Symbiote 55 [1] (6/7) G12/H11 @@ - Using ES/D
2) R Mantis 35* B9 @
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [2] (6/7) P5 @@
4) Clea 59 H12

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f1p1=x-531y107&f2p1=x-474y43&f3p1=x-539y42&f1p2=x-440y-61&f2p2=x-622y-164&f3p2=x-230y-278&f4p2=x-507y-57&t1=x-410y-139&t2=x-436y-144&t3=x-602y-219&t4=x-42y0&u9=x-589y-87&u10=x-662y-20&x1=x-470y-203&w1=x-3y3&g1=x-409y-296

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.[/QUOTE]

WakandaMan
07/06/2011, 19:55
( i have Mantis' starting :m-boot: at 7... i don't think she can get quite that far... please advise... )

Oops I thought it was 8. She can just go back one square.

( even before that awful miss by Sersi i couldn't/can't understand why you think you're at a disadvantage in this issue/game... )


I don't anymore- it was mostly because of the map with the elevated plonked in the middle. Before I realised that Gamora can just jump across those spaces, I thought she would spend all game stopping in the hindering terrain in the middle.

WakandaMan
07/06/2011, 20:34
Defenders turn 3b:

Clea deflected the eternals attack, and cast a spell to try and weaken her in return, but it seemed to have no effect. She glowed as brightly as ever. Dr. Strange floated above Nightmare's writhing masses, trying to focus enough to cast an attack spell but distracted by the demonic presence.

The battle was not going well for us, but nor did it seem to be for our opponents. Neither was making headway against the other.

Free) Clea Outwits Sersi's Toughness.

1) Clea attacks Sersi. AV of 9 vs DV of 15 +2. Needs an 8. Rolls a 3 (1+2).

2) Dr. Strange phases to J7.

Free) Gamora will choose Shape Change from the Symbiote.

West Coast Avengers:
1) U Sersi 76 w/Eternal* 80 D15
2) V Mockingbird 34 w/Vault 3 (5/6) G13 @
3) V Black Panther 46 w/Protection of the Panther God** 50 (6/6) F13 @

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating.

Defenders:
1) Gamora 73 & Symbiote 55 [1] (6/7) G12/H11 - Using Shape Change
2) R Mantis 35* B8
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [2] (7/7) J7 @
4) Clea 59 H12 @

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f1p1=x-531y107&f2p1=x-474y43&f3p1=x-539y42&f1p2=x-440y-61&f2p2=x-628y-185&f3p2=x-413y-215&f4p2=x-507y-57&t1=x-332y-293&t2=x-403y-110&t4=x-42y0&u9=x-589y-87&u10=x-662y-20&x1=x-470y-203&w1=x-3y3&g1=x-409y-296

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.

mikeinmke
07/07/2011, 21:41
Avengers turn 4a

Sersi struggled against the mystical power of the woman near the Gem. She focused her mental energy, never allowing herself to accuse herself of being out of practice. "Enough!" she cried. "You have dared much, mortal. Feel my wrath!"

Clea shrieked as the mental blast from Sersi struck her. She stumbled but quickly regained her balance.

The Black Panther and Mockingbird had their hands full with the fierce female fighter. Knowing they were outnumbered and facing long odds, T'Challa and Mockingbird peppered the woman with blow after blow. It was all for naught, as Gamora skillfully dodged multiple attacks.



- Sersi pushes and attacks Clea > :a-fist:9 +2 (Eternal feat) vs :d-normal:16 +2 (Energy Shield/Deflection) > roll: 3+4=7 HIT; Clea takes 3 damage. Sersi takes 1 pushing damage.
- ('free') Black Panther uses Outwit to counter Gamora's Combat Reflexes.
- Black Panther pushes (with Power Cosmic of Panther God feat) and attacks Gamora using BClawsFangs > Shape Change: 2 > :a-fist:9 vs :d-normal:18 > roll: 3+3=6 MISS.
- Mockingbird attacks Gamora using Flurry > Shape Change: 2 > :a-fist:9 vs :d-normal:18 > first attack roll: 5+1=6 MISS; second attack roll: 2+3=5 MISS.

West Coast Avengers:
1) U Sersi 76 w/Eternal* 80 (7/8) D15 @@
2) V Mockingbird 34 w/Vault 3 (5/6) G13 @
3) V Black Panther 46 w/Protection of the Panther God** 50 (6/6) F13 @@

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating.

Defenders:
1) Gamora 73 & Symbiote 55 [1] (6/7) G12/H11 - Using Shape Change
2) R Mantis 35* B8
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [2] (7/7) J7 @
4) Clea 59 (3/6) H12 @

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f1p1=x-531y107&f2p1=x-474y43&f3p1=x-539y42&f1p2=x-440y-61&f2p2=x-628y-185&f3p2=x-413y-215&f4p2=x-511y-56&t1=x-332y-293&t2=x-403y-110&t4=x-42y0&u6=x-595y-11&u7=x-552y-76&u8=x-542y-83&u9=x-589y-87&u10=x-662y-20&x1=x-470y-197&w1=x-3y3&g1=x-409y-296

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.

WakandaMan
07/07/2011, 22:04
Defenders turn 4b

Becoming more accustomed to fighting on the astral plane, Gamora grinned back at her two opponents "They don't call me the most dangerous woman in the galaxy for nothing." She struck a crippling blow against the Panther-totem, while this one advanced. There needed to be a balancing for the bright one's attack on Clea, and this one believes she can deliver it.

1) Gamora attacks Panther with Exploit Weakness. AV of 10 vs DV of 16. Needs a 6. Rolls a 6 (1+5). Hit for 3 clicks through the Invulnerability.

Free) Gamora will keep using Shape Change

2) Mantis leaps to E14

West Coast Avengers:
1) U Sersi 76 w/Eternal* 80 (7/8) D15 @@
2) V Mockingbird 34 w/Vault 3 (5/6) G13 @
3) V Black Panther 46 w/Protection of the Panther God** 50 (3/6) F13 @@

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating.

Defenders:
1) Gamora 73 & Symbiote 55 [4] (6/7) G12/H11 @ - Using Shape Change
2) R Mantis 35* E14 @
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [2] (7/7) J7
4) Clea 59 (3/6) H12

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f1p1=x-531y107&f2p1=x-474y43&f3p1=x-539y42&f1p2=x-440y-61&f2p2=x-534y2&f3p2=x-413y-215&f4p2=x-511y-56&t1=x-444y-128&t2=x-504y-44&t4=x-42y0&u6=x-595y-11&u7=x-547y-82&u8=x-542y-83&u9=x-581y-93&u10=x-662y-20&x1=x-470y-197&w1=x-3y3&g1=x-409y-296

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.

mikeinmke
07/08/2011, 16:29
Avengers turn 5a

After the woman warrior had cut him so deeply, Black Panther could feel the push and pull of the spirit surrounding him. It wanted him to cut loose with a beastly, inhuman attack. 'No,' T'Challa thought. 'I am a man, not an animal. You will work with me, or I shall no longer bear this mantle. It is a mantle I have earned, and you will not simply command me to do your wishes.'

Meanwhile, Sersi began to lose a bit of her haughty edge. These mortal opponents were capable opponents. It had cost Sersi dearly to free herself from the mystical bands of the woman near the Mind Gem. She needed to collect herself. Suddenly, a scantily clad woman with hair as dark as her own leapt in front of Sersi, prepared for melee.

( the Avengers are so toast... :ermm: )


- all three clear



West Coast Avengers:
1) U Sersi 76 w/Eternal* 80 (7/8) D15
2) V Mockingbird 34 w/Vault 3 (5/6) G13
3) V Black Panther 46 w/Protection of the Panther God** 50 (3/6) F13

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating.

Defenders:
1) Gamora 73 & Symbiote 55 [4] (6/7) G12/H11 @ - Using Shape Change
2) R Mantis 35* E14 @
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [2] (7/7) J7
4) Clea 59 (3/6) H12

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f1p1=x-531y107&f2p1=x-474y43&f3p1=x-539y42&f1p2=x-440y-61&f2p2=x-534y2&f3p2=x-413y-215&f4p2=x-511y-56&t1=x-444y-128&t2=x-504y-44&t4=x-42y0&u7=x-14y0&u8=x-25y6&x1=x-470y-197&w1=x-3y3&g1=x-409y-296

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.[/QUOTE]

WakandaMan
07/09/2011, 02:46
Defenders turn 5b:

This one knew that she was no match for the Eternal by herself, but she could certainly throw her off balance. This one used a leg sweep and then a judo throw to place her where Doctor Strange could bring his mystical prowess to bear on her. The Eternal's astral form started to fade out under our combined assault, while Clea managed to strike the one with the staff with a minor hex.

1) Mantis will push to use CCE on Sersi. AV of 9 vs DV of 14 +2. Needs a 7. Rolls a 10 (5+5). Hit for 3 damage after Toughness....Now then, even though that should knock you back based on the wording of Maneuver I should still be able to place you somewhere adjacent to me. So I'll put Sersi in E13 (I believe that is correct). Mantis takes a push click.

2) Clea will attack Mockinbird. AV of 8 vs DV of 16. Needs an 8. Rolls a 10 (4+6). Lucky! She deals 2 clicks to the bird (who can now attack back thanks to L/C!)

3) Dr. Strange will use RCE on Sersi. AV of 10 vs DV of 13 +2 +1 for hindering. Needs a 6. Rolls an 11 (6+5). Great rolls for me at the moment. Hits for another 3 after toughness.

Free) Gamora will still use Shape Change.

West Coast Avengers:
1) U Sersi 76 w/Eternal* 80 (1/8) E13
2) V Mockingbird 34 w/Vault 3 (3/6) G13
3) V Black Panther 46 w/Protection of the Panther God** 50 (3/6) F13

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating.

Defenders:
1) Gamora 73 & Symbiote 55 [4] (6/7) G12/H11 - Using Shape Change
2) R Mantis 35* [3] (5/6) E14 @@
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [5] (7/7) J7 @
4) Clea 59 (3/6) [2] H12 @

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f1p1=x-502y39&f2p1=x-474y43&f3p1=x-539y42&f1p2=x-440y-61&f2p2=x-534y2&f3p2=x-413y-215&f4p2=x-511y-56&t1=x-498y-44&t2=x-504y-44&t3=x-427y-107&t4=x-386y-265&u7=x-14y0&u8=x-25y6&x1=x-470y-197&w1=x-3y3&g1=x-409y-296

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.

mikeinmke
07/09/2011, 18:58
Avengers turn 6a

Mockingbird saw a tiny window of opportunity. The enchantress above was clearly focusing on Sersi. Bobbi used her staff expertly as a sort of vaulting pole, whipping her legs up to the dais near the Mind Gem. She alit lithely and immediately performed a leg sweep. Her attack surprised the sorceress and hit home.

Sersi was having a tougher time. Barraged from multiple sides, from near and from afar, Sersi struggled to regain focus. It was difficult because she was guiding this astral travel, too.

The Black Panther noticed that Sersi was in trouble. He quickly turned inward and addressed the spirit of the panther he perceived. 'We do this now - as I determine,' he communicated to the Panther God. Suddenly, a wave of incredible force filled T'Challa. He was not able to exert real control over it. The divine energy issued forth in all directions, battering the Avengers' opponents nearby.

The female martial artist troubling Sersi was hit hard and sent flying several meters backwards. On the other side, the green-skinned woman was inextricably able to avoid the attack. The unnatural shade had somehow assisted her in resisting the Panther God's attack. T'Challa's eyes narrowed inside his inscrutable black mask. 'That thing is an abomination of nature,' he thought.



- Mockingbird uses a close combat action against Clea (by virtue of Leap-Climb) > :a-fist:7 vs :d-normal:15 > roll: 3+5=8 HIT; Clea takes 1 damage. Mockingbird uses the Vault feat to move to H13.
- ('free') Sersi uses Outwit to counter Mantis' Combat Reflexes.
- Sersi attacks Mantis > :a-fist:6 +2 (Eternal feat) vs :d-normal:15 > roll: 2+3=5 MISS. :tired:
- Black Panther makes use of the special Panther God feat and uses Quake, targeting Mantis and Gamora > Gamora has Shape Change > roll: 6 > :a-fist:7 +2 (Panther God) vs :d-normal:15 > roll: 6+4=10 HIT. Mantis takes 2 damage and is knocked back to C16.


West Coast Avengers:
1) [3] U Sersi 76 w/Eternal* 80 (1/8) E13 @
2) [1] V Mockingbird 34 w/Vault 3 (3/6) H13 @
3) [2] V Black Panther 46 (Protection of the Panther God** 50 used) (3/6) F13 @

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating. **used**

Defenders:
1) Gamora 73 & Symbiote 55 [4] (6/7) G12/H11 - Using Shape Change
2) R Mantis 35* [3] (3/6) C16 @@
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [5] (7/7) J7 @
4) Clea 59 (2/6) [2] H12 @

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f1p1=x-502y42&f2p1=x-445y44&f3p1=x-539y42&f1p2=x-440y-61&f2p2=x-596y68&f3p2=x-412y-212&f4p2=x-511y-56&t1=x-538y20&t2=x-560y28&t3=x-412y-116&t4=x-381y-255&u2=x-472y-86&u3=x-539y-108&u4=x-452y-85&u7=x-14y0&u8=x-25y6&x1=x-470y-197&w1=x-3y3&g1=x-409y-296

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.[/QUOTE]

GarganisScorpion
07/09/2011, 19:40
Actually, Quake doesn't "target" if there is more than character being affected by the attack, which renders Shapechange ineffective against it.

So given that Gamora's CR was outwitted by Sersi, it looks like that Ancient Panther Spirit hits her, too. Being double-based does make her immune to knockback though.

Also I think 2 of Strange's IAP are from his first attack that never actually happened. You might want to correct that.

mikeinmke
07/09/2011, 20:10
Actually, Quake doesn't "target" if there is more than character being affected by the attack, which renders Shapechange ineffective against it.

So given that Gamora's CR was outwitted by Sersi, it looks like that Ancient Panther Spirit hits her, too. Being double-based does make her immune to knockback though.

Also I think 2 of Strange's IAP are from his first attack that never actually happened. You might want to correct that.

First, Sersi used Outwit against Mantis' CReflexes, so Gamora remains essentially untouchable... Second, the new PACard does state "targets all opposing characters"...

GarganisScorpion
07/09/2011, 23:40
Oh, I didn't notice that change in the PAC. Subtle stuff sometimes...

my bad about the CR, I guess that was just wishful thinking. I've had to fight so many Gamoras at my local venue that I'm never sad to see her take damage.

WakandaMan
07/09/2011, 23:50
Impressive move Mike!

WakandaMan
07/10/2011, 00:07
Defenders turn 6b:


1) Gamora will attack Panther. AV of 10 vs DV of 13. Needs a 3. Rolls a 7 (4+3). Hit for 3 clicks and the KO. She'll use ES/D.

The rest clear.

West Coast Avengers:
1) [3] U Sersi 76 w/Eternal* 80 (1/8) E13 @
2) [1] V Mockingbird 34 w/Vault 3 (3/6) H13 @
3) [2] V Black Panther 46 (Protection of the Panther God** 50 used) (0/6) KOed

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating. **used**

Defenders:
1) Gamora 73 & Symbiote 55 [9] (6/7) G12/H11 @ - Using ES/D
2) R Mantis 35* [3] (3/6) C16
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [3] (7/7) J7
4) Clea 59 (2/6) [2] H12

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f1p1=x-502y42&f2p1=x-445y44&f1p2=x-440y-61&f2p2=x-596y68&f3p2=x-412y-212&f4p2=x-511y-56&t2=x-9y0&t3=x-472y-139&t4=x-13y2&u3=x-539y-108&u4=x-452y-85&u7=x-14y0&u8=x-25y6&x1=x-470y-197&w1=x-3y3&g1=x-409y-296

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.

mikeinmke
07/10/2011, 13:14
Impressive move Mike!

Thanks -- except for Sersi's utter failure... I appreciate your attempts to console me... :p

mikeinmke
07/10/2011, 13:43
Avengers turn 7a

The Black Panther's astral form faded from view. With it, a large lack shadow with two glowing eyes slipped away, drawing itself backwards toward the astral 'horizon.' A faint feline roar could be heard -- as if from a distance.

Sersi clenched her teeth. 'No mortal shall thwart me so...' She exerted superhuman effort and turned back to her tormentor, the attractive sorceress near the gem. Sersi tried to blast her, despite the astral burden she bore, keeping the Avengers focused in this plane.

Once again, Sersi was unable to affect her adversary. "What? No!..." Sersi exclaimed, as both her own and the other Avengers' astral forms began to weaken. All too quickly, Sersi faded away.

Mockingbird allowed herself a glance at her remaining opponents. She attempted a desperate attack, trying to keep the white-tressed sorceress away from the Mind Gem. Quickly pulling her special separable staff apart, Mockingbird feinted with her right hand and struck with her left. <thud> Bobbi's body blow seemed to be enough to render the sorceress' astral form insubstantial. At the same time, she could feel how her own perception of the astral plane was slipping. Nonetheless, she could hear some nightmarish cackling from the edge of the conflict. It was that gaunt figure with the inscrutable face on his skeletal black unicorn...


- Sersi pushes and attacks Clea > :a-fist:6 +2 (special 'Eternal' feat) vs :d-normal:14 > roll: 2+1=3 MISS. ( :tired: That was my first roll with the new dice from the Thor Fast Forces pack... ) Sersi takes 1 pushing damage and is KO.
- Mockingbird pushes and attacks Clea using Close Combat Expert > :a-fist:7 vs :d-normal:14 > roll: 6+1=7 HIT. Clea takes 3 damage and is KOd. Mockingbird takes 1 pushing damage.

West Coast Avengers:
1) [3] U Sersi 76 w/Eternal* 80 (0/8) ""KO""
2) [6] V Mockingbird 34 w/Vault 3 (2/6) H13 @@
3) [2] V Black Panther 46 (Protection of the Panther God** 50 used) (0/6) KOed

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating. **used**

Defenders:
1) Gamora 73 & Symbiote 55 [9] (6/7) G12/H11 @
2) R Mantis 35* [3] (3/6) C16
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [3] (7/7) J7
4) Clea 59 (-1/6) [2] ""KO""

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f2p1=x-445y44&f1p2=x-440y-61&f2p2=x-596y68&f3p2=x-412y-212&f4p2=x-2y3&t2=x-9y0&t3=x-472y-139&t4=x-13y2&u3=x-426y-81&u4=x-452y-85&u7=x-14y0&u8=x-25y6&x1=x-470y-197&w1=x-3y3&g1=x-409y-296

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.

WakandaMan
07/10/2011, 19:31
Dice can't be helped. But in strategic terms it was a good move. :)

Defenders turn 7b:

1) Gamora moves to H12.

2) Doc Strange moves to P5.

West Coast Avengers:
1) [3] U Sersi 76 w/Eternal* 80 (0/8) ""KO""
2) [6] V Mockingbird 34 w/Vault 3 (2/6) H13 @@
3) [2] V Black Panther 46 (Protection of the Panther God** 50 used) (0/6) KOed

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating. **used**

Defenders:
1) Gamora 73 & Symbiote 55 [9] (6/7) G12/H11
2) R Mantis 35* [3] (3/6) H12 @
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [3] (7/7) P5 @
4) Clea 59 (-1/6) [2] ""KO""

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f2p1=x-445y44&f1p2=x-440y-61&f2p2=x-443y-58&f3p2=x-232y-273&f4p2=x-2y3&t2=x-407y-133&t3=x-190y-346&t4=x-13y2&u3=x-426y-81&u4=x-452y-85&u7=x-14y0&u8=x-25y6&x1=x-470y-197&w1=x-3y3&g1=x-409y-296

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.[/QUOTE]

WakandaMan
07/10/2011, 19:42
You have to clear Mockingbird, so I'll go on with my next turn.

Defenders turn 8b:

1) Gamora will use Leap/Climb. She'll leap to I12/I13

The others clear.

West Coast Avengers:
1) [3] U Sersi 76 w/Eternal* 80 (0/8) ""KO""
2) [6] V Mockingbird 34 w/Vault 3 (2/6) H13 @@
3) [2] V Black Panther 46 (Protection of the Panther God** 50 used) (0/6) KOed

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating. **used**

Defenders:
1) Gamora 73 & Symbiote 55 [9] (6/7) I12/I13 @
2) R Mantis 35* [3] (3/6) H12
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [3] (7/7) P5
4) Clea 59 (-1/6) [2] ""KO""

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f2p1=x-443y39&f1p2=x-376y-54&f2p2=x-443y-58&f3p2=x-232y-273&f4p2=x-2y3&t1=x-357y-121&t3=x-19y3&t4=x-13y2&u3=x-428y-83&u4=x-452y-85&u7=x-14y0&u8=x-25y6&y1=x-379y-162&w1=x-3y3&g1=x-409y-296

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.[/QUOTE][/QUOTE]

mikeinmke
07/11/2011, 09:44
Avengers turn 9a

- Mockingbird attacks Mantis using Cloce Combat Expert > :a-fist:7 vs :d-normal:15 +2 (Combat Reflexes) > roll: 3+2=5 MISS.


West Coast Avengers:
1) [3] U Sersi 76 w/Eternal* 80 (0/8) ""KO""
2) [6] V Mockingbird 34 w/Vault 3 (2/6) H13 @
3) [2] V Black Panther 46 (Protection of the Panther God** 50 used) (0/6) KOed

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating. **used**

Defenders:
1) Gamora 73 & Symbiote 55 [9] (6/7) I12/I13 @
2) R Mantis 35* [3] (3/6) H12
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [3] (7/7) P5
4) Clea 59 (-1/6) [2] ""KO""

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f2p1=x-444y47&f1p2=x-376y-23&f2p2=x-444y-52&f3p2=x-232y-273&f4p2=x-2y3&t1=x-350y-106&t3=x-19y3&t4=x-13y2&u3=x-1y2&u4=x-452y-76&u7=x-14y0&u8=x-25y6&y1=x-379y-162&w1=x-3y3&g1=x-408y-281

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.[/QUOTE][/QUOTE][/QUOTE]

WakandaMan
07/11/2011, 21:40
Defenders turn 9b:

Now that Thanos' pawns were largely dealt with, Dr. Strange went to block Nightmare from gaining control of the Gem. This one and Gamora raced the last Avenger for the Gem of the Mind. Gamora used her other self to help her gain the token.


1) I'll push Gamora to try and grab the Mind Gem. AV of 10 vs DV of 17. Needs a 7. Rolls a 7 (5+2). Grabs it! Does she take the push click since she now has Indomitable? She'll choose Shape Change.

The rest will do nothing.

West Coast Avengers:
1) [3] U Sersi 76 w/Eternal* 80 (0/8) ""KO""
2) [6] V Mockingbird 34 w/Vault 3 (2/6) H13 @
3) [2] V Black Panther 46 (Protection of the Panther God** 50 used) (0/6) KOed

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating. **used**

Defenders:
1) Gamora 73 & Symbiote 55 [9] (6 or 5?/7) I12/I13 @@ - with Shape Change
2) R Mantis 35* [3] (3/6) H12
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [3] (7/7) P5
4) Clea 59 (-1/6) [2] ""KO""

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f2p1=x-444y47&f1p2=x-376y-23&f2p2=x-444y-52&f3p2=x-232y-273&f4p2=x-2y3&t1=x-350y-106&t3=x-384y-97&t4=x-13y2&u3=x-1y2&u4=x-452y-76&u7=x-14y0&u8=x-25y6&y1=x-379y-162&w1=x-3y3&g1=x-408y-281

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.

GarganisScorpion
07/11/2011, 22:46
No push damage, the indomitable blocks it.

mikeinmke
07/12/2011, 10:58
Avengers turn 10a

- Mockingbird clears.


West Coast Avengers:
1) [3] U Sersi 76 w/Eternal* 80 (0/8) ""KO""
2) [6] V Mockingbird 34 w/Vault 3 (2/6) H13
3) [2] V Black Panther 46 (Protection of the Panther God** 50 used) (0/6) KOed

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating. **used**

Defenders:
1) Gamora 73 & Symbiote 55 [9] (6 or 5?/7) I12/I13 @@ - with Shape Change
2) R Mantis 35* [3] (3/6) H12
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [3] (7/7) P5
4) Clea 59 (-1/6) [2] ""KO""

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f2p1=x-444y47&f1p2=x-376y-23&f2p2=x-444y-52&f3p2=x-232y-273&f4p2=x-2y3&t1=x-350y-106&t3=x-384y-97&t4=x-13y2&u3=x-1y2&u4=x-5y1&u7=x-14y0&u8=x-25y6&y1=x-379y-162&w1=x-3y3&g1=x-408y-281

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.[/QUOTE]

WakandaMan
07/12/2011, 19:27
Defenders turn 10b:

All the Defenders will clear as well (Strange is fighting Nightmare) :p

West Coast Avengers:
1) [3] U Sersi 76 w/Eternal* 80 (0/8) ""KO""
2) [6] V Mockingbird 34 w/Vault 3 (2/6) H13
3) [2] V Black Panther 46 (Protection of the Panther God** 50 used) (0/6) KOed

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating. **used**

Defenders:
1) Gamora 73 & Symbiote 55 [9] (6 or 5?/7) I12/I13 - with Shape Change
2) R Mantis 35* [3] (3/6) H12
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [3] (7/7) P5
4) Clea 59 (-1/6) [2] ""KO""

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f2p1=x-444y47&f1p2=x-376y-23&f2p2=x-444y-52&f3p2=x-232y-273&f4p2=x-2y3&t4=x-13y2&u3=x-1y2&u4=x-5y1&u7=x-14y0&u8=x-25y6&y1=x-379y-162&w1=x-3y3&g1=x-408y-281

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.[/QUOTE][/QUOTE]

mikeinmke
07/12/2011, 21:29
( what are you doing?... why don't you finish this?... )

Avengers turn 11a

- Mockingbird attacks Mantis using CCE > :a-fist:7 vs :d-normal:15 +2 (Combat Reflexes) > roll: 1+4=5 MISS.

West Coast Avengers:
1) [3] U Sersi 76 w/Eternal* 80 (0/8) ""KO""
2) [6] V Mockingbird 34 w/Vault 3 (2/6) H13 @
3) [2] V Black Panther 46 (Protection of the Panther God** 50 used) (0/6) KOed

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating. **used**

Defenders:
1) Gamora 73 & Symbiote 55 [9] (6 or 5?/7) I12/I13 - with Shape Change
2) R Mantis 35* [3] (3/6) H12
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [3] (7/7) P5
4) Clea 59 (-1/6) [2] ""KO""

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f2p1=x-444y47&f1p2=x-376y-23&f2p2=x-444y-52&f3p2=x-232y-273&f4p2=x-2y3&t4=x-13y2&u3=x-439y-83&u4=x-5y1&u7=x-14y0&u8=x-25y6&y1=x-379y-162&w1=x-3y3&g1=x-408y-281

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.[/QUOTE][/QUOTE][/QUOTE]

WakandaMan
07/12/2011, 23:15
( what are you doing?... why don't you finish this?... )

I'll get a lot more TXP from collecting the gem than I will from KOing Mockingbird. In the meanwhile you have a chance to earn more XP if you can KO Mantis. Win-win.

Defenders turn 11b:

1) Gamora will choose Leap/Climb and move to I4/I5


West Coast Avengers:
1) [3] U Sersi 76 w/Eternal* 80 (0/8) ""KO""
2) [6] V Mockingbird 34 w/Vault 3 (2/6) H13 @
3) [2] V Black Panther 46 (Protection of the Panther God** 50 used) (0/6) KOed

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating. **used**

Defenders:
1) Gamora 73 & Symbiote 55 [9] (6/7) I4/I5) - with LEAP/CLIMB
2) R Mantis 35* [3] (3/6) H12
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [3] (7/7) P5
4) Clea 59 (-1/6) [2] ""KO""

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f2p1=x-444y47&f1p2=x-378y-313&f2p2=x-444y-52&f3p2=x-232y-273&f4p2=x-2y3&t4=x-13y2&u3=x-439y-83&u4=x-5y1&u7=x-14y0&u8=x-25y6&y1=x-377y-422&w1=x-3y3&g1=x-408y-281

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.

mikeinmke
07/14/2011, 14:34
Avengers turn 12a

Bobbi could feel that she was losing her coherence in this strange astral realm. It felt as though she rained blow after blow upon her dark-haired opponent, but she could notice no effect from them. She paused, inwardly considering her options. She also wondered why -- if these people were really under Thanos' sway -- they hadn't finished her off. Was there some other factor in play here? Her strategic SHIELD training tried quickly to assess the available evidence...


- Mockingbird clears.



West Coast Avengers:
1) [3] U Sersi 76 w/Eternal* 80 (0/8) ""KO""
2) [6] V Mockingbird 34 w/Vault 3 (2/6) H13
3) [2] V Black Panther 46 (Protection of the Panther God** 50 used) (0/6) KOed

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating. **used**

Defenders:
1) Gamora 73 & Symbiote 55 [9] (6/7) I4/I5) - with LEAP/CLIMB
2) R Mantis 35* [3] (3/6) H12
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [3] (7/7) P5
4) Clea 59 (-1/6) [2] ""KO""

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f2p1=x-444y47&f1p2=x-378y-313&f2p2=x-444y-52&f3p2=x-232y-273&f4p2=x-2y3&t4=x-13y2&u3=x-1y3&u4=x-5y1&u7=x-14y0&u8=x-25y6&y1=x-377y-422&w1=x-3y3&g1=x-408y-281

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.[/QUOTE]

WakandaMan
07/17/2011, 21:02
Defenders turn 12b:

1) Gamora takes the gem to the endzone. And that is game!

West Coast Avengers:
1) [3] U Sersi 76 w/Eternal* 80 (0/8) ""KO""
2) [6] V Mockingbird 34 w/Vault 3 (2/6) H13
3) [2] V Black Panther 46 (Protection of the Panther God** 50 used) (0/6) KOed

Eternal: Sersi is a powerful telepath, and on the Astral Plane she is in her element. She gains +2 to her attack and defense values, and can use Phasing/Teleport, Barrier, and Toughness. These powers can be outwitted normally.

Protection of the Panther God: Black Panther can use Invulnerability and the Power Cosmic team ability. Once per game, you may discard this feat to use quake as if Black Panther occupied any square within his range and line of fire. Modify Black Panther's attack by +2 for this roll, and the damage dealt is penetrating. **used**

Defenders:
1) Gamora 73 & Symbiote 55 [9] (6/7) I4/I5) - with LEAP/CLIMB
2) R Mantis 35* [3] (3/6) H12
w/Vault 3, Maneuver 8
3) E IC Dr. Strange 71 [3] (7/7) P5
4) Clea 59 (-1/6) [2] ""KO""

Symbiotic Bond: Gamora is a double-base character with :a-duo:. Once per turn, she can use one power currently showing on the LE Symbiote SN208 dial (the Symbiote dial always takes the same damage that Gamora takes) until the start of your next turn.


HOs: D15, O5, I7
LOs: H17, O15, K11

http://www.ianparmenter.com/hcutils/map2.jsp?map=7B&em1=claudiamike@sbcglobal.net&em2=WakandaMan@gmail.com&H1=x-191y31&H2=x-411y96&H3=x-601y345&L1=x-312y185&L2=x-444y370&L3=x-260y309&S2=x-426y199&f2p1=x-444y47&f1p2=x-378y-313&f2p2=x-444y-52&f3p2=x-232y-273&f4p2=x-2y3&t4=x-13y2&u3=x-1y3&u4=x-5y1&u7=x-14y0&u8=x-25y6&y1=x-377y-422&w1=x-3y3&g1=x-408y-281

Normal Hawkworld rules are in effect: Any character without :m-wing: or :m-wing-trans: that is in the orange area at the end of any action is dealt 1 unavoidable damage and relocated to the closest starting zone. This represents Nightmare's swirling cloud of nightmare creatures, instead of falling damage.

The four squares in the center of the map (H12-H13-I12-I13) are elevated terrain. A character occupying one of these squares can make a close combat attack against a defense value of 17. If the attack hits, they have gained the Mind Gem!

Mind Gem: This character can use :m-wing-trans: and :d-indomitable:. If hit by any successful attack roll of doubles, the attacker takes the Mind Gem. As a power action, you may voluntarily pass the Mind Gem to an adjacent friendly character. Any character holding the Gem while KO'ed drops the gem where they were standing.

The game ends early if:
-The Gem or its holder falls into the orange terrain.
-Any player takes the Gem back to the elevated terrain in their starting zone. They score 5 bonus TXP if they do.

WakandaMan
07/17/2011, 21:03
Thanks for the game mike. Sorry you weren't able to get any more XP out of it.

mikeinmke
07/17/2011, 23:21
Thanks for the game mike. Sorry you weren't able to get any more XP out of it.

Thank you, too, sir... no need to apologize... it's a game of luck sometimes, and... >>

4 7 6 5 8 5

Those were my first 6 attack rolls...

I'm not sure what i was thinking with my positioning of Black Panther... although i'm thinking of recruiting him... the tension between him and Tony Stark could be pretty cool... either taht or a technological/scheming partnership between Tony and T'Challa... Does anyone have Black Panther in their recruiting sights?...

I just hope the rest of the Avengers put up a better fight for the Gems...

WakandaMan
07/18/2011, 01:27
Thank you, too, sir... no need to apologize... it's a game of luck sometimes, and... >>

4 7 6 5 8 5

Those were my first 6 attack rolls...

I'm not sure what i was thinking with my positioning of Black Panther... although i'm thinking of recruiting him... the tension between him and Tony Stark could be pretty cool... either taht or a technological/scheming partnership between Tony and T'Challa... Does anyone have Black Panther in their recruiting sights?...

I just hope the rest of the Avengers put up a better fight for the Gems...

I think perhaps Coco is cosidering him for the F4, but Spider-man is his first priority.

WakandaMan
07/18/2011, 01:40
double post!

cocopuffs32
07/23/2011, 12:06
well good story telling takes priority, so black panther can be an avenger :) I would love to see Tony and the King together and see what happens with a vibranium iron man suit lol. And see what kind of relationship that would hold :)

WakandaMan
07/28/2011, 03:09
well good story telling takes priority, so black panther can be an avenger :) I would love to see Tony and the King together and see what happens with a vibranium iron man suit lol. And see what kind of relationship that would hold :)

If one of you recruits him, then the other could have him as a reservist. That way he should see action most of the time, allowing him to upgrade to his cool new versions sooner. :)

WakandaMan
07/28/2011, 03:28
End of issue TXP/IXP calculations:

Individual IAP earnt:
Gamora [9] = [2,1] + [25,3] = [28,0]
Mantis [3] = [0,3] + [10,3] = [11,2]
Dr. Strange [3] = [0,3] + [16,3] = [17,2]
Hulk (from GotG issue) [7] = [1,3] + [5,1] = [7,0]

Guest Star IAP:
Clea [2] = [0,2]

TAP from KOs:
Total: 76 + 80 + 46 + 50 = 252/4 = 63 TAP = [15,3]

Bonus TXP:
[5,0] - for retrieving the Mind Gem.

Total TXP earnt:
[2,1]+ [0,3] + [0,3] + [0,2] + [15,3] + [5,0] = [25,0]

New Team total:
[68,1] + [25,0] = [93,0]

mikeinmke
08/23/2011, 22:24
WCAvengers point calculations:

This is building upon the Avengers #28 calculations.

1) [3] U Sersi 76 w/Eternal* 80 (0/8) ""KO""
2) [6] V Mockingbird 34 w/Vault 3 (2/6) H13
3) [2] V Black Panther 46 (Protection of the Panther God** 50 used) (0/6) KOed

Sersi earned 3 IAPs
Mockingbird earned 1 IXP, 2 IAPs
Black Panther earned 2 IAPs (which are lost, because he is not currently an active member of any team's roster...)

TAPs from damage dealt = 11 plus TAPs from KOs (Clea 59/4) => 15
26 TAPs = 6 TXPs, 2 TAPs


Old Totals:
V Iron Man (Secret Invasion) 188 (4 IXPs, 1 IAP)
V Wonder Man (Mutant Mayhem)## 132 (40 IXPs, 3 IAPs)
V Hawkeye (Fantastic Forces)* 84 (12 IXPs, 2 IAPs)
V Scarlet Witch (Fantastic Forces)** 62 (14 IXPs, 2 IAPs)
R Giant Man (Hank Pym) (Avengers) 82 (19 IXPs, 1 IAP)
V Tigra (Fantastic Forces)**** 54 (6 IXPs, 2 IAPs)
V Moon Knight (Avengers) 38 (12 IXPs, 2 IAPs)
V Mockingbird (Sinister)*** 34 (10 IXPs, 0 IAPs)
U Sersi (Critical Mass)# 76 (18 IXPs, 1 IAP)
R Vision (Supernova) 65 (18 IXPs, 0 IAPs)
R Wasp (Infinity Challenge) 24 (4 IXPs, 1 IAP)

* with Trick Shot feat 20
** with Armor Piercing 10
*** with Vault feat 3
**** with Sneak feat 5
# with Life Model Decoy 12
## with Hold The Line 4

Team: 212 TXPs, 0 TAPs

New Totals:
V Iron Man (Secret Invasion) 188 (4 IXPs, 1 IAP)
V Wonder Man (Mutant Mayhem)## 132 (40 IXPs, 3 IAPs)
V Hawkeye (Fantastic Forces)* 84 (12 IXPs, 2 IAPs)
V Scarlet Witch (Fantastic Forces)** 62 (14 IXPs, 2 IAPs)
R Giant Man (Hank Pym) (Avengers) 82 (19 IXPs, 1 IAP)
V Tigra (Fantastic Forces)**** 54 (6 IXPs, 2 IAPs)
V Moon Knight (Avengers) 38 (12 IXPs, 2 IAPs)
V Mockingbird (Sinister)*** 34 (11 IXPs, 2 IAPs)
U Sersi (Critical Mass)# 76 (19 IXPs, 0 IAPs)
R Vision (Supernova) 65 (18 IXPs, 0 IAPs)
R Wasp (Infinity Challenge) 24 (4 IXPs, 1 IAP)

* with Trick Shot feat 20
** with Armor Piercing 10
*** with Vault feat 3
**** with Sneak feat 5
# with Life Model Decoy 12
## with Hold The Line 4

Team: 218 TXPs, 2 TAPs

GarganisScorpion
09/02/2011, 11:51
Written by SpaceJawa

With the Mind Gem safely in the possession of the Defenders and their allies, Dr. Strange acted quickly to pull all four of them out of the reach of Nightmare and back into the mortal realm.

“By the dread power of the Vishanti!” He shouted as he waved his cloak up and around to expand and cover all four of them. There were other arcane words that followed, but the screeches of Nightmare’s vile minions as they tried to close in on the heroes drowned out the details of the spell.

With a flash, Strange and his allies vanished from the Astral Plain. As they did, a cape appeared out of nowhere and dropped the four heroes onto the ground in the Sanctum Sanctorum.

“Did everything go well, Master?” Wong asked as they emerged.

“Yes, thank you Wong.” Dr. Strange began as he dusted himself off.. “I believe that…”

He stopped short as he realized that there was something wrong after all. As those present turned to look at Gamora they saw that she had not landed on her feet as the others had, and in fact was instead curled up in a ball black, living ooze. Even her hair had been covered, and had been given a long, spiky appearance by the symbiote.

He did not know what the immediate problem was, but Dr. Strange could sense that there was evil afoot.

“Gamora?” Clea asked "Are you well?"

A hissing sound was heard from where the woman lay on the ground, then she began to pick herself up. While it was unsettling enough that her body mass seemed to expand when she picked herself up off the floor, what they saw when she turned to face them more than caused them pause. Her eyes were full of malice, and her jawline was extended longer than should have been possible. As it yawned open, all could see the shark-like mass of dagger-sharp teeth and fangs that had filled the woman's mouth.

“That’s not Gamora.” Mantis said.

**********

Gamora wasn’t sure what was going on. One moment, she had been escaping the Astral Plain with the Mind Gem in hand, and the next she found herself back in the part of her mind where she had first ‘met’ her Symbiote. Only now it looked as though whatever ‘walls’ were present were smeared with her ally’s ooze, and black webbing stretched out across the room.

And as Gamora looked at the mess covering the walls, she could see a residue flowing off the Symbiote mass. It reminded her of the aura she had seen surrounding Nightmare's monsters in the Astral Plain. A shallow but constant shaking of the room could be felt and she heard a constant distant wailing of something in pain.

Closing her eyes, Gamora tried to clear her head as the pieces began to come together, even with the near-unbearable noise.

“Symbiote?” She shouted as she opened her eyes again and looked about the room. What responded was a screech of agony, followed by a very large set of eyes and several sets of fang-filled mouths opening wide.

Something had gone very, very wrong.

**********

“By the Hoary Hosts of…” Dr. Strange began to exclaim as he realized what was going on. However, he was cut off before he could finish his expletive, let alone put any effort into countering what was happening. The symbiote, fully in control of Gamora’s body, lashed out with a tendril of black ooze that engulfed the Sorcerer Supreme's face, even sticking one of his hands against his cheek, keeping him from doing anything but attend to his immediate need for air.

“GrrrrAAAAAgggghhhh!” the raging symbiote proclaimed its control of the situation. While it still clearly had Gamora’s feminine form, it had quite its own appearance as well, having grown to one and a half times the woman’s size, being covered in short spikes, its hair running down its back in long, sharp quill formations, a large mouth full of pointy teeth, and a long tongue that should not have physically been capable of fitting inside its mouth.

Both Mantis and Wong attacked, trying to strike at the monster and take it down before it could cause any real damage. Drawing upon Gamora's unmatched martial arts prowess the creature sidestepped Wong's strike and blocked Mantis' kick with ease. Clea began to invoke a spell of holding but was struck by a large black claw that stretched out from the symbiote, and was pushed backwards until its open palm had smashed her into the wall. As Dr. Strange’s apprentice fell to the floor in a heap under small bits of rubble and the odd book that had been knocked out of place, the slithering black limb retracted back into the creature's body as suddenly as it had emerged.

“PaaAAiINn!” The monster shrieked, and then said something that sounded like “DiEe!”

“This doesn’t seem possible!” Mantis exclaimed. “It’s as if it’s reading our…”

She was stopped short as the black monster stood on its hind legs and let out another screech. Emitting a strong, blue light, the Mind Gem could be seen planted directly in the mid-section of its bosom.

“The Mind Gem!” Wong said. “It’s using it to predict our moves! We must remove it!”

It was far easier said than done. Wong tried to flank the beast, but was smacked aside. Mantis’ follow up didn’t go much better- she was grabbed mid-air and slammed into a wall. She tried to break free, but the Symbiote held her tightly in place until she was fastened against the wall by a web of spreading ooze.

“Gamora!” Mantis shouted, hoping to reach out to the woman she believed to still be inside. “Do not allow this being to control you!”

Reaching its free arm back, the Symbiote formed a razor-edged cutting blade with its forearm. The killing blow didn’t come, however, as the monster stood in place and hesitated.

**********

“Symbiote?” Gamora shouted again. “SYMBIOTE!”

She looked around for any particular direction she should go, but all paths looked identical to her. However, she did hear a response.

“paaaaaaaaaIiinn…”

Not sure what to make of it, Gamora slowly approached one of the walls where the aura was flowing off the black goo. She reached out and touched it for just a moment, and the reaction was instant and violent. A mound of ooze pushed back at Gamora, throwing her onto the ground, and the woman had to roll out of the way to avoid the spikes that emerged to strike at her. Once Gamora had evaded the immediate danger, however, she picked herself up to find she was no longer under attack.

“What the Flark?!” Gamora exclaimed, but all she got was a hiss in reply. “I thought we were allies! I thought we had an understanding!”

“PaAaiIn…” the Symbiote said, and in a section of the wall that wasn’t ‘infected’ by the aura, a doorway opened up.

Not sure what to make of the situation, Gamora decided to go through it and found a short tunnel on the other side. Continuing through she emerged into a large room. In the dead center was suspended what looked like some kind of large tumor, held in place by a web constructed of the ‘aura’ ooze. Several regular ooze tentacles regularly attempted to get at the tumor, but in each case it would immediately pull back, with the Symbiote emitting a screech and shaking the room when it did.

Suddenly, Gamora understood what was going on.

“Gamora!”

The woman looked up as she heard Mantis call out her name from somewhere in the distance.

“Do not allow this being to control you!”

Gamora glared as she considered just what the words might mean.

“Keep yourself under control.” She said to the Symbiote, making it clear she would probably be happier not knowing exactly what was going on in the outside world. “And try not to hurt them. They’re still supposed to be our friends.”

Taking sword in hand, Gamora called upon all the training she possessed and charged at the taint of the Astral Plain that had infected her Symbiote.

**********

Mantis didn’t know exactly what was causing the Symbiote to hold its position, but she hoped that it was proof that Gamora hadn’t been lost to them yet. It gave her even more hope when, soon after, the monster released its grip on Mantis and stepped back away from her.

“grrrraaaghhh…” was the noise that came from it, which Mantis thought was an attempt at speech.

“GgguhMmOrrRaaA…” It said. “HheElp…”

“Do not worry!” Mantis said, the Mind Gem blocking any hope she had of getting a real understanding of what might have been happening underneath. She was left with only the ability to take her best guess about what the words might have meant.

“These ones will find a way to free you!”

Once again, Wong moved in and tried to strike, and while he did better at avoiding getting knocked away right off the bat, he failed to land any blows.

“This is not working.” Mantis thought to herself. “We need something else. A weakness of some kind…”

Mantis tried to think back and remember if there was anything she could use that might give them an advantage, and suddenly, something clicked.

One by one, the Guardians and Clea followed after him and proceeded to walk forwards into the fiery depths of unspeakable horror.

“The Gem should be nearby.” Adam said as he looked around.

“I think I’ll stay here.” Gamora said from behind them. Turning around, they could see that there was something amiss with her new friend. Contrasting the suit that had formed prior to their entrance, the symbiote had retreated from much of her body, and most of it was concentrated on her back, facing out towards the exit.

“I’ll stay here and cover the exit in case something goes wrong. It’ll ensure that no one cuts off our escape.”

Not interested in debating the issue, Adam simply nodded and the rest continued onwards.

“Fire.” She said to herself. Fire had to be the weakness they were looking for.

Grabbing a pair of nearby candles, Mantis rushed at the Symbiote and tried to strike it with the flames. The Symbiote instead leaped over her, grabbed her by the ankle, and sent her flying upwards to where she found herself hanging upside down, a mass of the alien creatures black goo keeping her feet attached to the ceiling. While she had dropped one of her candles, one of them had stayed with her, and she used to try to free herself.

Just as she had suspected, when she swung the flames at the ooze what didn’t light on fire retreated away from her legs, allowing Mantis to fall back to the floor. After catching herself she looked towards where Dr. Strange was still having difficulty getting the ooze off his face and threw the candle at him. Immediately he was freed, and after taking in a deep breath, he shouted a spell intended to contain Gamora and her Symbiote.

“Crimson Bands of Cyttorak!”

Immediately a set of reddish chains of energy wrapped themselves around the Symbiote’s wrists and ankles, and each one was magically connected to the floor. This did not entirely contain the Symbiote, however. Using the natural advantage of its semi-solid form the monster began to ooze out of the chains in order to escape. Not giving up so easily, Dr. Strange repeated the spell, and continued to bind the Symbiote until it was contained within a reddish dome on the floor with nowhere left to go.

“Now…” He said, breathing heavily. “perhaps it is time we separated these two.”

**********

Weaving around, Gamora evaded the contaminated tendrils that tried to swipe at her as she approached her target, slicing at those that got too close. This didn’t immediately help her situation, however, as the instincts of the Symbiote kicked in and she soon found herself dodging both clean and contaminated tendrils alike.

Ducking over and under the various obstacle and dangers, Gamora reached the first of the black weblines that were attaching the ‘tumor’ to the rest of the Symbiote. After bringing her blade down she grabbed hold of the severed length as it retracted to the source of the Symbiotes pain, plunging her sword into the mass of otherworldly energy as she reached it. It didn’t kill the taint outright but she could hear and feel the reaction, which gave her a sense that she was doing the right thing. Doubling her efforts Gamora continued along, striking where she could while evading the counter attacks.

However, just as she seemed to be making real progress, she found herself shaken by an unknown intrusion. She was struck by a vast increase in defenses, which seemed to be reacting to not just her, but to the outside world as well. The Symbiote had gone into complete survival mode, and Gamora was not prepared for the intensity of the attacks. She lost the upper hand just long enough for the ooze to gain the initiative.

One of its tentacles succeeded in smacking Gamora backwards, sending her flying into a wall. There, the ooze latched onto her, wrapping around her body to keep her in place and out of the way. This did nothing to deter Gamora’s efforts – she immediately began to figure out a way to escape and continue what she had started. However, before she could even attempt to make any progress in the matter, she felt herself being ripped back into the real world.

**********

“Is Clea alright?” Dr. Strange asked. He had noticed that his pupil was currently not present around the Symbiote, but with his concentration focused on keeping the Symbiote contained, he was unable to attend to her himself.

“She is shaken, but alive.” Wong said from where Clea had fallen, picking her up and bringing her towards the group.

“Good.” Dr. Strange said. “Now to attend to the matter at hand.”

“How are you planning to remove it?” Mantis asked.

Dr. Strange considered the question and what the right means of going about the problem might be.

“I’m going to have to get creative.” He finally replied. While the flames had certainly worked well enough to free him from the ooze that had latched onto him, Gamora was an entirely different situation. She was wearing the suit itself, and its mind was connected with hers. There was no telling what might happen if he tried to burn the Symbiote off of her while she was wearing it.

Levitating the crimson energy cage containing Gamora and the Symbiote off the floor, he slowly closed it in around its inhabitant until it formed a tight cocoon. He then began to peel the energy back, using a little creative magic application to heat the edges just enough to drive the Symbiote back and keep it from trying to slip out. Slowly, Dr. Strange cut the Symbiote off of Gamora like a malignant growth. While he deposited both her and the Mind Gem on the floor, he kept the now host-less Symbiote contained within a remnant of the crimson energy cage where it couldn’t hurt anyone.

“What are you doing?” Gamora asked as she coughed and tried to clear her throat.

“We have freed you of the Symbiote.” Mantis said.

“You don’t understand! You have to send me back!” Gamora replied, picking herself up off the floor.

“That’s not an option.” Dr. Strange said. “I have to dispose of it.”

“NO!”

Before Dr. Strange could finish off the Symbiote for good, Gamora took her blade and swung at it at the energy holding the alien ooze in place. While it didn’t break the spell, it did momentarily shock Dr. Strange’s concentration, forcing him to refocus or risk losing his captive.

“Gamora! What are you doing?” Mantis asked, fearing that her ally had gone mad.

Wong didn’t bother to ask questions, and put Clea back on the floor before jumping into action. He was too late, however, as by the time he arrived, Gamora had grabbed the Mind Gem and blocked Mantis’ initial attempts to stop her. Using it, she reached out and broke the lock Dr. Strange had on his spell, dispersing the Crimson Bands and allowing the Symbiote to fall to the floor. It immediately locked onto Gamora and tried to return to her.

Gamora allowed her self-congratulations and anticipation of imminent reunification get the best of her. Her focus entirely on the injured alien creeping back to join her, Gamora did not see the approach of Mantis and Wong. The two knocked her to the floor and held her in place just long enough for Mantis to pluck the Mind Gem free. While Dr. Strange wasn’t immediately able to re-contain the Symbiote, he was able to prevent it from returning to its intended host.

The Symbiote quickly realized that it was in a terrible position. It could not fight these people on its own, it’s former host was cut off from it, and it knew that it could not form a bond with a host hostile to its touch. Left without any other option, it fled, using its liquid composition to sneak around Dr. Strange’s efforts to contain it until it escaped into the cracks and floorboards of the Sanctum.

“What madness has taken you, woman?” Dr. Strange said as let his spells disperse, refraining from resting only to attend to Clea and ensure she was and would be alright.

“I could ask the same of all of you.” Gamora said bitterly. She pushed Wong and Mantis off of her and once again picked herself up off the floor.

“Do you have any idea what that thing did?” Wong asked. “The moment you returned from the Astral Plain, it took over your body and attacked us.”

“You have no idea what was going on in there!” Gamora spat back, and Mantis took it upon herself to pull the woman away from Wong in order to avoid another fight breaking out. “That thing was in pain. Something happened in whatever realm your doctor took us to that contaminated it. Something latched on to it and came back with it. I was busy trying to help it before you brought me back here, but now it’s running around without a host and in who knows what condition!”

“Enough!” Dr. Strange said, clearly frustrated by the situation. “For now, the matter is over. We must stop arguing about this matter and return our attention to the gems.”

“No, I have to find the Symbiote.” Gamora said. “You don’t understand – it needs me.”

“And I need it.” Gamora said, though in a whisper, only loud enough that Mantis could just barely hear it.

“Whatever the case may be,” Dr. Strange said, and performed a brief spell that brought the Mind Gem off the floor and floated it above the palm of his hand. “We cannot concern ourselves any further with the Symbiote at this time. The Gems must be our top priority. Everything else must wait until we have ensured their safety.”