Second Age of Heroes (Mutants and Mastermind Quest)

Did we really just call the thugs pagans even though we're in the middle of Catholic/Christian territory

It is a saying I made up for this alt history. Knight Errant is referring to the fact that she should deal with the current problem before trying to deal with another problem. Basically 'kill the pagan you are already fighting before finding another one to battle.'

It just me trying to add more depth and flavour to the setting as QM by including in-universe phrases.
 
[X] [Crooks] Engage them now.
[X] [Attack] Sword. While it shall limit you since you won't take a life of a fellow human being if you can help it, a weapon is still a weapon and your foes are also armed.
 
It is a saying I made up for this alt history. Knight Errant is referring to the fact that she should deal with the current problem before trying to deal with another problem. Basically 'kill the pagan you are already fighting before finding another one to battle.'

It just me trying to add more depth and flavour to the setting as QM by including in-universe phrases.
Ah I see,so we're killing all pagans, yep we're a full-blown medieval Christian
 
[X] [Crooks] Engage them now.
[X] [Attack] Fists. With your powers, your fists will be your best option as you can easily strike down your foes without killing them while you are powerful enough to avoid being struck down by their weapons in turn.
 
Ah I see,so we're killing all pagans, yep we're a full-blown medieval Christian

It is more an enlighten medieval Christian. In general, this world is enlightened medieval world as it has been effectively ruled by an semi-liberal medieval warlord for several centuries. So while it is modern and liberal in several aspects, it still noticeably retains its medieval roots. For example, secularism and democracy never took off in this world, but it also has a lot less racism and sexism than in RL.
 
[x] [Crooks] Wait until they reach the shop.
[x] [Attack] Fists. With your powers, your fists will be your best option as you can easily strike down your foes without killing them while you are powerful enough to avoid being struck down by their weapons in turn.
 
I will be closing the vote in a coupe of hours so please place any last minute votes.
 
Vote closed:
Vote Tally : Original - Alt. History - Superhero - Second Age of Heroes (Mutants and Mastermind Quest) | Page 4 | Sufficient Velocity [Posts: 99-106]
##### NetTally 1.9.7
Task: Crooks
[X][Crooks] Engage them now.
No. of Votes: 4
[x][Crooks] Wait until they reach the shop.
No. of Votes: 1

Task: Attack
[X][Attack] Fists. With your powers, your fists will be your best option as you can easily strike down your foes without killing them while you are powerful enough to avoid being struck down by their weapons in turn.
No. of Votes: 4
[X][Attack] Sword. While it shall limit you since you won't take a life of a fellow human being if you can help it, a weapon is still a weapon and your foes are also armed.
No. of Votes: 1
Total No. of Voters: 5
Edit: Ah, Kevin so badass yet so weak.
 
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The First Outing III
[X] [Crooks] Engage them now.
[X] [Attack] Fists. With your powers, your fists will be your best option as you can easily strike down your foes without killing them while you are powerful enough to avoid being struck down by their weapons in turn.

***​

You know what these guys are up now and even got a name of a corrupt city guard sergeant to investigate at a later date. There is no reason for you to continue to tailing them from the rooftops anymore and all that is left to do is to make your debut by stopping them.

As you leap from the rooftop, you don't bother to draw your sword. While the weapon may prove useful against more skilled and better equipped foes in the future, it would be overkill against some low level street thugs like the ones before you. Perhaps literally as you have a good chance of killing them if you wielded your blade unless you when to great efforts to hold back.

With all of that in mind, today you shall wield your fists over your blades. After all, with just some knifes and clubs, these Empty Eyes gangsters aren't going to have much of a chance at hurting you.

You land with a thud in right in front of the gangsters, rising to stand up straight as you bent your knees a little when you landed.

"Greetings neighbours," you greet them in a lower voice than you normally use, "I am Knight Errant and I am afraid that I cannot let you carry out your chosen course of action tonight."

To keep up your secret identify, you have decided to adopt a set of mannerism when you are the Knight Errant in order to keep her separate to Frederica Le Blanc. By calling others 'neighbours' and by speaking a lower tone with more default formality.

"Who the Devil do you think you are?" demands their leader Marcy as the rest gape at your sudden appearance as do the few nearby civilians.

"I am Knight Errant and I shall not let you criminal scum harm the innocent," you declare and dart forward at Marcy at superhuman speed.

You swing a fist into her gut using your superhuman strength and the woman goes staggering backwards. A follow up punch to the head leaves her out cold.

"Get her!" shouts Kevin and he charges you with his knife in hand.

You attempt to parry his attack, but the worry wort is surprisingly skilled with that blade of his. He manages to slip in a hit, just barely mind you. Unfortunately for Kevin, you are wearing armour and the knife bounces off of your plate armour.

However, the other thugs are able to make their way to attack you as well. While two of them distract you, another street tough strikes you in the waist with his club. Wincing slightly at the force of the blow, you counter-attack at Kevin.

Alas, the pain of the thug's club still has you off-balance and you easily miss Kevin. With you caught off-balanced, the Empty Eye thug stabs you via a hole in your armour. While it barely nicks you, it is enough to keep you staggered and off-balance.

With you being unable to properly respond, another thug slams his club into your gut and you stagger backwards, reeling from the pain of the blow.

Kevin attempts to stab you again, but you are able to focus just enough to slap the blade aside. Barely.

Realising that the Empty Eyes are overwhelming you with their superior numbers, you jump back, leaping into the air. Leaving the startled and shocked criminals behind, you come down further up the street, still in front of the Empty Eyes.

With some breathing room, you take a moment to assess your foes. These thugs are weak individually, but quantity is a quality of its own. While some of them keep you distracted, another will strike you unexpectedly. Furthermore, their clubs can still hurt you even if their knives and fists don't.

That said, you still have your advantages. You already feel recovered from the first strike and the pain from the second is fading as well. It seems you can heal far quicker now, something which you don't find surprising. Additionally, your enhanced strength means that a solid blow will fell one of them if it connects while your power-enhanced fighting skill means that you have an advantage when it comes to actually hitting them. You just need the opportunity to do so.


***​

How do you respond?
[] Charge them. (Move than Attack)
[] Let them come to you. (Readies an Attack against the next foe to come within range.)
[] Write-in.

Initiative Rolls:
Knight Errant: 15+6 = 21
Marcy: 1+1 = 2
Kevin: 10+1 = 11
Thugs: 4+1 = 5

1) Knight Errant attacks Marcy:
Unarmed Attack, DC14: 13+7 = 20, Successful Hit
Toughness, DC22: 17+2 = 19, Minion Knocked Out.

1) Kevin attacks Knight Errant:
Knife Attack, DC17: 12+5 = 17, Successful Hit,
Toughness, DC18: 19+13 = 32, Knight Errant unharmed.

1) Thugs attacks Knight Errant:
Club Attack, DC17: 18+5+2 = 25, Successful Hit,
Toughness, DC19: 3+13 = 16, Knight Errant suffers 1 Damage,

2) Knight Errant attacks Kevin:
Unarmed Attack, DC14: 6+7 = 13, Miss,

2) Kevin attacks Knight Errant:
Knife Attack, DC17: 20+5 = 25, Critical Hit,
Toughness, DC18: Knight Errant is Impervious,
Fortitude, DC15: 5+8 = 13, Knight Errant is stunned for 1 turn,

2) Thugs attacks Knight Errant:
Club Attack, DC17: 11+5+2 = 18, Successful Hit,
Toughness, DC19: 6+12 = 18, Knight Errant suffers 1 Damage,

3) Kevin attacks Knight Errant:
Knife Attack, DC17: 11+5+2 = 18, Successful Hit,
Toughness, DC18: Knight Errant is Impervious,

3) Thugs attacks Knight Errant:
Club Attack, DC17: 1+5+2 = 1, Critical Miss,
Knight Errant leaps away.

4) Knight Errant Assesses the Thugs.
Knight Errant readies an attack against a thug which comes in range.
Knight Errant Regenerates 1 Damage
 
[X] Charge Them

Our enhanced speed will surely throw them off guard and allow us to quickly subdue some of them.

If we let them come to us they may try to surround us again.
 
I guess the Errant part of our knighting referred to our aim. :V

[X] Bull rush them

We have 40 pounds of armor and supernatural speed, we can take a few of them just by crashing into them.
 
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We have 40 pounds of armor and supernatural speed, we can take a few of them just by crashing into them.

With the charge option, you aren't going to ramming them, but just moving up and attacking them with your fists. If you want to run and smash into them using the mass of your body as a weapon, that will be a write-in action.
 
Interlude - Another Hero Rises
Sarah huddles against the wall as the leader of the bank robbers waves his shotgun about. The guards have already been dealt with along with one of the robbers while the other law enforcement have yet to arrive or are holding back as the robbers are threatening to kill the hostages.

"Move it boys!" yells the man, recklessly holding his gun in one hand as he aims it skyward, "The hostages might keep the guard at bay for now, but we gotta get the blazing hells out of it before any more reinforcements show up. We ain't fighting our way past half the guard."

"Yeah, yeah," replies another of the robbers as he marches up to bank teller, holding a revolver in his hand, "We've not stupid Rob-"

"Don't use our real names you dumbass!" snarls Rob as he turns on his compatriot, "I am not getting caught because you decided to be as dumb as a pagan."

The second robber rolls his eyes before turning on the back teller, "Lady, give me the cash or ya getting some lead in ya."

As the woman hastily compiles, the Caer City guard finally make their move.

"This is Captain Hanrold of the Caer City guard," shouts the local guard captain using a speaking-trumpet, "Release the hostages and come up with your hands up! Refusal to comply shall result in us assaulting the bank and any resistance shall be met with lethal force."

"Dumb ass guardsmen," growls Rob as he glares in the direction of the doors, "Doesn't he realise that we'll just shoot the hostages if he or anyone else tries to bust in?"

And precisely at that time, Sarah spots a figure of the corner of her eye. Glancing towards it, she sees something most unexpected there is a lean man with pure white hair wearing safety goggles, blue leggings and a white shirt with a blue upside down Omega symbol.

But the strangest part is that he is hovering and surrounded by a faint white glow.

Just as Sarah spotted the newcomer, so has one of the other robbers.

"Boss?" asks the robber nervously as he hesitantly aims his pistol at the floating man.

"What?" demands Rob before freezing as he turns and sees the flying man.

"Hi there," says the man politely and kindly, "I am Ultra and I am going to request that you cease this criminal activity and stop endangering innocent lives. If you cooperate, I will take you in to the guard peaceful. Resist and I shall take you down."

"Fire!" yells Rob as he aims his shotgun at the flying man and begins to pulls the trigger.

In a blink of an eye, Ultra is suddenly next to Rob, holding in one hand the shotgun that Rob previously had.

"I am afraid that I can't let you do that," Ultra informs Rob before squeezing the hand holding the shotgun, crushing the weapon with ease.
The robber who was threating the bank teller decides to follow his leader's orders and opens fire on Ultra.

He only gets a single shot off as Ultra aims his spare hand at the criminal and fires off a bolt of white light at the robber.

The bolt of white light slams into to the robber, throwing him backwards. He goes flying back into the bars of the bank teller's station before slumping against it as he slides to the ground, losing his grip on his revolver.

"Please surrender," says Ultra in a polite, but firm voice to Rob and the remaining two robbers.

"Screw you demon!" cries Rob and he swings a fist at Ultra.

The flying man easily parries the blow before swing on of his own, sending Rob flying back towards the main entrance as Ultra's fist connects with his face.

"Once again, please surrender," says Ultra to the last two bank robbers.

Sharing a look with each other, both of them drop their weapons.

"Thank you," says Ultra, giving the two of them a smile.

Just as the guard enter the bank, Ultra flies off, leaving the law enforcement to finish dealing with the banker robbers.
 
@Hannz Why have you given the interlude a 'hugs' rating? I'm baffled to why you would do that and I am deeply curious towards your reasoning.

Wait... are we the medieval Batman to their medieval Superman?

Possibly? You could either be the Wonder Woman or the Batman to their Superman or it could be an entirely different dynamic on how things play out. At the moment, things are still early for me to say on how they will play out.


By the way, Caer City is the first British Colony in the New World in the Massachusetts Bay. It is one of the most populous and well-developed cities in New Prydain behind the capital of New Prydain, New Mathrafal (where RL New York is).
 
@Hannz Why have you given the interlude a 'hugs' rating? I'm baffled to why you would do that and I am deeply curious towards your reasoning.
I have a soft spot for mooks. Especially mooks that serve as punching bags for a Hero Introduction.

Ours don't count because they decided to put up a fight instead of going down easy, and that's just rude. :V
 
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I have a soft spot for mooks. Especially mooks that serve as punching bags for a Hero Introduction.

Ours don't count because they decided to put up a fight instead of going down easy, and that's just rude. :V

So does Ultra. He gave them plenty of chances to resolved things peaceful and only used violence when it was used against him, only putting the smack down on those who tried to fight him.

Now I just have to decide on whether to buy some doughnuts or write a second interlude.
 
Vote closed.

Vote Tally : Original - Alt. History - Superhero - Second Age of Heroes (Mutants and Mastermind Quest) | Page 5 | Sufficient Velocity [Posts: 110-113]
##### NetTally 1.9.7
[X] Charge Them
No. of Votes: 2
[X] Bull rush them
No. of Votes: 1
[X] Let them come to you. (Readies an Attack against the next foe to come within range.)
No. of Votes: 1
Total No. of Voters: 4
 
The First Outing IV
[X] Charge them. (Move than Attack)

***​

You decide to charge your foes rather than let come to you. You run at Kevin, hoping to take the troublesome Empty Eye gangster out. Running at near inhuman levels of speed, you reach the thugs in mere second and slam your fist into Kevin's face.

The force of the blow sends the knife wielding criminal flying back over the crowd of thugs. Another of the Empty Eyes tries to whack you with a club, but you parry the attack. A third tries to strike you with a knife, but you easily sidestep her attack.

With the clubs actually proving to be a threat to you, you decided to take out the closest thug with one, but he uses the weapon in question to block your attack. Using the distraction, another thug attempts to stab you in the back, but his knife is no threat to you. A third thug tries to you in the head, but his bare fist is useless against your plate armour.

You swing another punch at the club-wielding thug, but he darts forwards, blocking your attack and bring his club down on your head. While it doesn't actually hurt you between your armour and your inhuman toughness, it is enough to stun you for a moment, a crucial amount of time in a battle such as this.

You gather enough of your wits to deflect a knife, but a punch strikes you and bounces off of your plate armour. A club comes at your side, but you intercept it with your elbow. Several of the thugs try to grab you, but you jump back, feeling pretty much fully recovered from any damage that you took earlier.

Recovering from being knocked off-balanced, you swing a fist at the closest of the Empty Eye gangsters. She attempts to brace herself against your attack, but you proved to be just too strong for a normal human like your opponent to resist.

The club-wielding thug attempts to strike you again, but you parry the attack as two more thugs attempt to grab a hold of you. You duck the attempt of one and force the other back with a couple of jabs towards him.

Putting the enemy on the defensive for a moment, you seize the opportunity to go on the offensive again. You dash forward a couple of steps at the club-wielding thug who has been a pain during the battle. You fist slams into his gut and he drops to the ground, groaning in pain. The gangster is still conscious, but is clearly in no shape to do anything for a while.

One of the remaining thugs attempts to restrain you, but you fend him off. Unfortunately, another Empty Eye uses the distraction to get a firm hold on you. For a second at least as you are easily strong enough to break free of his grip.

You take a swing at him, but your foe jumps back as another thug tries to grab you again and an additional gangster tries to club you from behind. The one with the club misses terribly while the other is unable to get a hold of you. The thug you tried to attack attempts to grab you again, but you easily bat him away.

Annoyed by how you keep missing, you get frustrated some more than you failed to hit your opponent again. It gets worse when he clobbers you on the head with his club, something which fails to even faze you, but gives two of the other Empty Eyes the chance to grab ahold of you.
Barely restraining yourself from letting a growl of frustration, you lash out with your arms, sending both of the gangsters trying to restrain you stumbling backwards as you causally out power them. Getting rather fed up, you kick the thug with the club in the groin before slamming a fist into the side of his head as he drops to his knees.

Having watched you take out a third of their number whilst taking no noticeable harm in return and displaying inhuman levels of ability, the remaining Empty Eyes decide to flee.

Unwilling to get away so easily, you charge at closer, easily being faster than him. You smash into him with your body, sending flying through the air and crashing into a wall. You switch to another of the thugs, kicking his knee to stagger him before swinging a fist into him to send him to the ground. A third thug is the last to suffer your wrath tonight as you run up to him and grab him by the back of his clothes before slamming into the ground.

With eight of the fifteen thugs down for the count and the other seven having fled, you decide that you work tonight is done and you head back to the church where Father Fionn is awaiting your return.
***​

Pick 1 Option:
[] +1 to Stealth.
[] +1 to Close Combat: Unarmed.


Initiative Rolls:
Knight Errant: 15+6 = 21
Marcy: 1+1 = 2
Kevin: 10+1 = 11
Thugs: 4+1 = 5

1) Knight Errant attacks Marcy:
Unarmed Attack, DC14: 13+7 = 20, Successful Hit
Toughness, DC22: 17+2 = 19, Minion Knocked Out.

1) Kevin attacks Knight Errant:
Knife Attack, DC17: 12+5 = 17, Successful Hit,
Toughness, DC18: 19+13 = 32, Knight Errant unharmed.

1) Thugs attacks Knight Errant:
Club Attack, DC17: 18+5+2 = 25, Successful Hit,
Toughness, DC19: 3+13 = 16, Knight Errant suffers 1 Damage,

2) Knight Errant attacks Kevin:
Unarmed Attack, DC14: 6+7 = 13, Miss,

2) Kevin attacks Knight Errant:
Knife Attack, DC17: 20+5 = 25, Critical Hit,
Toughness, DC18: Knight Errant is Impervious,
Fortitude, DC15: 5+8 = 13, Knight Errant is stunned for 1 turn,

2) Thugs attacks Knight Errant:
Club Attack, DC17: 11+5+2 = 18, Successful Hit,
Toughness, DC19: 6+12 = 18, Knight Errant suffers 1 Damage,

3) Kevin attacks Knight Errant:
Knife Attack, DC17: 11+5+2 = 18, Successful Hit,
Toughness, DC18: Knight Errant is Impervious,

3) Thugs attacks Knight Errant:
Club Attack, DC17: 1+5+2 = 1, Critical Miss,
Knight Errant leaps away.

4) Knight Errant Assesses the Thugs.
Knight Errant readies an attack against a thug which comes in range.
Knight Errant Regenerates 1 Damage
Unarmed Attack, DC14: 13+7 = 20, Successful,
Toughness, DC22: 19+2 = 21, Minion Knocked Out.

4) Empty Eye Thug 1 attacks Knight Errant:
Club Attack, DC17: 7+5+2 = 14, Miss,

4) Empty Eye Thug 2 attacks Knight Errant:
Knife Attack, DC17: 3+5+2 = 10, Miss,

5) Knight Errant attacks Empty Eye Thug 1:
Unarmed Attack, DC14: 6+7 = 13, Miss,

5) Empty Eye Thug 1 attacks Knight Errant:
Club Attack, DC17: 2+5+2 = 9, Miss,

5) Empty Eye Thug 2 attacks Knight Errant:
Knife Attack, DC17: 13+5+2 = 20, Successful Hit,
Toughness, DC19: Knight Errant is Impervious

5) Empty Eye Thug 3 attacks Knight Errant:
Unarmed Attack, DC17: 18+7+2 = 27, Successful Hit,
Toughness, DC19: Knight Errant is Impervious

6) Knight Errant attacks Empty Eye Thug 1:
Unarmed Attack, DC14: 6+7 = 13, Miss,

6) Empty Eye Thug 1 attacks Knight Errant:
Club Attack, DC17: 20+5+2 = 27, Critical Hit,
Toughness, DC19: 17+12 = 29, Knight Errant is unharmed,
Fortitude, DC15: 5+8 = 13, Knight Errant is stunned for 1 turn,

6) Empty Eye Thug 2 attacks Knight Errant:
Knife Attack, DC17: 3+5+2 = 10, Miss
Toughness, DC19: Knight Errant is Impervious

6) Empty Eye Thug 3 attacks Knight Errant:
Unarmed Attack, DC17: 11+7+2 = 20, Successful Hit,
Toughness, DC19: Knight Errant is Impervious

7) Knight Errant Regenerates 1 Damage.

7) Empty Eye Thug 1 attacks Knight Errant:
Club Attack, DC17: 4+5+2 = 11, Miss,

7) Empty Eye Thug 2 grabs Knight Errant.
Grab Attempt, DC17: 3+2 = 4, Miss

7) Empty Eye Thug 3 attacks Knight Errant:
Grab Attempt, DC17: 10+2 = 12, Miss,

8) Knight Errant attacks Empty Eye Thug 3:
Unarmed Attack, DC14: 10+7 = 17, Successful Hit,
Toughness, DC22: 19+2 = 21, Minion Knocked Out.

8) Empty Eye Thug 1 attacks Knight Errant:
Club Attack, DC17: 8+5+2 = 15, Miss,

8) Empty Eye Thug 2 grabs Knight Errant.
Grab Attempt, DC17: 6+2 = 8, Miss

8) Empty Eye Thug 4 attacks Knight Errant:
Grab Attempt, DC17: 11+2 = 13, Miss,

9) Knight Errant attacks Empty Eye Thug 1:
Unarmed Attack, DC14: 18+7 = 25, Successful Hit,
Toughness, DC22: 19+2 = 21, Minion Knocked Out.

9) Empty Eye Thug 5 attacks Knight Errant:
Club Attack, DC17: 8+5+2 = 15, Miss,

9) Empty Eye Thug 2 grabs Knight Errant.
Grab Attempt, DC17: 14+2 = 16, Miss

9) Empty Eye Thug 4 attacks Knight Errant:
Grab Attempt, DC17: 16+2 = 18, Successful Grab,
Break Free, DC17: 17+7 = 24, Knight Errant breaks free.

10) Knight Errant attacks Empty Eye Thug 4:
Unarmed Attack, DC14: 4+7 = 25, Miss,

10) Empty Eye Thug 5 attacks Knight Errant:
Club Attack, DC17: 1+5+2 = 8, Critical Miss,

10) Empty Eye Thug 2 grabs Knight Errant.
Grab Attempt, DC17: 11+2 = 13, Miss

10) Empty Eye Thug 4 attacks Knight Errant:
Grab Attempt, DC17: 10+2 = 12, Miss,

11) Knight Errant attacks Empty Eye Thug 5:
Unarmed Attack, DC14: 4+7 = 25, Miss,

11) Empty Eye Thug 5 attacks Knight Errant:
Club Attack, DC17: 11+5+2 = 18, Successful Hit,
Toughness, DC19: 15+13 = 28, Knight Errant is unharmed,

11) Empty Eye Thug 2 grabs Knight Errant.
Grab Attempt, DC17: 18+2 = 20, Successful Grab,
Break Free, DC17: 20+7 = 27, Knight Errant breaks free.

11) Empty Eye Thug 4 attacks Knight Errant:
Grab Attempt, DC17: 15+2 = 17, Successful Grab,
Break Free, DC17: 14+7 = 21, Knight Errant breaks free.

12) Knight Errant attacks Empty Eye Thug 5:
Unarmed Attack, DC14: 16+7 = 23, Successful Hit,
Toughness, DC22: 13+2 = 15, Minion Knocked Out.

13) Knight Errant attacks Empty Eye Thug 5:
Unarmed Attack, DC14: 11+7 = 18, Successful Hit,
Toughness, DC22: 16+2 = 18, Minion Knocked Out.

14) Knight Errant attacks Empty Eye Thug 5:
Unarmed Attack, DC14: 11+7 = 18, Successful Hit,
Toughness, DC22: 3+2 = 5, Minion Knocked Out.

15) Knight Errant attacks Empty Eye Thug 5:
Unarmed Attack, DC14: 8+7 = 15, Successful Hit,
Toughness, DC22: 8+2 = 10, Minion Knocked Out.
 
[X] +1 to Stealth.

In a choice between Deus Vult Batman and Deus Vult Wonder Woman, I'll choose Batman. Both options are quite good however.
 
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