Back in Time: A Timely Arrival

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Re: Back in Time: A Timely Arrival

Postby Selenidaria » Sat Nov 09, 2019 7:56 pm

Perception: 1d100 = 43/34% (49% when dealing with magic, machines, or their combination)
Just In Case: 1d100 = 99/1d20 = 6
Constant Effects: Mind Block Auto-Defense
Current Effects, Other: Cosmic Armor (55/200 MDC, ends in 38 minutes 30 seconds, fly at 375 mph, or about 8250'/melee, or 1,031'/action), Superhuman Strength (SNPS 30, ends in 2 minutes and 15 seconds)
Initiative: 1d20+1 = 17

Sel watches the Sorceress desperately, realizing that the Naliyah had cast Impervious to fire on half of the group, so she decides to cast the same spell on the rest of the group (herself, Mink, Victor, and Ecks). She had been so focused on killing the sorceress and destroying the obelisk that Sel hadn't given much thought to protecting herself. Thoughts of restraining the Sorceress or the Demon causes herself to review all of the items she had brought with her for the trip and ask "Would anyone happen to have some rope of any strength?" Sel will then cast Armor of Ithan on Mink, followed by an Energy Field around Bri and Mink to give them some measure of protection as they work on the obelisk (while making sure they still have access to the obelisk), then cast Magic Net on the Sorceress in an attempt to entangle her long enough to not worry about.

Selenidaria's Combat Actions
Initiative: 17
Action 1: Cast Impervious to Fire on Ecks (-5 PPE)
Action 2: Cast Impervious to Fire on Victor (-5 PPE)
Action 3: Cast Impervious to Fire on Mink (-5 PPE)
Action 4: Cast Impervious to Fire on Herself (-5 PPE)
Action 5: Inquire about rope situation
Action 6: Cast Armor of Ithan on Mink (-10 PPE)
Action 7: Cast Energy Field around Mink and Bri (-10 PPE)
Action 8: Cast Magic Net on Sorceress (-7 PPE)
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 73/155
ISP: 21/37

Constant Effects: Mind Block Auto-Defense

CV-212 Laser Rifle w/ Thermal Imaging Laser targeting Telescoping
-Shots: 6/30
-Long E-Clips remaining: 3 (not counting the one in the weapon)

Blue Boy Power Armor
Model Type: NG-X44
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165


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Re: Back in Time: A Timely Arrival

Postby Maximillian O'Malley » Sun Nov 10, 2019 8:05 am

Perception: 1d20+3 = 17
JIC: 1d20 = 11
JIC: 1d100 = 99
Initiative: 1d20+2 = 20

Max looks around for cover and check his situational awareness when he noticed his shadow below him flicker and change. He looks up and sees the Baal Rog in a dive above him.
No time for a quip, or a song. He moves toward the end of the platform to put the mountain behind him. He squats low and braces himself and turns his pistol to the incoming danger and opens fire. Dear Lord save us from this evil


Action #1: 1d20 = 4 to shoot the Baalrog= 2d4 = 5 damage
Action #2: 1d20 = 20 to shoot the Baalrog= 2d4 = 5 damage
Action #3: 1d20 = 8 to shoot the Baalrog= 2d4 = 7 damage
Action #4: 1d20 = 5 to shoot the Baalrog= 2d4 = 6 damage



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Re: Back in Time: A Timely Arrival

Postby Victor Singer » Tue Nov 12, 2019 9:04 am

Perception: 1d100 = 60% (50% base)
JIC: 1d20 = 17
JIC: 1d100 = 36
Initiative: 1d20+5 = 18 (+3 more vs. robots & PA)

As his power armor begins t slowly cool off after the sorceresses magic inferno, Victor curses his stupidity, "Fuck...", and promptly turns his force field back on. Victor is taken by surprise at how effective Ecks' shot was on the sorceress but not quite as surprised as when he sees the giant fiery monster about to crater the area. "Oh hell no!", he engages the suits jump jets and leaps as far away as a single jump will take him from the impact area. Turning back to the big monster, he quick draws his CP-30, levels both pistols at the creature and unloads on the beast.

Action #1: Fuck...turn on force field.
Action #2: Oooh over the desiccation effects.
Action #3: See monster....move AWAY from monster.
Action #4: Target Bal-rog demon; Fire TX-6; Strike: 1d20+8 = 13, Damage: 4d6 = 17 M.D., Fire CP-30; Strike: 1d20+8 = 25, Damage: 2d4 = 8 M.D.
Action #5: Target Bal-rog demon; Fire TX-6; Strike: 1d20+8 = 23, Damage: 4d6 = 16 M.D., Fire CP-30; Strike: 1d20+8 = 15, Damage: 2d4 = 3 M.D.
Action #6: Target Bal-rog demon; Fire TX-6; Strike: 1d20+8 = 15, Damage: 4d6 = 18 M.D., Fire CP-30; Strike: 1d20+8 = 28 CRIT!, Damage: 2d4 = 7x2 = 14 M.D.
Action #7: Target Bal-rog demon; Fire TX-6; Strike: 1d20+8 = 15, Damage: 4d6 = 14 M.D., Fire CP-30; Strike: 1d20+8 = 11, Damage: 2d4 = 6 M.D.
Action #8: Target Bal-rog demon; Fire TX-6; Strike: 1d20+8 = 10, Damage: 4d6 = 9 M.D., Fire CP-30; Strike: 1d20+8 = 14, Damage: 2d4 = 4 M.D.
Action #9: Target Bal-rog demon; Fire TX-6; Strike: 1d20+8 = 26, Damage: 4d6 = 16 M.D., Fire CP-30; Strike: 1d20+8 = 13, Damage: 2d4 = 6 M.D.
Action #10: Target Bal-rog demon; Reload TX-6, Fire CP-30; Strike: 1d20+8 = 21, Damage: 2d4 = 6 M.D.
Action #11: Target Bal-rog demon; Fire TX-6; Strike: 1d20+8 = 23, Damage: 4d6 = 15 M.D., Fire CP-30; Strike: 1d20+8 = 15, Damage: 2d4 = 4 M.D.


Auto dodge #1: 1d20+10 = 22
Auto dodge #2: 1d20+10 = 22
Auto dodge #3: 1d20+10 = 25
Auto dodge #4: 1d20+10 = 29
Auto dodge #5: 1d20+10 = 18
Auto dodge #6: 1d20+10 = 13
Auto dodge #7: 1d20+10 = 29
Auto dodge #8: 1d20+10 = 15
Auto Dodge #9: 1d20+10 = 20
Auto Dodge #10: 1d20+10 = 19

{Skill Rolls}
Pilot: Robots & Power Armor 76% (+3%) / 1d100 = 46% (jumping out of the Bal-rog's way.
Safe At Any Speed: Negate speed/handling penalties due to terrain when piloting: Robots & Power Armor
Victor Singer
Gear Worn
NG-X67 Power Armor; Main Body MDC: [132/175] w/built-in
NF-40A Heavy Force Field; MDC: [220/220] ON
T-42 EBA; MDC: [65/65] w/built-in
N-F10A Light Force Field; MDC: [45/45] OFF
Black military fatigues
Combat boots
Utility belt
Utility Belt
TX-6 Revolver
CP-30 Pistol
(2) TX-6 speed loaders
(4) Short E-clips
Credit cards
Automatic Lock Pick/Release Gun
FDD pocket audio recorder/player
IR distancing binoculars
Demolition multi-tool
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
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Re: Back in Time: A Timely Arrival

Postby Underguard » Tue Nov 12, 2019 5:30 pm

Conditions wrote:Rift Location: Cairo, Egypt
Current Location: Unknown Dimensional Plane
Time: 12:11:15;;
Round: 7

Ley Line Activity: Full Ley Line Storm. Ambient PPE is supercharged and doubled. No modifiers to spells.
Weather: Incredible winds circle around the platform but where the Seven Obelisks are is strangely calm.
Visibility: Full visibility on the platform and looking down to the crater from the platform. Looking out one can barely see through the thick air and stormy weather, though the Super-charged Ley Line is visible, like a tear.
I.S.P. Condition (Brianna): x6


Hearing the incoming demon, Naliyah plays for a gambit and disregards most everything else in the idea that dealing with one strong enemy at a time is better than two. The Shing locks her gaze on the Sorceress as her eyes flash as she attempts to lock the Sorceress in a trance, though doesn't notice a discernible effect. Naliyah feels another sting in the paw that held the black gem. The nearby Battlecat, Maximillian, turns his attention to the incoming demon and the mere sight causes him to let lose a brief prayer as he opens up, his first salvo missing. Victor also rears behind and levels his weapons at the incoming fire demon, switching on his force field and unloading. Victor sees a couple shots make a landing, though it doesn't slow the Baal-rog down who is closing in fast. Sel, thinking quickly, begins to dole out magical protections for the crew; starting with Ecks who looks to be readying to charge towards the Baal-rog.

A sudden crack is heard and the sound of razor-wire being ripped through the air can be heard as Victor feels a large and heavy impact glance off of his Force Field and pierce into the group, when he looks down, he sees the Halberd that nearly eviscerated Mink not five minutes ago. The Baal-rog is closing distance quickly. Brianna wastes no time thanks to the response from Mesi and runs up to the Obelisk, hacking away at it with the rune dagger. Her fist cut chips part of the Obelisk, but the second cut slips in her hand and Mesi slips out, bouncing off contact with the Obelisk and landing, to Brianna's horror, at the foot of the Sorceress. Brianna has no time to react as the Sorceress picks up the dagger with her good arm and smiles, "Your knife will taste your blood." The sorceress snarls, and cuts at Brianna who does an impressive jump back dodge. Brianna doesn't hear anything from Maia when Mesi leaves her grip, but a flash of images runs through her head of her rune sword being stabbed completely inside a pillar of the Obelisk, to the hilt, flashing across her mind. She sees another flash with the scythe impaling another pillar and Mesi stabbed into the third; then a crack that shatters the obelisk. Bri is brought back to reality, with Maia in her hand, to the sound of a shrill scream as a laser bolt impacts the Sorceress from Quinn's barrel. Brianna, Quinn, Naliyah and Selenidaria each see a hue form around the Sorceress as she mutters an incantation. Both Naliyah and Sel know for certain it is a protective aura of some kind, and she also does appear to be looking worse for wear. The arm Ecks shot still looks crippled, though both Naliyah and Sel see magic energies flowing through her actively, while she stands holding Brianna's dagger.

Ecks takes stock and knows that most explosives, energy and rail weapons all can hurt a Baal-rog, though magical weapons and Psionics may make it best past their defenses; they are completely un-fased by anything heat or fire related. Ecks takes a chance and charges towards the Baal-rog with his pistol leveled and primed with another Desiccation Shell. The Baal-rog makes no effort to dodge it as Ecks barrels up towards him and fires, the first round connecting and causing a roar of anger to erupt from the demon. Ecks notes the demon seemed weaponless on his approach, but after his second round, Ecks sees a large and hard to miss halberd in its grasp, perhaps a little too late. The Demon closes distance with Ecks and much like a baseball bat, swings the Halberd with such speed and force that it connects and shatters, the impact causing him to begin rocketing back. Undeterred by the turn of events, Ecks releases two more shots mid-fall to no avail, the Baal-rog making specific attempts to avoid them, though he does get one final lucky shot the Ball-rog seems to almost swerve into, causing another roar of pain letting Ecks fall back with a smile.

Mink, in a brief moment of realization and perhaps, even a bit of fear, stalls in her tracks at the Baal-rogs commands. Mink knows full well that from the anger in the voice and the angel of descent, the Baal-rog was addressing her specifically. She feels another sting in her right palm where she grasps the runic scythe, causing an aching feeling in her right arm as she continues to hold the scythe. Selenidaria takes a few more precious moments to cast protection spells for everyone else, as well as launching a magical net towards the Sorceress who side steps it hastily. The magic net impacts the obelisk behind the sorceress and Sel watches it seem to evaporate, and at the same time Brianna sees the chip she just made in the obelisk reform as if she never struck it.

There is a sudden thud as Ecks makes contact with the ground, nearly winding him but luckily his battle armor held through the fall, taking minor structural damage. Immediately following Ecks's impact, the Baal-rog lands and the group can see its ire as the large Halberd is raised up to sever Ecks's body before he can get back up. There is a bright flash of light and Ecks must shield his eyes as directly above him, where the Baal-rog once stood, now stands the Ariel. She looks battered and beaten, her armor and wings covered with scorch marks, burns and dents, though her sword is still held strong in her hand. "The.. Obelisks. I'll keep him busy, destroy these seven obelisks. Us-use whatever you have. We can... still prevail" She says, her voice is strained. She glances around and motions her arms, "Quickly!" She exclaimed before taking off after the Baal-rog that she threw a couple hundred feet away.

Map
AAPS Platform R7.png


Underguard's Bill of Damages
These totals are cumulative and incorporate past bills.
  1. Ecks: Impervious to Fire: 25:00 ;; Cosmic Armor popped ;; -16 S.D.C. from Battle Suit Main Body from the Fall
  2. Brianna: Impervious to Fire: 24:45 remaining ;; Energy Field ;; -144 M.D.C. from Cosmic Armor
  3. Mink: Impervious to Fire: 25:00 ;; Armor of Ithan ;; Energy Field ;; -9 Direct H.P. -- Cosmic Armor popped
  4. Selenidaria: Impervious to Fire: 25:00 ;; -145 from Cosmic Armor
  5. Victor: -46 M.D.C. from Heavy Force Field ;; Impervious to Fire: 25:00 ;; Prophet P.A Main Body -43;; Cosmic Armor popped ;;
  6. Maximillian: Impervious to Fire: 24:45 remaining ;; Cosmic Armor popped ;;
  7. Quinn: Impervious to Fire: 24:45 remaining ;; -154 M.D.C. from Cosmic Armor
  8. Naliyah: -8 Direct H.P. ;; Impervious to Fire: 24:45 remaining ;; -95 M.D.C. from Cosmic Armor


Combat Post Intentions
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Re: Back in Time: A Timely Arrival

Postby Ecks » Fri Nov 15, 2019 6:35 am

Perception 1d100 = 14/85%
JIC 1d20 = 15/1d100 = 26
Initiative 1d20+1 = 18

Ecks exhales loudly as he hits the ground with a thud. He knows that wasn't kind to his body, but so far the adrenaline is keeping pain at bay. As he stares up into the cursed sky, he sees the halberd come into view. The Baal-rog is fast and here it intends to end his life. Even as he struggles to move there is a bright flash, from which he shield his visor. When it clears, the Ariel stands above him, battered and singed but powerful and determined. She gives AAPS the goal. Bring those obelisks down!

Rolling to his feet, thanks to assistance from his suit, Ecks nods, even as the Ariel races towards the demon again to rejoin combat. Alright, let's bring them down! I'll keep our friend occupied. If you don't have magic, with me and occupy the sorceress."

Ecks gets to his feet, empties the shells out of Mantooth and reload 6 more desiccation shells. Instead of firing at the sorceress however, he holsters the pistol as he dashes back to the melee. "Victor, grab her!" he says as he attempts to grapple her, reaching for her and using all the strength that the suit has to offer.

If they can together imobilize the sorceress, Ecks yells to everyone, "Pry the dagger out of her hand!"

If unsuccessful, he retries until he is, parrying and dodging attacks as best he can.

If Naliyah is successful in stopping the sorceress, he will draw and fire his laser pistol on other threats if they show up or the obelisk if none are present, knowing it likely won't be useful.


APM:9
1 Get to his feet.
2 Reload Mantooth
3 Holster Mantooth
4 Move to sorceress' position
6 Try to grab/hold her: 1d20+4 = 9
7 Try to grab/hold her: 1d20+4 = 17
8 Try to grab/hold her: 1d20+4 = 19
9 Reserved for dodge 1d20+7 = 25

Parries: 1d20+7 = 16,1d20+7 = 18,1d20+7 = 22,1d20+7 = 24,1d20+7 = 12,1d20+7 = 12,1d20+7 = 12

IF the sorceress is time stopped.

4 Fire at any other threats or obelisk with laser pistol attack: 1d20+7 = 25, damage 5d6+5 = 19
5 Fire at any other threats or obelisk with laser pistol attack: 1d20+7 = 25, damage 5d6+5 = 26
6 Fire at any other threats or obelisk with laser pistol attack: 1d20+7 = 8, damage 5d6+5 = 23
7 Fire at any other threats or obelisk with laser pistol attack: 1d20+7 = 21, damage 5d6+5 = 25
8 Fire at any other threats or obelisk with laser pistol attack: 1d20+7 = 22, damage 5d6+5 = 28
Ecks
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H.P. 61/61
S.D.C. 51/51

NG-EX10 Light ExoSkeleton Battle Armor: Helmet: 96 , Main Body: 216, Arms: 84, Legs: 108
Combat Trench Coat:17/36
Mantooth Dessication Bullets 6 Rounds/2d6 S.D.C. pistol whip
NG-45LP 5D6+5 M.D.C 12/12 charges long e-clip
Vibro Knife: 1D6 M.D.C. Dmg.

NG-V7 main body 492/492 M.D.

Sled main body 110/110
force field 285/285
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Re: Back in Time: A Timely Arrival

Postby Quinn » Fri Nov 15, 2019 4:57 pm

Perception: 1d100 = 70 / 52%
JIC: 1d20 = 8 / 1d100 = 47
Conditions: Cosmic Armor (46/200 MD, 38:30 minutes duration), Impervious to Fire: 24:30 remaining

Quinn tries to assess the situation as best as she can. Glancing down at her pistol before back towards the sorceress. She tightens her grip a little. If this thing can barely hurt this sorceress, then what chance do I have of even damaging the obelisk. I just here to make sure others don't die. I mean, did anyone ever expect me kick some ass?

Ecks wrote:Alright, let's bring them down! I'll keep our friend occupied. If you don't have magic, with me and occupy the sorceress."


Quinn's thoughts get cut off short when they're interrupted by Ecks' voice. She resumes taking crack shots at the sorceress, standing her horns and not getting any closer to the sorceress. If/ when someone gets close to the sorceress and becomes endangered of getting hit by one of Quinn's stray blasts, Quinn will stop firing at the sorceress. Instead she will switch her targets and fire at the closest obelisk.

Contingency:
If Quinn has enough time and thinks she has a clear shot, she will drop her backpack and look her Portable compu-drug dispenser. Rushing up to the sorceress, Quinn switches her radio mic on. "Let's see if she's immune to an anesthetic." Once close she attempts to give the sorceress the max dose of an anesthetic the dispenser can give. Afterwards she will take several steps back and lines the sorceress with her pistol, ready to resume her attack if her tactic doesn't work.

Combat Post
Initiative: 1d20 = 1
APM: 5

Action 1: Attack Sorceress with pistol. Strike:1d20+2 = 8, Damage:2d4 = 5
Action 2: Attack Sorceress with pistol. Strike:1d20+2 = 6, Damage:2d4 = 4
Action 3: Attack Sorceress with pistol. Strike:1d20+2 = 8, Damage:2d4 = 4
Action 4: Attack Sorceress with pistol. Strike:1d20+2 = 9, Damage:2d4 = 4 OR used for Dodge if needed. 1d20 = 9
Action 5: Reserved for Dodge: 1d20 = 12

Parries: 1d20+3 = 6, 1d20+3 = 7, 1d20+3 = 20, 1d20+3 = 8
Dr. Quinn

HP: 24/ 24
SDC: 26/ 26
Current Equipment
NG-33 Laser Pistol Block I
  • Range: 800'
  • Damage: 1D6 M.D. per blast
  • Rate of Fire: Single shots only
  • Payload: 20 shots Remaining: 20 shots
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.191, WB33

NG Patrol Armor
M.D.C. by Location:
  • Helmet: 20
  • Arms: 14 each
  • Legs: 18 each
  • Main Body: 32
Weight: 10 lbs
Modifiers: None.
Features:
  • Non-environmental
Book Reference: p.50, WB 34
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Re: Back in Time: A Timely Arrival

Postby Maximillian O'Malley » Fri Nov 15, 2019 5:47 pm

Perception: 1d20+3 = 5
JIC: 1d20 = 6
JIC: 1d100 = 89
Initiative: 1d20+2 = 22

Max stays back from the Baalrog. thats a big nope but then gets excited as the angel returns. It happens so fast he barely has time to process it. It gives him hope and courage. He is determined to put a hurt on the sorceress.

Contingency 1: If Ecks grapples the sorceress Max will join him. He will leap on her back and grab her by the head and focus on scratching her eyes and blinding her.

Action #1: Sense of balance 85% 1d100 = 78 leap onto the sorceress
Action #2: 1d20 = 12 claw her eyes =2d6 = 5=7 SD
Action #3: 1d20 = 1 claw her eyes =2d6 = 7=7 SD
Action #4: 1d20 = 11+10 to dodge

Contingency 2: If Naliya stops time.
Max will marvel at the sight and set the other fusion block he got from Victor for the shortest timer, let it tick down a few seconds and toss it at the sorceress. Then get back far enough to be out of the blast radius and wait for time to tick again. anyone bring some popcorn? Get ready to shoot the hussy so she doesnt notice the bomb.


Action #1: set timer on type 3 fusion block
Action #2: cook off timer
Action #3: toss at sorceress
Action #4: retreat to a safe distance.


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Re: Back in Time: A Timely Arrival

Postby Brianna Clarke » Sun Nov 17, 2019 11:52 am

Perception: 1d100 = 12 (63%)
JIC: 1d20 = 15, 1d100 = 37
Initiative: 1d20 = 5
APM: 5

See the invisible – duration: 8 minutes

1d10 = 10

Force Field Belt: 71/75 MDC – activated
Cosmic Armour: MDC: 56/200 remaining
Impervious to Fire: 24:45 remaining

Conditions
I.S.P. Multiplier: 70/102 (x6)

Brianna looks on in horror as a badly timed hit of the obelisk with Mesi ends with the sorceress getting a hold of the dagger! Shit, shit, shit! Brianna thinks to herself. When the images flow through her mind, Brianna thinks to Maia, Got it! Thank you for the help! Seeing the others going after the sorceress, Brianna yells ”Get Mesi from her! We need the dagger!”

Hearing the ariel and the lioness shout to the rest of the group to destroy the obelisk, Brianna takes a deep breath and attempts to stab the obelisk with Maia. I hope this works!

Actions
1. yells ”Get Mesi from her! We need the dagger!”
2. stabs at Obelisk with Maia. Strike: 1d20+3 = 12
3. stabs at Obelisk with Maia. Strike: 1d20+3 = 6
4. stabs at Obelisk with Maia. Strike: 1d20+3 = 10
5. Reserved for dodge, if needed. 1d20+3 = 5

auto-parry, if needed.
1d20+3 = 22
1d20+3 = 9
1d20+3 = 18
1d20+3 = 4
1d20+3 = 16
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Brianna Clarke
HP: 45/45
SDC: 25/25

NE-BA-26 Special Body Armor. Helmet: 50/50, Main Body: 90/90, Arms: 40/40 each, Legs: 50/50 each with N-F20A Medium Force Field (75 MDC)

Constant Conditions
Sixth Sense
Mind Storm
Precognitive Dreams
Sense Water
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Brianna Clarke
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Re: Back in Time: A Timely Arrival

Postby Selenidaria » Sun Nov 17, 2019 1:18 pm

Perception: 1d100 = 10/34% (49% when dealing with magic, machines, or their combination)
Just In Case: 1d100 = 9/1d20 = 13
Constant Effects: Mind Block Auto-Defense
Current Effects, Other: Cosmic Armor (55/200 MDC, ends in 38 minutes 15 seconds, fly at 375 mph, or about 8250'/melee, or 1,031'/action), Superhuman Strength (SNPS 30, ends in 2 minutes), Impervious to Fire (ends in 30 minutes)
Initiative: 1d20+1 = 8

Sel is starting to feel frustrated as she feels time is running short. She watches in horror as Ecks falls to the ground, hitting with a dull thud, but she has no time to go to check on him. The one weapon that had seemed to have had some effect had been literally ripped from Mink's hands by magic. She hears the angel crying out to destroy the obelisks. What the HELL does she think we've been doing this entire time, weaving wicker baskets? Sel thinks incredulously when she hears Bri shouting about needing to get the dagger from the Sorceress. "I'm on it!" Sel shouts to Bri as she runs to the Sorceress and begins to wrestle her over the dagger in her remaining good hand.

Selenidaria's Combat Actions
Initiative: 8
Action 1: Disarm Dagger from Sorceress 1d20+4 = 16
Action 2: Disarm Dagger from Sorceress 1d20+4 = 14
Action 3: Disarm Dagger from Sorceress 1d20+4 = 12
Action 4: Disarm Dagger from Sorceress 1d20+4 = 19
Action 5: Disarm Dagger from Sorceress 1d20+4 = 18
Action 6: Disarm Dagger from Sorceress 1d20+4 = 7
Action 7: Disarm Dagger from Sorceress 1d20+4 = 11
Action 8: Disarm Dagger from Sorceress 1d20+4 = 18

Parries: 1d20+7 = 22, 1d20+7 = 25, 1d20+7 = 21, 1d20+7 = 14, 1d20+7 = 22, 1d20+7 = 24, 1d20+7 = 26, 1d20+7 = 23

If at any point Sel is successful in wrenching the dagger away from the Sorceress, she will immediately hand it over to Bri and convert the rest of her actions into attacks against her.

Action 2: Attack with Skorblade 1d20+8 = 15 Damage 3d6 = 11 MD
Action 3: Attack with Skorblade 1d20+8 = 9 Damage 3d6 = 7 MD
Action 4: Attack with Skorblade 1d20+8 = 26 Damage 3d6 = 12 MD
Action 5: Attack with Skorblade 1d20+8 = 16 Damage 3d6 = 8 MD
Action 6: Attack with Skorblade 1d20+8 = 25 Damage 3d6 = 8 MD
Action 7: Attack with Skorblade 1d20+8 = 12 Damage 3d6 = 5 MD
Action 8: Attack with Skorblade 1d20+8 = 28 Nat 20! Damage 3d6 = 7 MD x 2 = 14 MD
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 73/155
ISP: 21/37

Constant Effects: Mind Block Auto-Defense

CV-212 Laser Rifle w/ Thermal Imaging Laser targeting Telescoping
-Shots: 6/30
-Long E-Clips remaining: 3 (not counting the one in the weapon)

Blue Boy Power Armor
Model Type: NG-X44
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165


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Re: Back in Time: A Timely Arrival

Postby Mink » Tue Nov 19, 2019 12:20 am

Perception: 65/1d100 = 81
JIC: 1d20 = 18, 1d100 = 49
Intimidate: 45%/1d100 = 73

Resolved to finish this, and limited by the energy field, Mink focuses her fury on the obelisk, swinging over and over to destroy it. As the weapon bites at her palms, even through the suit, she screams at it internally. 'No way am I letting you go until these obelisks are gone you piece of crap! You are going to damn well take these things down, you hear me!' Rune weapons have intelligence from all the reports she's seen. She just has to yell it down, whether she sounded fierce or simply defiant was another matter entirely. She then unloads all her determination, rage, and fear on the obelisk, intent on destroying it herself.

All Actions Spent hitting the obelisks
Action 1: 1d20+5 = 21 (+2 to damage from WP)
Action 2: 1d20+5 = 19 (+2 to damage from WP)
Action 3: 1d20+5 = 14 (+2 to damage from WP)
Action 4: 1d20+5 = 17 (+2 to damage from WP)
Action 5: 1d20+5 = 6 (+2 to damage from WP)
Action 6: 1d20+5 = 19 (+2 to damage from WP)
Action 7: 1d20+5 = 14 (+2 to damage from WP)
Action 8: 1d20+5 = 18 (+2 to damage from WP)
Autododge 1d20+4 = 20, 1d20+4 = 8, 1d20+4 = 8, 1d20+4 = 8, 1d20+4 = 10, 1d20+4 = 7, 1d20+4 = 19, 1d20+4 = 6
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Re: Back in Time: A Timely Arrival

Postby Naliyah » Tue Nov 19, 2019 6:17 am

Perception: 1d100 = 40/48%
JIC (100): 1d100 = 45
JIC (20): 1d20 = 12

Current Conditions (as of the end of this post; format is minutes:seconds): Sense Dimensional Anomaly: 11:15 remaining; Sense Temporal Anomaly: 17:00 remaining; See the Invisible (psi-power): 5:00 minutes; Cosmic Armor (105 MDC): 39:00 minutes; Sense Magic (psi-power): 14:00 remaining; Impervious to Fire: 24:30 remaining

Initiative: 1d20+3 = 12

Actions:
1. Disarm sorceress 1d20+4 = 15, or if already disarmed, attack (claw) 1d20+12 = 31 to strike, 5d6 = 17 M.D. damage
2. Disarm sorceress 1d20+4 = 18, or if already disarmed, attack (claw) 1d20+12 = 21 to strike, 5d6 = 21 M.D. damage
3. Disarm sorceress 1d20+4 = 22, or if already disarmed, attack (claw) 1d20+12 = 20 to strike, 5d6 = 23 M.D. damage
4. Disarm sorceress 1d20+4 = 8, or if already disarmed, attack (claw) 1d20+12 = 25 to strike, 5d6 = 13 M.D. damage
5. Disarm sorceress 1d20+4 = 23, or if already disarmed, attack (claw) 1d20+12 = 24 to strike, 5d6 = 23 M.D. damage
6. Disarm sorceress 1d20+4 = 24, or if already disarmed, attack (claw) 1d20+12 = 20 to strike, 5d6 = 20 M.D. damage
7. Disarm sorceress 1d20+4 = 7, or if already disarmed, attack (claw) 1d20+12 = 30 to strike, 5d6 = 9 M.D. damage

Spells Used
None. Naliyah's magic doesn't seem to do much, or seems to just get in the way, so she'll just go with her natural attacks.

Automatic Dodges (if needed):
1 1d20+13 = 22
2 1d20+13 = 21
3 1d20+13 = 15
4 1d20+13 = 25
5 1d20+13 = 24
6 1d20+13 = 16
7 1d20+13 = 30




Naliyah dutifully follows the rest of the group and does not get in anyone's way. She hears Bri saying they need the dagger, so she attempts to disarm the sorceress.

How are they so coordinated together? she thinks.

Rolls and attacks above.
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 143/493
I.S.P.: 81/88


Ley Line and Nexus Point effects
Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

Periods of Increased energy at a nexus point. IAW RUE.

Weapons and Armor Worn or Carried

Always On:
  • Awe/Horror Factor: 12 (16 when roaring)
  • Sixth Sense
    Range: 90 feet
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses.
    All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
  • Shing automatically sense supernatural good and evil within a 600' radius

Saving Throws, Bonuses, and other handy information
Saving Throw Bonuses
Saving Throw Bonuses
Coma/Death: +30%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +10
Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
Horror Factor (varies): +4
Effectively impervious to disease
Fatigues at half normal rate
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Re: Back in Time: A Timely Arrival

Postby Underguard » Tue Nov 19, 2019 9:58 pm

Rift Location: Cairo, Egypt
Current Location: Unknown Dimensional Plane
Time: 12:11:30;;
Round: 8

Ley Line Activity: Full Ley Line Storm. Ambient PPE is supercharged and doubled. No modifiers to spells.
Weather: Incredible winds circle around the platform but where the Seven Obelisks are is strangely calm.
Visibility: Full visibility on the platform and looking down to the crater from the platform. Looking out one can barely see through the thick air and stormy weather, though the Super-charged Ley Line is visible, like a tear.
I.S.P. Condition (Brianna): x6


There is an explosion off to the side of the group, though everyone is out of its radius. Max, grateful for the sight of the Ariel still maintaining some control of the adjacent battle. Focusing on distracting the Sorceress, he does an impressive battle-cat leap onto the Sorceress that staggers her though his claws seem to glance off a newly formed magical barrier. Ecks quickly dolls out commands over the secured radio while jumping to his feet. He takes a few moments to reload and holster his Mantooth and then joins Max in his grappling of the Sorceress. Thanks to his initial desiccation shell, the Sorceress's left arm is mostly limp.

Mink, fighting the aching pain that is running through her right arm as she mentally commands the scythe to cooperate and to destroy the Obelisks as she swings and stabs it into the Obelisk. She moves the bubble to incorporate the side of the stationary Obelisk and swings away. Each strike landing true, though it reminds Mink of stabbing a piece of metal, no cracks or breaks anywhere beyond the striking point. Her arm, while still singing, feels the pain seem to plateau or even seem to lessen, notably the pain lessened after her internal screaming and subsequent stabbing of the Obelisk.

Naliyah resigns from using her magic being unable to properly coordinate with the team and goes on an animalistic offensive similarly to Max. Naliyah instinctively goes for the weapon, identifying that as the threat and attempts to paw-bat it out of the Sorceress hand. Her grip is strong, though failing under the extreme duress of several people.

The Sorceress snarls an incantation but is having trouble finishing the words. Brianna, responding to the good fortune of Maia's images, shouts out the simplest order she can and moves to pierce the Obelisk. She stabs the Obelisk and presses the blade to the hilt and hears a crack. Mink hears it at the same time as her Scythe impacted. Selenidaria moves to disarm the sorceress who is at this point nearly overpowered by sheer mass and focus. Quinn takes a side step and lines up several shots at the Sorceress with her pistol after launching a heavy dose of anesthetic. Her strikes seem to wash over a protective barrier but from her vantage point, Quinn notes that her left shoulder seems to be recovering; noticeably. Victor seems to remain stoic, not opening fire in such close proximity but not moving to grapple yet either.

Sel is able to gain control of the Sorceress wrist, amidst Ecks' elbow hold and Max's flurry. Naliyah, finally hearing a solid goal to work towards from Bri goes for the dagger in a leap as Sel manages to wretch the hilt just enough to let Naliyah sneak her lower canine between the Sorceress's grip and the dagger. Naliyah lands on the other side of the Sorceress with the dagger in her mouth; she gets a flash of an image from the dagger that shows it being stabbed in a pillar. She sees two other females, one armored and wielding the Scythe, and the one she heard who is armored but not encased, each on a different pillar of the Obelisk and Naliyah moves to the third. Arriving at the third pillar and wasting no time, she jabs the pillar with the dagger as Mink and Bri have their pillars pierced.

The Obelisk makes a snapping sound that resembles snapping steel beams as the Obelisk begins to crack, the growing cracks splintering away from the holes dug by the rune items. The trio quickly take the weapons and jump back as the Obelisk seems to implode following the fissures before it's core of the Obelisk erupts, sending small fissures in several directions.

The small eruption leaves a bottomless pit in place of where the central obelisk stood. The Ley Line above pulses with a dark energy that makes Naliyah and Sel feel sick.

"GET OUT OF MY WAY!" is heard echoing through the canyon as there is a large crack further away.

Ecks, nearly looking the sorceress in the eyes, feels a chill run down his spine as, after the Obelisk implodes, the sorceress locks him in the eyes, then looks just past him with a smile. "Ah.. my pets." She says, wincing against the group holding her. Ecks can follow her gaze, and both Ecks and Bri see now the first Ashens cresting the platform from the crater below.

Map
AAPS Platform R8.png


Underguard's Bill of Damages
These totals are cumulative and incorporate past bills.
  1. Ecks: Impervious to Fire: 25:00 ;; Cosmic Armor popped ;; -16 S.D.C. from Battle Suit Main Body from the Fall
  2. Brianna: Impervious to Fire: 24:45 remaining ;; Energy Field ;; -144 M.D.C. from Cosmic Armor
  3. Mink: Impervious to Fire: 25:00 ;; Armor of Ithan ;; Energy Field ;; -10 (-1 this round) Direct H.P. -- Cosmic Armor popped
  4. Selenidaria: Impervious to Fire: 25:00 ;; -145 from Cosmic Armor
  5. Victor: -46 M.D.C. from Heavy Force Field ;; Impervious to Fire: 25:00 ;; Prophet P.A Main Body -43;; Cosmic Armor popped ;;
  6. Maximillian: Impervious to Fire: 24:45 remaining ;; Cosmic Armor popped ;;
  7. Quinn: Impervious to Fire: 24:45 remaining ;; -154 M.D.C. from Cosmic Armor
  8. Naliyah: -8 Direct H.P. ;; Impervious to Fire: 24:45 remaining ;; -95 M.D.C. from Cosmic Armor


Combat Post Intentions
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Re: Back in Time: A Timely Arrival

Postby Mink » Fri Nov 22, 2019 12:18 pm

Perception: 65%/1d100 = 58
JIC: 1d100 = 50, 1d20 = 15

Seeing what must be done, Mink points to the one behind them. "Sel, I need to move. Drop the field! Briana, Naliyah, that one is next, behind you, the one to the south! We'll go around the circle." As soon as she can, Mink activates her jet pack, flipping over the hole and the pillar, landing on the outside of the circle. Over the radio and out loud, she yells, "Doc or Max, one of you take over stabbing duty for Naliyah so she can focus on crowd control and the sorceress. Everyone else, we need breathing room!"

Parry (+10) or Autododge (+4): 1d20 = 19, 1d20 = 18, 1d20 = 6, 1d20 = 17, 1d20 = 2, 1d20 = 14, 1d20 = 4, 1d20 = 15

Initiative: 1d20+7 = 15
All Actions spent on taking down the next pillar or two. (Takes half a round to destroy a pillar, must be held entire time. Any parries will be with the left hand, using my FIWS claws.)
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Re: Back in Time: A Timely Arrival

Postby Selenidaria » Sat Nov 23, 2019 4:44 pm

Perception: 1d100 = 92/34% (49% when dealing with magic, machines, or their combination)
Just In Case: 1d100 = 94/1d20 = 9
Constant Effects: Mind Block Auto-Defense
Current Effects, Other: Cosmic Armor (55/200 MDC, ends in 38 minutes, fly at 375 mph, or about 8250'/melee, or 1,031'/action), Superhuman Strength (SNPS 30, ends in 1 minutes 45 seconds), Impervious to Fire (ends in 29 minutes 45 seconds)
Initiative: 1d20+1 = 12

Despite looking right at the obelisk as it explodes, Sel feels it more than sees it. Not because she didn't get a good view of it's destruction, but rather because a wave a nausea washes over her, causing her to steel herself for a moment. As soon as Sel realizes that the obelisk is about to blow, she drops the Energy Field she put up around Mink and Bri to give them the room they will surely need to jump back out of the danger area. Sel notices Ecks looking where the Sorceress is looking and sees that the Ashen have finally caught up to them. Not knowing what else to do and almost on pure instinct, she starts praying to Isis.

"Mighty mother, daughter of the Nile,
we rejoice as you join us with the rays of the sun.
Sacred sister, mother of magic,
we honor you, Lover of Osiris,
she who is mother of the universe itself.
I beg unto you to give me the knowledge
to stop this mighty horde,
and from hence forthwith, I shall be your humble servant!"


New spell knowledge makes itself known in her brain as she channels the mystical energy through the Thumper Grenade Launcher mounted on her power armor's shoulder, targeting an area 5' x 40' about 45' from her west by southwest of where she stands with Carpet of Adhesion (10), unconsciously drawing on the energy of the ley line to cast the spell, trying to line the center up with what appears to be the densest concentration of the Ashen.

Contingency: Since Naliyah's Ice spell will have taken effect by the time I cast Carpet of Adhesion, I want to line half of the outside edge of the Ice effect with my Carpet of Adhesion spell. The side I want the Carpet of Adhesion spell is going to be the side closer to us and the obelisks, so that as the Ashen slip and slide their way across the ice, they run right into the Carpet of Adhesion.

Selenidaria's Combat Actions
Initiative: 12
Action 1-6: Prayer to Isis
Action 7: Response to prayer
Action 8: Cast Carpet of Adhesion
Last edited by Selenidaria on Mon Nov 25, 2019 7:27 pm, edited 1 time in total.
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 73/155
ISP: 21/37

Constant Effects: Mind Block Auto-Defense

CV-212 Laser Rifle w/ Thermal Imaging Laser targeting Telescoping
-Shots: 6/30
-Long E-Clips remaining: 3 (not counting the one in the weapon)

Blue Boy Power Armor
Model Type: NG-X44
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165


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Re: Back in Time: A Timely Arrival

Postby Brianna Clarke » Sun Nov 24, 2019 8:14 pm

Perception: 1d100 = 81 (63%)
JIC: 1d20 = 4, 1d100 = 69
Initiative: 1d20 = 11
APM: 5

See the invisible – duration: 8 minutes

1d10 = 3

Force Field Belt: 71/75 MDC – activated
Cosmic Armour: MDC: 56/200 remaining
Impervious to Fire: 24:45 remaining

Conditions
I.S.P. Multiplier: 70/102 (x6)

Brianna winces when she sees the first Ashens cresting the platform from the crater below. Calling out loud so everyone can hear, ”Guys, we've got ashen coming! They're cresting the platform from the crater below! Can you keep them off us?” When she hears Mink tell them about going around the circle to destroy the obelisks, Brianna nods ”Got it” Brianna then flies to the nearest unattended obelisk and stabs it with Maia, hoping they can destroy all of them in time to prevent what was about to happen.

Actions
1. warns everyone about ashen
2. replies to Mink and flies to nearest unattended obelisk
3. stabs at Obelisk with Maia. Strike: 1d20+3 = 7
4. stabs at Obelisk with Maia. Strike: 1d20+3 = 6
5. Reserved for dodge, if needed. 1d20+3 = 6

auto-parry, if needed.
1d20+3 = 14
1d20+3 = 17
1d20+3 = 20
1d20+3 = 15
1d20+3 = 4
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Brianna Clarke
HP: 45/45
SDC: 25/25

NE-BA-26 Special Body Armor. Helmet: 50/50, Main Body: 90/90, Arms: 40/40 each, Legs: 50/50 each with N-F20A Medium Force Field (75 MDC)

Constant Conditions
Sixth Sense
Mind Storm
Precognitive Dreams
Sense Water
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Re: Back in Time: A Timely Arrival

Postby Naliyah » Mon Nov 25, 2019 10:03 am

Perception: 1d100 = 43/48%
JIC (100): 1d100 = 54
JIC (20): 1d20 = 18

Current Conditions (as of the end of this post; format is minutes:seconds): Sense Dimensional Anomaly: 11:00 remaining; Sense Temporal Anomaly: 16:45 remaining; See the Invisible (psi-power): 4:45 minutes; Cosmic Armor (105 MDC): 38:45 minutes; Sense Magic (psi-power): 13:45 remaining; Impervious to Fire: 24:15 remaining

Initiative: 1d20+3 = 9

Actions:
1. Drop rune blade while announcing to Max/Quinn, take to the air (via Cosmic Armor) up about 40' off the ground and hover, surveying the incoming threats
2. Begin casting Ice
3. Finish casting Ice
4. Contingency actions (below)
5. Contingency actions (below)
6. Contingency actions (below)
7. Contingency actions (below)

Automatic Dodges (if needed):
1 1d20+13 = 22
2 1d20+13 = 30
3 1d20+13 = 23
4 1d20+13 = 25
5 1d20+13 = 26
6 1d20+13 = 18
7 1d20+13 = 31




The Shing shakes off the nausea after the central Obelisk's destruction. If this Ley Line weren't so corrupted, I'd be drinking it like water... she thinks, knowing her magical energy reserves aren't what they could be, but reluctant to bring in more corrupted Ley Line energy.

Mink wrote:Seeing what must be done, Mink points to the one behind them. "Sel, I need to move. Drop the field! Briana, Naliyah, that one is next, behind you, the one to the south! We'll go around the circle." As soon as she can, Mink activates her jet pack, flipping over the hole and the pillar, landing on the outside of the circle. Over the radio and out loud, she yells, "Doc or Max, one of you take over stabbing duty for Naliyah so she can focus on crowd control and the sorceress. Everyone else, we need breathing room!"


Brianna Clarke wrote:Brianna winces when she sees the first Ashens cresting the platform from the crater below. Calling out loud so everyone can hear, ”Guys, we've got ashen coming! They're cresting the platform from the crater below! Can you keep them off us?” When she hears Mink tell them about going around the circle to destroy the obelisks, Brianna nods ”Got it” Brianna then flies to the nearest unattended obelisk and stabs it with Maia, hoping they can destroy all of them in time to prevent what was about to happen.


Naliyah quickly looks around and sees Max and Quinn. Whichever one volunteers, Naliyah drops the blade and says, "Come and get it!" as she responds "On it!" to Brianna's warning and takes to the air to survey the approaching Ashen.

Naliyah thinks, Let's slow those Ashen down a bit while we take care of the other Obelisks and casts the Ice (-15PPE) spell to delay the Ashen approach, covering the area (option 2 on the spell) in the direction from which they are approaching from but being careful not to include the Obelisks in the radius of the spell, as she's seen what happens when magical energy touches one.
Ice
Range: 50 feet per level of experience.
Duration: Five minutes per level of the spell caster.
Saving Throw: Not applicable.
P.P.E.: Fifteen
This spell allows a mage to transform magical energy into ice, creating one of the following three effects:
1. A wall of Mega-Damage ice, having 50 M.D.C. per level of the spell caster, and covering a 10x10x10 feet area + 10 feet in length per level of experience. The wall can be created anywhere within range and can be made small or big as the spell caster desires (i.e. a 3rd level mage can fill the opening of a small, six foot wide corridor completely, like a door made of ice, or 30 feet down the length of the corridor). Anybody in the area where the spell is cast is pushed out of the way. If the ice wall would crush or encase a living being (because the area is too small), the magic will not work! Likewise, as a "wall," the ice appears on the ground and can not be made to appear in the air above an opponent' s head or inside a vehicle.
There is no save against this ice wall.
2. Magically cover the floor, wall, ceiling and objects out in the open in a thin coating (an 8th of an inch) of ice, plus frost particles twinkle in the air. Can affect a six foot radius per level of experience. People caught in the icy covering will suffer from cold and surprise, losing initiative that melee round and are - 1 on all combat actions.
Characters not protected by body armor will suffer incidental frostbite damage (1d6 S.D.C.) unless they knock the ice off. The main advantage of this spell is that movement on the ice is extremely difficult; reduce speed by 75% and even then there is a 75% chance of falling if the character moves faster than a speed of 4! Since everything is covered in ice, there is no hand-hold to grab onto for support. Furthermore, the magical ice does not melt even in extreme heat, but disappears when the spell duration elapses.
3. Freeze water. The mage can use this spell to instantly freeze two gallons of water per level of experience. Freezing can be done to one container or several in a 6 foot radius (puddles, canteens, soda bottles, etc.), provided the total amount frozen does not exceed the spell caster' s maximum limit in total gallons. Freezing water may cause full containers to rupture or shatter. The ice melts as normal under the circumstances.


"That should buy us some time!" she says as she looks around the area while she hovers to see if there are any more Ashen (or other things) approaching the group.

Contingencies
PRIME CONTINGENCY: If Naliayah's Cosmic Armor is destroyed, she will immediately stop whatever she is doing and activate her N-F50A Superheavy Force Field

IF Naliyah sees other threats approaching from any other direction, she will call them out to the group.

IF the Sorceress somehow manages to free herself from the grip of the other members of the group, Naliyah will try to split her attention between the Ashen threats and the Sorceress, throwing up a Magic Net if need be, to detain the Sorceress (if the path is clear).
Magic Net
Range: 60 feet
Duration: Two melees (30 seconds) per level of the spell caster.
Saving Throw: Dodge of 16 or higher.
P.P.E.: Seven
This spell creates a net composed of magic fibers and can snare up to 1-6 human-sized victims within a 10 foot area. Normal weapons can not cut through the net; only Mega-Damage weapons, magic weapons, and magic can affect this net. Even then, it requires a full two melee rounds to cut or blast out (a Dispel Magic Barriers will dispel it instantly). Anyone caught in the Magic Net is helpless and unable to attack or defend. The spell caster can cancel the net at any time.
Note: A Magic Net can trap beings larger than human-sized provided the spell does not exceed the normal area of effect. To hurt someone already caught in a Magic Net without harming the net itself requires a Called Shot or a roll of 16 or higher to strike. Characters caught in a Magic Net can Turn to Mist or Teleport out of the net. However, this will require a successful saving throw vs magic. A character who was intangible/mist before the Net was cast is NOT caught by it.


If anyone on the team looks to be in serious trouble (armor destroyed, getting wailed on, etc.), Naliyah will cast an Energy Field around them to protect them from further harm.
Energy Field
Range: Self or others up to 60 feet away.
Duration: One minute (4 melees) per level of experience or until it is destroyed.
Saving Throw: None.
P.P.E.: Ten
The magic creates a protective field of energy that can be placed around the mage, others, or an object. The maximum area of protection is about 8 feet, which means it can protect a small room full of people (about 6 to 8 individuals). The energy field appears as a semitransparent wall or bubble that shimmers with a blue-white light.
The field normally provides a total protection of 60 M.D.C., but is doubled at ley lines and tripled at a ley line nexus.
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 143/493
I.S.P.: 81/88


Ley Line and Nexus Point effects
Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

Periods of Increased energy at a nexus point. IAW RUE.

Weapons and Armor Worn or Carried

Always On:
  • Awe/Horror Factor: 12 (16 when roaring)
  • Sixth Sense
    Range: 90 feet
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses.
    All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
  • Shing automatically sense supernatural good and evil within a 600' radius

Saving Throws, Bonuses, and other handy information
Saving Throw Bonuses
Saving Throw Bonuses
Coma/Death: +30%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +10
Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
Horror Factor (varies): +4
Effectively impervious to disease
Fatigues at half normal rate
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Re: Back in Time: A Timely Arrival

Postby Quinn » Tue Nov 26, 2019 7:15 pm

Perception: 1d100 = 10 / 52%
JIC: 1d20 = 14 / 1d100 = 81
Conditions: Cosmic Armor (46/200 MD, 38:30 minutes duration), Impervious to Fire: 24:30 remaining

Mink wrote:"Doc or Max, one of you take over stabbing duty for Naliyah so she can focus on crowd control and the sorceress. Everyone else, we need breathing room!"


"I'm on it!" Quinn shouts out her response to inform the group. She begins to run towards Naliyah has dropped the dagger. Scooping it up she grabs the gilt and races to their next intended obelisk. Quinn immediately begins stabbing it. She attempts to bury the blade of the dagger all the way to the hilt. Hope I'm doing this right?

Contingency:
Quinn will attack any ashen if they get close enough.
Combat Post
Initiative: 1d20 = 16
APM: 5

Action 1: Run over and pick up dagger
Action 2: Move to the next obelisk
Action 3: Attack Obelisk with dagger. Strike: 1d20+3 = 5, Damage: 4d6 = 15
Action 4: Attack Obelisk with dagger. Strike: 1d20+3 = 20, Damage: 4d6 = 17 OR used for Dodge if needed. 1d20 = 15
Action 5: Attack Obelisk with dagger. Strike: 1d20+3 = 6, Damage: 4d6 = 11 OR used for Dodge if needed. 1d20 = 18

Parries: 1d20+3 = 14, 1d20+3 = 10, 1d20+3 = 10, 1d20+3 = 7
Dr. Quinn

HP: 24/ 24
SDC: 26/ 26
Current Equipment
NG-33 Laser Pistol Block I
  • Range: 800'
  • Damage: 1D6 M.D. per blast
  • Rate of Fire: Single shots only
  • Payload: 20 shots Remaining: 20 shots
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.191, WB33

NG Patrol Armor
M.D.C. by Location:
  • Helmet: 20
  • Arms: 14 each
  • Legs: 18 each
  • Main Body: 32
Weight: 10 lbs
Modifiers: None.
Features:
  • Non-environmental
Book Reference: p.50, WB 34
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Re: Back in Time: A Timely Arrival

Postby Maximillian O'Malley » Wed Nov 27, 2019 5:39 pm

Perception: 1d20+3 = 4
JIC: 1d20 = 19
JIC: 1d100 = 12
Initiative: 1d20+2 = 20

Max has been enjoying himself. The sorceress has been trying to get this cat off her head. Max hisses like the cat he is, or at least half is, and claws at her face. "YYEEEE HAAWWW!" He makes sure to scream it into her ear.
i should get paid to annoy people Im so damn good at it

He sees the ashen coming in but holds onto his pray. cant worry about guppies when you got a big tuna on the line and he scratches her more. And holds on for dear life.




Action #1:1d20 = 8 to claw her eyes = 2d6 = 10+7 SD
Action #2:1d20 = 16 to claw her eyes = 2d6 = 8+7 SD
Action #3:1d20 = 6 to claw her eyes = 2d6 = 9+7 SD
Action #4:1d20 = 18 to claw her eyes = 2d6 = 8+7 SD


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Re: Back in Time: A Timely Arrival

Postby Ecks » Thu Nov 28, 2019 6:15 am

Perception: 1d100/85%
JIC:1d20/1d100
Initiative: 1d20+1

Ecks watches the waves of Ashen rolling onto their shore. We aren't going to make it. If we kill her now, will it stop the Ashen and give us time to brings these obelisks down? Can we kill her?

He wrestles with all his might to hold the sorceress still. "What are you trying to do? Why?" he asks the sorceress to hopefully both be a distraction as well as a probe for more information.

APM:9
1-7 Maintain hold, a few rolls if needed: 1d20+4 = 9,1d20+4 = 7,1d20+4 = 23,1d20+4 = 15,1d20+4 = 10,1d20+4 = 11,
8 Reserved for dodge 1d20+7 = 15
9 Reserved for dodge 1d20+7 = 11

Parries: 1d20+7 = 15,1d20+7 = 8,1d20+7 = 23,1d20+7 = 23,1d20+7 = 26,1d20+7 = 18,1d20+7 = 20,1d20+7 = 24,1d20+7 = 24,
Ecks
Medals
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H.P. 61/61
S.D.C. 51/51

NG-EX10 Light ExoSkeleton Battle Armor: Helmet: 96 , Main Body: 216, Arms: 84, Legs: 108
Combat Trench Coat:17/36
Mantooth Dessication Bullets 6 Rounds/2d6 S.D.C. pistol whip
NG-45LP 5D6+5 M.D.C 12/12 charges long e-clip
Vibro Knife: 1D6 M.D.C. Dmg.

NG-V7 main body 492/492 M.D.

Sled main body 110/110
force field 285/285
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Location: AAPS PC

Re: Back in Time: A Timely Arrival

Postby Victor Singer » Fri Nov 29, 2019 5:55 pm

Perception: 1d100 = 98% (50% base)
JIC: 1d20 = 4
JIC: 1d100 = 99
Initiative: 1d20+5 = 12 (+3 more vs. robots & PA)

Victor looks between the wrestling match with the sorceress, the fire demon fight, and the horde of ashen charging down the hill. Unsure of what the magic ice and other spells are going to do, Victor holsters his TX-6, and un-shoulders his duffel bag again as he moves to a new position. He sets himself up so that he is at the far right end of the magic ice & carpet that was laid down, right at the inside edge of the carpet of adhesion field, facing the ashen. Starting with Type 3 fusion blocks, he sets one for it for a 5 second delay. Then, with all the strength the power suit has, he hurls the fusion block over the ice & carpet, trying to get it all the way across the ice and into the path of the ashen. He then moves on down the line, throwing blocks into the enemies path every 25 or so feet. Once he runs out of Type 3s, he uses Type 2s.

Action #1: Examine the battelfield.
Action #2: Move into position at the edge of the carpet of adhesion.
Action #3: Set a fusion block for 5 seconds and throw it; Strike: 1d20+12 = 18, Damage: 4d6 = 12x10 M.D., Blast Radius: 10'
Action #4: Move, set a fusion block for 5 seconds and throw it; Strike: 1d20+12 = 21, Damage: 4d6 = 16x10 M.D., Blast Radius: 10'
Action #5: Move, set a fusion block for 5 seconds and throw it; Strike: 1d20+12 = 16, Damage: 4d6 = 12x10 M.D., Blast Radius: 10'
Action #6: Move, set a fusion block for 5 seconds and throw it; Strike: 1d20+12 = 19, Damage: 4d6 = 9x10 M.D., Blast Radius: 10'
Action #7: Move, set a fusion block for 5 seconds and throw it; Strike: 1d20+12 = 26, Damage: 2d6 = 5x10 M.D., Blast Radius: 10'
Action #8: Move, set a fusion block for 5 seconds and throw it; Strike: 1d20+12 = 20, Damage: 2d6 = 5x10 M.D., Blast Radius: 10'
Action #9: Move, set a fusion block for 5 seconds and throw it; Strike: 1d20+12 = 27, Damage: 2d6 = 9x10 M.D., Blast Radius: 10'
Action #10: Move, set a fusion block for 5 seconds and throw it; Strike: 1d20+12 = 19, Damage: 2d6 = 10x10 M.D., Blast Radius: 10'


Auto dodge #1: 1d20+10 = 18
Auto dodge #2: 1d20+10 = 15
Auto dodge #3: 1d20+10 = 16
Auto dodge #4: 1d20+10 = 28
Auto dodge #5: 1d20+10 = 15
Auto dodge #6: 1d20+10 = 20
Auto dodge #7: 1d20+10 = 30
Auto dodge #8: 1d20+10 = 12
Auto Dodge #9: 1d20+10 = 21
Auto Dodge #10: 1d20+10 = 25

{Skill Rolls}
Victor Singer
Gear Worn
NG-X67 Power Armor; Main Body MDC: [132/175] w/built-in
NF-40A Heavy Force Field; MDC: [220/220] ON
T-42 EBA; MDC: [65/65] w/built-in
N-F10A Light Force Field; MDC: [45/45] OFF
Black military fatigues
Combat boots
Utility belt
Utility Belt
TX-6 Revolver
CP-30 Pistol
(2) TX-6 speed loaders
(4) Short E-clips
Credit cards
Automatic Lock Pick/Release Gun
FDD pocket audio recorder/player
IR distancing binoculars
Demolition multi-tool
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
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Re: Back in Time: A Timely Arrival

Postby Underguard » Sat Nov 30, 2019 10:52 am

Rift Location: Cairo, Egypt
Current Location: Unknown Dimensional Plane
Time: 12:11:45;;
Round: 9

Ley Line Activity: Full Ley Line Storm. Ambient PPE is supercharged and doubled. No modifiers to spells.
Weather: Incredible winds circle around the platform but where the Seven Obelisks are is strangely calm.
Visibility: Full visibility on the platform and looking down to the crater from the platform. Looking out one can barely see through the thick air and stormy weather, though the Super-charged Ley Line is visible, like a tear.
I.S.P. Condition (Brianna): x6


Remaining with the Sorceress, Max continues to claw at her face while resisting being thrown off by her. Max notes that his claws are making contact with her face, but not leaving any direct marks of note; her skin is strong. Her right arm is still visibly damaged and hanging limp as Ecks has her left arm grappled. As Max claws away, Ecks does his best to maintain his grip while attempting to coerce the Sorceress into conversation. "What are you trying to do? Why?" Ecks asks the Sorceress through a strained voice as he feels her begin to wrestle out of his grip. She smiles a knowing smile as responds in a near whisper barely audible to even Max and Ecks. ”You mortals will never understand being called to a greater purpose. I am destined to ascend, and I am destined to throw down your gods. Starting with the whore, Isis.” She snarls back. Amists the sentence, Ecks feels her arm start to overpower his grip Just long enough to reach behind her with her left arm and snatches Max’s fur. Max feels like he is being lifted and thrown by a crane arm or other augmented strength. Ecks re-establishes his grapple with her as Max lands several feet away, she looks Ecks in the eyes. ”You are most bold, and quite determined. I admire that, join me, and I will see to it that you and your friends are spared and allowed to live in luxury.” She says to Ecks so only he can hear her. She doesn’t fight out of Ecks’ grip after her offer. Ecks knows she stopped fighting his grip after Max was thrown off, though Ecks has a sneaking suspicion that she is fully capable of getting out of his grip. Max lands several feet away, near where the most recent fusion bomb that he scribed for 30 seconds was detonated, near where the Ashen are approaching from.

Selenidaria falls into a prayer to Isis for strength in this time as she sees the incoming Ashen begin to crest the platform after the eruption of the first Obelisk. Mink, Naliyah and Quinn all see Sel fall to her knees in her PA with her larger gloves clasped together, though her prayer is hard for them to see or make out. Ecks does hear Sel next to her, and he sees the Sorceress glance to Sel then back at him with a knowing grin.

Mink is able to shout out orders while Ecks deals with the Sorceress, prompting Naliyah to drop the dragger near the central hole where the Obelisk formerly stood. Quinn takes the queue and quickly ran over to grab it as Brianna wheels around and pierces the Obelisk with Maia on the side closest to her. Mink circles around thanks to her remaining cosmic armor and reaches the eastern pillar of the Obelisk, stabbing it with the scythe and still ignoring the pain, as Quinn darts for the south western pillar on the Obelisk and stabs it with Mesi. The coordination took a few seconds, but the trio is able to pierce the Obelisk and Mink is able to identify how they cracked it the first time after doing it again. All three pillars must be pierced by a one of these weapons, and Mink counted after Quinn stabbed the Obelisk. Seven seconds after the final item pierce the Obelisk, it shatters similarly to the central one. The internal power of the Obelisk imploding and creating another small explosion that leaves another large hole in its wake. This time, a large fissure connects the two established holes in the platform, and a large crack splits up the side of the southern mountain.

Naliyah, after dropping the dagger, flies up higher to survey the incoming ashen and lays out a slick layer of sheet ice on the platform between the Obelisk circle and the approaching Ashen. Naliyah did see Max get thrown off the Sorceress and land on the platform closest to where the fusion block detonated, and casts Energy Field around the battle cat to ensure his survival as he climbs to his feet. She also sees Sel rise to her feet as Sel feels something alien to her; her body and mind seem to briefly be washed over by an essence of good or proper magic and while she doesn’t hear a response, the image of her with her new spell magic flashed through her mind. Sel instinctually draws on the Ley Line and feels the ambient energy seem to double for her, like she can draw on more than she could in a normal Ley Line. Though, as soon as Sel lobs her CoA from the Thumper Launcher, her Power Armor flashes a warning regarding the Thumper Launcher; it locked up after firing and now her entire PA seems to be immobile because of a system error, though it doesn’t show any damage. Both Naliyah and Sel feel the nausea, though less pronounced from the destruction of the second Obelisk.

Victor moves around the magic cast by Sel and Naliyah, dropping his duffle and moving to the exterior of the CoA, remaining on the inside of the Obelisk circle in between the second one to be destroyed, and the one closest to the Ashen. Victor, showing his complete sense of being done with the Ashen, preps and throws several fusion bombs to 5 seconds, tossing each one towards the incoming Ashen. Victor is able to arm and throw four different fusion blocks due solely to the time it takes to grab one, set it and throw it and grab the next. His plan works wonders though, as dozens of Ashen that are cresting the hill and blown back off, while several others were thrown forward closer to the group but immediately caught by the ice and carpet of adhesion. He is able to throw a couple of them towards the north western group as well, slowing their approach.

The roars of the Baal-rog are echoing through the crater as the Ariel is doing its job of keeping it away, for now. The fight is visible up above as flashes of red and black fire colliding with white and blue fiery light.

Map
AAPS Platform R9.png


Underguard's Bill of Damages
These totals are cumulative and incorporate past bills.
  1. Ecks: Impervious to Fire: 24:45 ;; Cosmic Armor popped ;; -16 S.D.C. from Battle Suit Main Body from the Fall
  2. Brianna: Impervious to Fire: 24:30 remaining ;; -144 M.D.C. from Cosmic Armor
  3. Mink: Impervious to Fire: 24:45 ;; Armor of Ithan ;; -10 (-1 this round) Direct H.P. -- Cosmic Armor popped
  4. Selenidaria: Impervious to Fire: 24:45 ;; -145 from Cosmic Armor ;; -10 PPE (CoA) ;; Blue Boy PA Locked Up.
  5. Victor: -46 M.D.C. from Heavy Force Field ;; Impervious to Fire: 25:00 ;; Prophet P.A Main Body -43;; Cosmic Armor popped ;; -4 Fusion Blocks
  6. Maximillian: Impervious to Fire: 24:30 remaining ;; Cosmic Armor popped ;; Energy Field: 3:00 remaining
  7. Quinn: Impervious to Fire: 24:45 remaining ;; -154 M.D.C. from Cosmic Armor
  8. Naliyah: -8 Direct H.P. ;; Impervious to Fire: 24:45 remaining ;; -95 M.D.C. from Cosmic Armor | -35 PPE (Ice/Energy Field)
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Re: Back in Time: A Timely Arrival

Postby Selenidaria » Sat Nov 30, 2019 6:57 pm

Perception: 1d100 = 86/34% (49% when dealing with magic, machines, or their combination)
Just In Case: 1d100 = 31/1d20 = 4
Constant Effects: Mind Block Auto-Defense
Current Effects, Other: Cosmic Armor (55/200 MDC, ends in 37 minutes 45 seconds, fly at 375 mph, or about 8250'/melee, or 1,031'/action), Superhuman Strength (SNPS 30, ends in 1 minutes 30 seconds), Impervious to Fire (ends in 29 minutes 30 seconds)
Initiative: 1d20+1 = 5

Oh Dwarf spit, this isn't good! Sel thinks sourly to herself as she struggles to move any part of her power armor for a moment before stopping and saying to her power armor "Computer, run a level three systems diagnostic to find out where the error is." (Computer Operation 1d100 = 98/72%) Almost as soon as the words were out of her mouth, Sel knew something was wrong. Unable to move and perform many of the normal actions she would normally take such as checking connections and so forth, Sel did the only thing she knew she could do without moving. She spoke the computer reboot override command in machine language (binary numbers). (Computer Programming 1d100 = 76/62%) She waits a moment for the command to be accepted and thinks she might have gotten the order of zeroes and ones off and tries again. (Computer Programming 1d100 = 85/62%) She waits again and is becoming increasingly frustrated at the fact that she is fairly certain that she messed the order of zeroes and ones up again. It's not easy to repeat an eight digit sequence of zeroes and ones entirely from memory under the best of circumstances, so why did I really think I would have had a better chance while in combat in an immobile suit of power armor with the fate of the multiverse on the line? Sel decides to take a different tactic and speaks one of the few verbal commands that she knows from diagnosing robot electronics (Robot Electronics 1d100 = 11/67%)

If the on board computer finishes the diagnostic and she is able to move again before the end of the melee round, she will begin casting Carpets of Adhesion to the left and right, lengthening the line to make it harder for the Ashen to easily get to them.

Selenidaria's Combat Actions
Initiative: 5
Action 1: Struggle to move
Action 2: Run diagnostic
Action 3: Speak Computer Reboot Override Command
Action 4: Wait for results
Action 5: Speak Computer Reboot Override Command
Action 6: Wait for results
Action 7: Use Robot Electronics verbal command.
Action 8: Cast Carpet of Adhesion (-10 PPE) if possible to the right 10' wide by 40' long
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 73/155
ISP: 21/37

Constant Effects: Mind Block Auto-Defense

CV-212 Laser Rifle w/ Thermal Imaging Laser targeting Telescoping
-Shots: 6/30
-Long E-Clips remaining: 3 (not counting the one in the weapon)

Blue Boy Power Armor
Model Type: NG-X44
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165


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Re: Back in Time: A Timely Arrival

Postby Naliyah » Tue Dec 03, 2019 11:52 am

Perception: 1d100 = 57/48%
JIC (100): 1d100 = 27
JIC (20): 1d20 = 16

Current Conditions (as of the end of this post; format is minutes:seconds): Sense Dimensional Anomaly: 10:45 remaining; Sense Temporal Anomaly: 16:30 remaining; See the Invisible (psi-power): 4:30 minutes; Cosmic Armor (105 MDC): 38:30 minutes; Sense Magic (psi-power): 13:30 remaining; Impervious to Fire: 24:00 remaining

Initiative: 1d20+3 = 20

Skill Rolls:
Detect Ambush (look for any obvious spots good for an ambush, as well as keep an eye out for anything approaching other than the Ashen currently seen) --> 1d100 = 43/97%
Detect Concealment (look for anything that might be concealed or hidden from the group) --> 1d100 = 35/69%

Actions:
Contingencies x 7 (below)

Attack Rolls (if used, see contingencies please):
1d20+12 = 32 ; damage 5d6 = 14 M.D. (claw attack) Nat 20!, double damage =
1d20+12 = 26 ; damage 5d6 = 17 M.D. (claw attack)
1d20+12 = 21 ; damage 5d6 = 8 M.D. (claw attack)
1d20+12 = 24 ; damage 5d6 = 23 M.D. (claw attack)
1d20+12 = 16 ; damage 5d6 = 24 M.D. (claw attack)
1d20+12 = 19 ; damage 5d6 = 15 M.D. (claw attack)
1d20+12 = 29 ; damage 5d6 = 18 M.D. (claw attack)

Automatic Dodges (if needed):
1 1d20+13 = 21
2 1d20+13 = 26
3 1d20+13 = 30
4 1d20+13 = 29
5 1d20+13 = 25
6 1d20+13 = 20
7 1d20+13 = 32




Got ya! thinks Naliyah as she quickly casts the protective field around Max to prevent further harm from coming to him. She will keep an eye on Max to ensure he is alright after being tossed like a rag doll.

From her vantage point, Naliyah glances over in the direction of where the Ariel and Baal-Rog were clashing to get an idea of how that battle is going. She knows the Ariel is likely willing to die to save them, but is hoping that won't be necessary. Hang on... just a little bit longer... she thinks.

She then eyes the Sorceress suspiciously. While she may not be able to hear the Sorceress' honeyed words, she can tell that Ecks is engaged in dialogue with her, and that there's probably a reason for that, given how easily she tossed Max off. What is she up to? thinks the Shing.

Naliyah also keeps an eye on the Ashen as they approach, as well as being effectively the eyes of the group, watchful and ever-mindful of any sudden surprises (ooc: skill roll above).

Contingency Actions
PRIME CONTINGENCY: If Naliayah's Cosmic Armor is destroyed, she will immediately stop whatever she is doing and activate her N-F50A Superheavy Force Field

IF Naliyah sees that Ecks or anyone else contending directly with the Sorceress is having trouble containing her, AND the pathway is clear (and within range), she will cast a Magic Net to try to contain the Sorceress.
Magic Net
Range: 60 feet
Duration: Two melees (30 seconds) per level of the spell caster.
Saving Throw: Dodge of 16 or higher.
P.P.E.: Seven
This spell creates a net composed of magic fibers and can snare up to 1-6 human-sized victims within a 10 foot area. Normal weapons can not cut through the net; only Mega-Damage weapons, magic weapons, and magic can affect this net. Even then, it requires a full two melee rounds to cut or blast out (a Dispel Magic Barriers will dispel it instantly). Anyone caught in the Magic Net is helpless and unable to attack or defend. The spell caster can cancel the net at any time.
Note: A Magic Net can trap beings larger than human-sized provided the spell does not exceed the normal area of effect. To hurt someone already caught in a Magic Net without harming the net itself requires a Called Shot or a roll of 16 or higher to strike. Characters caught in a Magic Net can Turn to Mist or Teleport out of the net. However, this will require a successful saving throw vs magic. A character who was intangible/mist before the Net was cast is NOT caught by it.

IF Naliyah sees that Max is fine and does not need the Energy Field of protection, or he asks, she will drop the spell.
IF Naliyah sees that any Ashen somehow manage to get past the Ice and Carpet of Adhesion spells in their way, she will proceed to land in the path between the Ashen and the remaining crew and attack any Ashen that approach.
IF Naliyah sees that anyone in the group has their armor destroyed or they are getting their asses handed to them, she will move to engage whatever is attacking them and protect the team member as best she can.
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 143/493
I.S.P.: 81/88


Ley Line and Nexus Point effects
Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

Periods of Increased energy at a nexus point. IAW RUE.

Weapons and Armor Worn or Carried

Always On:
  • Awe/Horror Factor: 12 (16 when roaring)
  • Sixth Sense
    Range: 90 feet
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses.
    All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
  • Shing automatically sense supernatural good and evil within a 600' radius

Saving Throws, Bonuses, and other handy information
Saving Throw Bonuses
Saving Throw Bonuses
Coma/Death: +30%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +10
Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
Horror Factor (varies): +4
Effectively impervious to disease
Fatigues at half normal rate
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Naliyah
 
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Joined: Wed Apr 17, 2019 1:50 pm

Re: Back in Time: A Timely Arrival

Postby Victor Singer » Wed Dec 04, 2019 7:08 am

Perception: 1d100 = 55% (50% base)
JIC: 1d20 = 11
JIC: 1d100 = 76
Initiative: 1d20+7 = 18 (+3 more vs. robots & PA)

As the echoes of the last of his charges fades away, Victor decides to change tactics after seeing Max get tossed and Ecks standing alone before the sorceress. He rushes over to the wrestling match, drawing his vibro-bayonet as he goes, trying to get behind the female mage and put her in a head lock and then keep her tied up like that. He alternates between trying to stab her with the bayonet and throws in several body shots with the suits elbows for good measure.

Action #1: Moving over to the sorceress' location.
Action #2: Move up behind her and attempt a head lock; Strike: 1d20+12
Action #3: Elbow strike; Strike: 1d20+12 = 18, Damage: 1d6 = 6 M.D.
Action #4: Stab with bayonet; Strike: 1d20+12 = 28, Damage: 3d4 = 6 M.D.
Action #5: Elbow strike; Strike: 1d20+12 = 31, Damage: 1d6 = 4 M.D.
Action #6: Stab with bayonet; Strike: 1d20+12 = 29, Damage: 3d4 = 9 M.D.
Action #7: Elbow strike; Strike: 1d20+12 = 20, Damage: 1d6 = 4 M.D.
Action #8: Stab with bayonet; Strike: 1d20+12 = 23, Damage: 3d4 = 4 M.D.
Action #9: Elbow strike; Strike: 1d20+12 = 23, Damage: 1d6 = 1 M.D.
Action #10: Stab with bayonet; Strike: 1d20+12 = 13, Damage: 3d4 = 8 M.D.

Auto dodge #1: 1d20+10 = 30
Auto dodge #2: 1d20+10 = 21
Auto dodge #3: 1d20+10 = 17
Auto dodge #4: 1d20+10 = 24
Auto dodge #5: 1d20+10 = 18
Auto dodge #6: 1d20+10 = 12
Auto dodge #7: 1d20+10 = 24
Auto dodge #8: 1d20+10 = 24
Auto Dodge #9: 1d20+10 = 14
Auto Dodge #10: 1d20+10 = 19

Parry #1: 1d20+14 = 26
Parry #2: 1d20+14 = 15
Parry #3: 1d20+14 = 16
Parry #4: 1d20+14 = 25
Parry #5: 1d20+14 = 25
Parry #6: 1d20+14 = 34
Parry #7: 1d20+14 = 26
Parry #8: 1d20+14 = 19
Parry #9: 1d20+14 = 23
Parry #10: 1d20+14 = 24

{Skill Rolls}
Victor Singer
Gear Worn
NG-X67 Power Armor; Main Body MDC: [132/175] w/built-in
NF-40A Heavy Force Field; MDC: [220/220] ON
T-42 EBA; MDC: [65/65] w/built-in
N-F10A Light Force Field; MDC: [45/45] OFF
Black military fatigues
Combat boots
Utility belt
Utility Belt
TX-6 Revolver
CP-30 Pistol
(2) TX-6 speed loaders
(4) Short E-clips
Credit cards
Automatic Lock Pick/Release Gun
FDD pocket audio recorder/player
IR distancing binoculars
Demolition multi-tool
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
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Victor Singer
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Diamond Level Patron
 
Posts: 279
Joined: Sat May 28, 2016 7:19 pm

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