Back in Time: A Timely Arrival

Moderator: Augur

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:
16


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: 125/155
ISP: 27/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

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


Image
User avatar
Selenidaria
Diamond Level Patron
Diamond Level Patron
 
Posts: 290
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Back in Time: A Timely Arrival

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

Perception: 1d20+3 = 17:
14

JIC: 1d20:
11

JIC: 1d100:
99

Initiative: 1d20+2 = 20:
18


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



Image
User avatar
Maximillian O'Malley
 
Posts: 84
Joined: Sat Apr 21, 2018 5:53 pm

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:
13
(+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:
5
, Damage: 4d6:
6, 5, 4, 2
M.D., Fire CP-30; Strike: 1d20+8 = 25:
17
, Damage: 2d4:
4, 4
M.D.
Action #5: Target Bal-rog demon; Fire TX-6; Strike: 1d20+8 = 23:
15
, Damage: 4d6:
3, 4, 6, 3
M.D., Fire CP-30; Strike: 1d20+8 = 15:
7
, Damage: 2d4:
2, 1
M.D.
Action #6: Target Bal-rog demon; Fire TX-6; Strike: 1d20+8 = 15:
7
, Damage: 4d6:
6, 4, 2, 6
M.D., Fire CP-30; Strike: 1d20+8 = 28:
20
CRIT!, Damage: 2d4:
4, 3
x2 = 14 M.D.
Action #7: Target Bal-rog demon; Fire TX-6; Strike: 1d20+8 = 15:
7
, Damage: 4d6:
5, 5, 1, 3
M.D., Fire CP-30; Strike: 1d20+8 = 11:
3
, Damage: 2d4:
2, 4
M.D.
Action #8: Target Bal-rog demon; Fire TX-6; Strike: 1d20+8 = 10:
2
, Damage: 4d6:
1, 3, 4, 1
M.D., Fire CP-30; Strike: 1d20+8 = 14:
6
, Damage: 2d4:
2, 2
M.D.
Action #9: Target Bal-rog demon; Fire TX-6; Strike: 1d20+8 = 26:
18
, Damage: 4d6:
4, 4, 2, 6
M.D., Fire CP-30; Strike: 1d20+8 = 13:
5
, Damage: 2d4:
3, 3
M.D.
Action #10: Target Bal-rog demon; Reload TX-6, Fire CP-30; Strike: 1d20+8 = 21:
13
, Damage: 2d4:
4, 2
M.D.
Action #11: Target Bal-rog demon; Fire TX-6; Strike: 1d20+8 = 23:
15
, Damage: 4d6:
3, 5, 5, 2
M.D., Fire CP-30; Strike: 1d20+8 = 15:
7
, Damage: 2d4:
2, 2
M.D.


Auto dodge #1: 1d20+10 = 22:
12

Auto dodge #2: 1d20+10 = 22:
12

Auto dodge #3: 1d20+10 = 25:
15

Auto dodge #4: 1d20+10 = 29:
19

Auto dodge #5: 1d20+10 = 18:
8

Auto dodge #6: 1d20+10 = 13:
3

Auto dodge #7: 1d20+10 = 29:
19

Auto dodge #8: 1d20+10 = 15:
5

Auto Dodge #9: 1d20+10 = 20:
10

Auto Dodge #10: 1d20+10 = 19:
9


{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
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
User avatar
Victor Singer
Diamond Level Patron
Diamond Level Patron
 
Posts: 332
Joined: Sat May 28, 2016 7:19 pm

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
Image
╭∩╮(︶︿︶)╭∩╮
AA Professional Services GM || GIRLS GM|| Theme Song
PCs: Ronan (Spook Squad) | Culter (CS 40-4th) | Scythe (PW GR) | Kianra'Dea (Atlantis)|| EP Ledger
User avatar
Underguard
Game Master
 
Posts: 320
Joined: Mon Jun 03, 2019 6:41 pm
Location: AA Professional Services and GIRLS GM - nphilip90s

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:
17


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:
5

7 Try to grab/hold her: 1d20+4 = 17:
13

8 Try to grab/hold her: 1d20+4 = 19:
15

9 Reserved for dodge 1d20+7 = 25:
18


Parries: 1d20+7 = 16:
9
,1d20+7 = 18:
11
,1d20+7 = 22:
15
,1d20+7 = 24:
17
,1d20+7 = 12:
5
,1d20+7 = 12:
5
,1d20+7 = 12:
5


IF the sorceress is time stopped.

4 Fire at any other threats or obelisk with laser pistol attack: 1d20+7 = 25:
18
, damage 5d6+5 = 19:
1, 6, 2, 4, 1

5 Fire at any other threats or obelisk with laser pistol attack: 1d20+7 = 25:
18
, damage 5d6+5 = 26:
2, 4, 6, 6, 3

6 Fire at any other threats or obelisk with laser pistol attack: 1d20+7 = 8:
1
, damage 5d6+5 = 23:
5, 2, 6, 3, 2

7 Fire at any other threats or obelisk with laser pistol attack: 1d20+7 = 21:
14
, damage 5d6+5 = 25:
2, 5, 4, 3, 6

8 Fire at any other threats or obelisk with laser pistol attack: 1d20+7 = 22:
15
, damage 5d6+5 = 28:
5, 6, 2, 6, 4
Ecks
Medals
Image

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
User avatar
Ecks
Group Leader
 
Posts: 835
Joined: Sat Jan 29, 2011 11:25 pm
Location: AAPS PC

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:
6
, Damage:2d4:
3, 2

Action 2: Attack Sorceress with pistol. Strike:1d20+2 = 6:
4
, Damage:2d4:
2, 2

Action 3: Attack Sorceress with pistol. Strike:1d20+2 = 8:
6
, Damage:2d4:
3, 1

Action 4: Attack Sorceress with pistol. Strike:1d20+2 = 9:
7
, Damage:2d4:
2, 2
OR used for Dodge if needed. 1d20:
9

Action 5: Reserved for Dodge: 1d20:
12


Parries: 1d20+3 = 6:
3
, 1d20+3 = 7:
4
, 1d20+3 = 20:
17
, 1d20+3 = 8:
5
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
User avatar
Quinn
 
Posts: 67
Joined: Sun Apr 08, 2018 6:56 pm

Re: Back in Time: A Timely Arrival

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

Perception: 1d20+3 = 5:
2

JIC: 1d20:
6

JIC: 1d100:
89

Initiative: 1d20+2 = 22:
20


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:
1, 4
=7 SD
Action #3: 1d20:
1
claw her eyes =2d6:
4, 3
=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.


Image
User avatar
Maximillian O'Malley
 
Posts: 84
Joined: Sat Apr 21, 2018 5:53 pm

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:
9

3. stabs at Obelisk with Maia. Strike: 1d20+3 = 6:
3

4. stabs at Obelisk with Maia. Strike: 1d20+3 = 10:
7

5. Reserved for dodge, if needed. 1d20+3 = 5:
2


auto-parry, if needed.
1d20+3 = 22:
19

1d20+3 = 9:
6

1d20+3 = 18:
15

1d20+3 = 4:
1

1d20+3 = 16:
13
Image

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
User avatar
Brianna Clarke
Diamond Level Patron
Diamond Level Patron
 
Posts: 401
Joined: Sat Jun 27, 2009 5:29 pm
Location: AAPS - PC

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:
7


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:
12

Action 2: Disarm Dagger from Sorceress 1d20+4 = 14:
10

Action 3: Disarm Dagger from Sorceress 1d20+4 = 12:
8

Action 4: Disarm Dagger from Sorceress 1d20+4 = 19:
15

Action 5: Disarm Dagger from Sorceress 1d20+4 = 18:
14

Action 6: Disarm Dagger from Sorceress 1d20+4 = 7:
3

Action 7: Disarm Dagger from Sorceress 1d20+4 = 11:
7

Action 8: Disarm Dagger from Sorceress 1d20+4 = 18:
14


Parries: 1d20+7 = 22:
15
, 1d20+7 = 25:
18
, 1d20+7 = 21:
14
, 1d20+7 = 14:
7
, 1d20+7 = 22:
15
, 1d20+7 = 24:
17
, 1d20+7 = 26:
19
, 1d20+7 = 23:
16


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:
7
Damage 3d6:
5, 5, 1
MD
Action 3: Attack with Skorblade 1d20+8 = 9:
1
Damage 3d6:
2, 4, 1
MD
Action 4: Attack with Skorblade 1d20+8 = 26:
18
Damage 3d6:
2, 5, 5
MD
Action 5: Attack with Skorblade 1d20+8 = 16:
8
Damage 3d6:
4, 3, 1
MD
Action 6: Attack with Skorblade 1d20+8 = 25:
17
Damage 3d6:
1, 6, 1
MD
Action 7: Attack with Skorblade 1d20+8 = 12:
4
Damage 3d6:
1, 1, 3
MD
Action 8: Attack with Skorblade 1d20+8 = 28:
20
Nat 20! Damage 3d6:
4, 1, 2
MD x 2 = 14 MD
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 125/155
ISP: 27/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

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


Image
User avatar
Selenidaria
Diamond Level Patron
Diamond Level Patron
 
Posts: 290
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

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:
16
(+2 to damage from WP)
Action 2: 1d20+5 = 19:
14
(+2 to damage from WP)
Action 3: 1d20+5 = 14:
9
(+2 to damage from WP)
Action 4: 1d20+5 = 17:
12
(+2 to damage from WP)
Action 5: 1d20+5 = 6:
1
(+2 to damage from WP)
Action 6: 1d20+5 = 19:
14
(+2 to damage from WP)
Action 7: 1d20+5 = 14:
9
(+2 to damage from WP)
Action 8: 1d20+5 = 18:
13
(+2 to damage from WP)
Autododge 1d20+4 = 20:
16
, 1d20+4 = 8:
4
, 1d20+4 = 8:
4
, 1d20+4 = 8:
4
, 1d20+4 = 10:
6
, 1d20+4 = 7:
3
, 1d20+4 = 19:
15
, 1d20+4 = 6:
2
Mink, Freelance Intelligence Operative
Image Image
Current Identity: Mink
User avatar
Mink
Silver Level Patron
Silver Level Patron
 
Posts: 164
Joined: Thu Jun 02, 2016 9:04 pm
Location: Rifts PC

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:
4, 1, 5, 2, 5
M.D. damage
2. Disarm sorceress 1d20+4 = 18, or if already disarmed, attack (claw) 1d20+12 = 21 to strike, 5d6:
6, 4, 4, 1, 6
M.D. damage
3. Disarm sorceress 1d20+4 = 22, or if already disarmed, attack (claw) 1d20+12 = 20 to strike, 5d6:
6, 3, 2, 6, 6
M.D. damage
4. Disarm sorceress 1d20+4 = 8, or if already disarmed, attack (claw) 1d20+12 = 25 to strike, 5d6:
1, 2, 4, 5, 1
M.D. damage
5. Disarm sorceress 1d20+4 = 23, or if already disarmed, attack (claw) 1d20+12 = 24 to strike, 5d6:
5, 2, 6, 6, 4
M.D. damage
6. Disarm sorceress 1d20+4 = 24, or if already disarmed, attack (claw) 1d20+12 = 20 to strike, 5d6:
5, 2, 5, 6, 2
M.D. damage
7. Disarm sorceress 1d20+4 = 7, or if already disarmed, attack (claw) 1d20+12 = 30 to strike, 5d6:
4, 2, 1, 1, 1
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.: 493/493
I.S.P.: 88/88


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
User avatar
Naliyah
 
Posts: 109
Joined: Wed Apr 17, 2019 1:50 pm

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
Image
╭∩╮(︶︿︶)╭∩╮
AA Professional Services GM || GIRLS GM|| Theme Song
PCs: Ronan (Spook Squad) | Culter (CS 40-4th) | Scythe (PW GR) | Kianra'Dea (Atlantis)|| EP Ledger
User avatar
Underguard
Game Master
 
Posts: 320
Joined: Mon Jun 03, 2019 6:41 pm
Location: AA Professional Services and GIRLS GM - nphilip90s

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:
8

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.)
Mink, Freelance Intelligence Operative
Image Image
Current Identity: Mink
User avatar
Mink
Silver Level Patron
Silver Level Patron
 
Posts: 164
Joined: Thu Jun 02, 2016 9:04 pm
Location: Rifts PC

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:
11


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: 125/155
ISP: 27/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

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


Image
User avatar
Selenidaria
Diamond Level Patron
Diamond Level Patron
 
Posts: 290
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

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

4. stabs at Obelisk with Maia. Strike: 1d20+3 = 6:
3

5. Reserved for dodge, if needed. 1d20+3 = 6:
3


auto-parry, if needed.
1d20+3 = 14:
11

1d20+3 = 17:
14

1d20+3 = 20:
17

1d20+3 = 15:
12

1d20+3 = 4:
1
Image

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
User avatar
Brianna Clarke
Diamond Level Patron
Diamond Level Patron
 
Posts: 401
Joined: Sat Jun 27, 2009 5:29 pm
Location: AAPS - PC

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.: 493/493
I.S.P.: 88/88


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
User avatar
Naliyah
 
Posts: 109
Joined: Wed Apr 17, 2019 1:50 pm

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:
2
, Damage: 4d6:
2, 3, 4, 6

Action 4: Attack Obelisk with dagger. Strike: 1d20+3 = 20:
17
, Damage: 4d6:
5, 6, 3, 3
OR used for Dodge if needed. 1d20:
15

Action 5: Attack Obelisk with dagger. Strike: 1d20+3 = 6:
3
, Damage: 4d6:
3, 2, 2, 4
OR used for Dodge if needed. 1d20:
18


Parries: 1d20+3 = 14:
11
, 1d20+3 = 10:
7
, 1d20+3 = 10:
7
, 1d20+3 = 7:
4
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
User avatar
Quinn
 
Posts: 67
Joined: Sun Apr 08, 2018 6:56 pm

Re: Back in Time: A Timely Arrival

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

Perception: 1d20+3 = 4:
1

JIC: 1d20:
19

JIC: 1d100:
12

Initiative: 1d20+2 = 20:
18


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:
6, 4
+7 SD
Action #2:1d20:
16
to claw her eyes = 2d6:
4, 4
+7 SD
Action #3:1d20:
6
to claw her eyes = 2d6:
5, 4
+7 SD
Action #4:1d20:
18
to claw her eyes = 2d6:
4, 4
+7 SD


Image
User avatar
Maximillian O'Malley
 
Posts: 84
Joined: Sat Apr 21, 2018 5:53 pm

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:
5
,1d20+4 = 7:
3
,1d20+4 = 23:
19
,1d20+4 = 15:
11
,1d20+4 = 10:
6
,1d20+4 = 11:
7
,
8 Reserved for dodge 1d20+7 = 15:
8

9 Reserved for dodge 1d20+7 = 11:
4


Parries: 1d20+7 = 15:
8
,1d20+7 = 8:
1
,1d20+7 = 23:
16
,1d20+7 = 23:
16
,1d20+7 = 26:
19
,1d20+7 = 18:
11
,1d20+7 = 20:
13
,1d20+7 = 24:
17
,1d20+7 = 24:
17
,
Ecks
Medals
Image

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
User avatar
Ecks
Group Leader
 
Posts: 835
Joined: Sat Jan 29, 2011 11:25 pm
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:
7
(+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:
6
, Damage: 4d6:
3, 3, 2, 4
x10 M.D., Blast Radius: 10'
Action #4: Move, set a fusion block for 5 seconds and throw it; Strike: 1d20+12 = 21:
9
, Damage: 4d6:
4, 4, 6, 2
x10 M.D., Blast Radius: 10'
Action #5: Move, set a fusion block for 5 seconds and throw it; Strike: 1d20+12 = 16:
4
, Damage: 4d6:
1, 5, 5, 1
x10 M.D., Blast Radius: 10'
Action #6: Move, set a fusion block for 5 seconds and throw it; Strike: 1d20+12 = 19:
7
, Damage: 4d6:
1, 2, 5, 1
x10 M.D., Blast Radius: 10'
Action #7: Move, set a fusion block for 5 seconds and throw it; Strike: 1d20+12 = 26:
14
, Damage: 2d6:
3, 2
x10 M.D., Blast Radius: 10'
Action #8: Move, set a fusion block for 5 seconds and throw it; Strike: 1d20+12 = 20:
8
, Damage: 2d6:
3, 2
x10 M.D., Blast Radius: 10'
Action #9: Move, set a fusion block for 5 seconds and throw it; Strike: 1d20+12 = 27:
15
, Damage: 2d6:
6, 3
x10 M.D., Blast Radius: 10'
Action #10: Move, set a fusion block for 5 seconds and throw it; Strike: 1d20+12 = 19:
7
, Damage: 2d6:
6, 4
x10 M.D., Blast Radius: 10'


Auto dodge #1: 1d20+10 = 18:
8

Auto dodge #2: 1d20+10 = 15:
5

Auto dodge #3: 1d20+10 = 16:
6

Auto dodge #4: 1d20+10 = 28:
18

Auto dodge #5: 1d20+10 = 15:
5

Auto dodge #6: 1d20+10 = 20:
10

Auto dodge #7: 1d20+10 = 30:
20

Auto dodge #8: 1d20+10 = 12:
2

Auto Dodge #9: 1d20+10 = 21:
11

Auto Dodge #10: 1d20+10 = 25:
15


{Skill Rolls}
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
User avatar
Victor Singer
Diamond Level Patron
Diamond Level Patron
 
Posts: 332
Joined: Sat May 28, 2016 7:19 pm

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)
Image
╭∩╮(︶︿︶)╭∩╮
AA Professional Services GM || GIRLS GM|| Theme Song
PCs: Ronan (Spook Squad) | Culter (CS 40-4th) | Scythe (PW GR) | Kianra'Dea (Atlantis)|| EP Ledger
User avatar
Underguard
Game Master
 
Posts: 320
Joined: Mon Jun 03, 2019 6:41 pm
Location: AA Professional Services and GIRLS GM - nphilip90s

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:
4


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: 125/155
ISP: 27/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

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


Image
User avatar
Selenidaria
Diamond Level Patron
Diamond Level Patron
 
Posts: 290
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

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:
4, 1, 5, 3, 1
M.D. (claw attack) Nat 20!, double damage = 28 M.D.
1d20+12 = 26 ; damage 5d6:
3, 4, 6, 2, 2
M.D. (claw attack)
1d20+12 = 21 ; damage 5d6:
1, 1, 3, 1, 2
M.D. (claw attack)
1d20+12 = 24 ; damage 5d6:
6, 3, 5, 4, 5
M.D. (claw attack)
1d20+12 = 16 ; damage 5d6:
6, 5, 6, 2, 5
M.D. (claw attack)
1d20+12 = 19 ; damage 5d6:
1, 4, 3, 5, 2
M.D. (claw attack)
1d20+12 = 29 ; damage 5d6:
4, 1, 4, 3, 6
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, but hen Max looks like he is going to return to the fray, Naliyah drops the spell so Max can move freely.

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 the Sorceress break free of her grapple and she is within range (and has a clear shot), 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 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.: 493/493
I.S.P.: 88/88


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
User avatar
Naliyah
 
Posts: 109
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:
11
(+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:
6
, Damage: 1d6:
6
M.D.
Action #4: Stab with bayonet; Strike: 1d20+12 = 28:
16
, Damage: 3d4:
1, 4, 1
M.D.
Action #5: Elbow strike; Strike: 1d20+12 = 31:
19
, Damage: 1d6:
4
M.D.
Action #6: Stab with bayonet; Strike: 1d20+12 = 29:
17
, Damage: 3d4:
4, 1, 4
M.D.
Action #7: Elbow strike; Strike: 1d20+12 = 20:
8
, Damage: 1d6:
4
M.D.
Action #8: Stab with bayonet; Strike: 1d20+12 = 23:
11
, Damage: 3d4:
1, 1, 2
M.D.
Action #9: Elbow strike; Strike: 1d20+12 = 23:
11
, Damage: 1d6:
1
M.D.
Action #10: Stab with bayonet; Strike: 1d20+12 = 13:
1
, Damage: 3d4:
1, 3, 4
M.D.

Auto dodge #1: 1d20+10 = 30:
20

Auto dodge #2: 1d20+10 = 21:
11

Auto dodge #3: 1d20+10 = 17:
7

Auto dodge #4: 1d20+10 = 24:
14

Auto dodge #5: 1d20+10 = 18:
8

Auto dodge #6: 1d20+10 = 12:
2

Auto dodge #7: 1d20+10 = 24:
14

Auto dodge #8: 1d20+10 = 24:
14

Auto Dodge #9: 1d20+10 = 14:
4

Auto Dodge #10: 1d20+10 = 19:
9


Parry #1: 1d20+14 = 26:
12

Parry #2: 1d20+14 = 15:
1

Parry #3: 1d20+14 = 16:
2

Parry #4: 1d20+14 = 25:
11

Parry #5: 1d20+14 = 25:
11

Parry #6: 1d20+14 = 34:
20

Parry #7: 1d20+14 = 26:
12

Parry #8: 1d20+14 = 19:
5

Parry #9: 1d20+14 = 23:
9

Parry #10: 1d20+14 = 24:
10


{Skill Rolls}
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
User avatar
Victor Singer
Diamond Level Patron
Diamond Level Patron
 
Posts: 332
Joined: Sat May 28, 2016 7:19 pm

Re: Back in Time: A Timely Arrival

Postby Maximillian O'Malley » Sun Dec 08, 2019 5:05 pm

Perception: 1d20+3 = 23:
20

JIC: 1d20:
19

JIC: 1d100:
82

Initiative: 1d20+2 = 5:
3


Max is aware of how people treat house cats. It makes him absolutely furious when people treat him like a cat. When the sorceress grabs him, its sets him off. "Grab me like a damn pet!" Then he lands. It knocks him slightly winded. Naliyah saves him from any real harm. Max is still riled. He regroups and bounds back at the sorceress. He leaps up behind Victor and reaches past him with his pistol puts it directly in her face, in her mouth and fires. "Eat this! " He shouts.


Action #1: 1d100:
60
acrobatics Sense of balance 85% to land from being thrown
Action #2: 1d100:
100
acrobatics sense of balance 85% to land on the sorceress
Action #3: 1d20:
9
+2 to strike with NG-33 Laser Pistol Block II 2d4:
2, 2
MD damage to the face
Action #4: 1d20:
14
+2 to strike with NG-33 Laser Pistol Block II 2d4:
3, 3
MD damage to the face



Image
User avatar
Maximillian O'Malley
 
Posts: 84
Joined: Sat Apr 21, 2018 5:53 pm

Re: Back in Time: A Timely Arrival

Postby Ecks » Mon Dec 09, 2019 6:33 pm

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

”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.”


If only. Ecks thinks to himself. If only such thing was even a possibility he might even consider it. Sacrificing everything else for his personal ease. Of course it wouldn't reach so far as his family or other people he cares about. And of course living with himself after sacrificing the rest of reality isn't likely.

"You say we don't understand being called to a higher purpose, but what is that higher purpose? If it's something so grand, explain." he says, hoping to keep her monologuing a bit longer and maybe discover more information as to what's going on here. "Who are you?

Beyond that, he simply holds onto her, knowing that she can break free somewhat easily.

APM:9
1-7 Converse, Maintain hold, a few rolls if needed: 1d20+4 = 11:
7
,1d20+4 = 9:
5
,1d20+4 = 21:
17
,1d20+4 = 10:
6
,1d20+4 = 23:
19
,1d20+4 = 8:
4
,
8 Reserved for dodge 1d20+7 = 15:
8

9 Reserved for dodge 1d20+7 = 26:
19


Parries: 1d20+7 = 26:
19
,1d20+7 = 20:
13
,1d20+7 = 11:
4
,1d20+7 = 21:
14
,1d20+7 = 14:
7
,1d20+7 = 19:
12
,1d20+7 = 8:
1
Ecks
Medals
Image

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
User avatar
Ecks
Group Leader
 
Posts: 835
Joined: Sat Jan 29, 2011 11:25 pm
Location: AAPS PC

Re: Back in Time: A Timely Arrival

Postby Brianna Clarke » Mon Dec 09, 2019 7:26 pm

Perception: 1d100:
1
(63%)
JIC: 1d20:
3
, 1d100:
94

Initiative: 1d20:
17

APM: 5

See the invisible – duration: 7:30 minutes

1d10:
6


Force Field Belt: 71/75 MDC – activated
Cosmic Armour: MDC: 56/200 remaining
Impervious to Fire: 24:30 remaining

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

Brianna takes a deep breath. Ok, we're doing it. Don't stop now, Bri! Brianna wastes no time in heading to the nearest obelisk, flying if necessary. Despite the danger all around them, Brianna still grins to herself if flying is what she needs to do. This will always be the coolest thing ever! Once she gets to the obelisk, Brianna stabs it with Maia as hard as she can, hoping they can get this done in time before either the bal-rog or ashen get closer.

Actions
1. thinks to self
2. heads (flies if necessary) to nearest unattended obelisk
3. stabs at Obelisk with Maia. Strike: 1d20+3 = 19:
16

4. stabs at Obelisk with Maia. Strike: 1d20+3 = 12:
9

5. Reserved for dodge, if needed. 1d20+3 = 5:
2


auto-parry, if needed.
1d20+3 = 17:
14

1d20+3 = 21:
18

1d20+3 = 20:
17

1d20+3 = 4:
1

1d20+3 = 5:
2
Image

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
User avatar
Brianna Clarke
Diamond Level Patron
Diamond Level Patron
 
Posts: 401
Joined: Sat Jun 27, 2009 5:29 pm
Location: AAPS - PC

Re: Back in Time: A Timely Arrival

Postby Underguard » Mon Dec 09, 2019 10:15 pm

Rift Location: Cairo, Egypt
Current Location: Unknown Dimensional Plane
Time: 12:12:00;;
Round: 10

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


Naliyah is keeping a watchful eye on the approaching Ashen and doesn’t spot anything hidden from the group atop the platform. She is able to drop the spell and allow Max freedom of movement before he collides with the magical barrier fashioned to protect him. Naliyah then moves and protects Sel in an aggressive stance after she sees the Power Armor clunk to a stop after using the ambient energies of the Ley Line. It takes Sel nearly 10 seconds, and though she is unable to determine the fault in her armor, she is able to regain motor functions of her power armor, however her weapon systems seem to remain disabled. The diagnostic completes and resets her motor functions, but the onboard computer seems distorted and struggling to follow her commands. Sel can determine that the error was likely caused by the ley line energies interfering with the armor. Sel has full range of movement now, but no access to sensors or onboard weapons yet.

Victor is satisfied the Ashen are momentarily dissuaded from moving closer, he charges the Sorceress engaged with Ecks. He fails at capturing the head of the Sorceress who ducks out of his attempted grapple, though he does land a successful jab with his powered elbow. Staying behind her, he continues his jabs and uses the installed blade of the power armor to stab at her. Victor isn’t sure, but it seems like his jabs and cuts are having little effect. He is able to dodge out of the way of the Sorceress as she attempts to kick him back. He does notice that when she stomps back with her leg, her heel drives into the stone as it misses his armor. She is stronger than she looks to be sure, Victor can't help but wonder why she hasn't thrown Ecks away as she threw Max.

Brianna’s eyes are sharp and she sees what is happening when each Obelisk crumbles. Taking a chance, she, along with Quinn and Mink, target the Obelisk immediately to their west, closer to the Ashen and the Crater. Brianna flies to the other side, avoiding the ice sheet and carpet of adhesion as she stabs with Maia. Quinn and Mink follow suit, albeit they reacted a few seconds slower than she did as they couldn’t decide which obelisk to target. Mink flies above, staying out of arm's reach of the Ashen that were out of the radius of Victor's bombs. Following Bri, the other two stab at the one to the southwest.

Max is able to land perfectly like a battle cat, furious of his being tossed away. He pounces towards the Sorceress but misses terribly and luckily, as he pounces towards the Sorceress the magical barrier protecting him is dropped by Naliyah. His pounce misses and he ends up colliding with Victor who is not moved by the battle cat, giving the battle cat enough leeway to stop right behind the Sorceress. He levels his pistol to her head and fires two solid rounds into the back of her skull. The bullets pierce her robes, but don’t seem to draw blood, though they cause an evil glint to wash across her face that only Ecks sees as she tilts her head, addressing him.

Ecks attempts to continue engaging the Sorceress in conversation, though his words are lost as Victor and Max each attempt their own maneuvers on her. He is surprised, possibly even impressed, at her ability to dodge both of them while still being focused on Ecks. Ecks does note that his grip slips several times, though he is able to regain it; she does not throw him back. It’s almost as though she wants him to know her answer.

The Sorceress responds, loud enough for both Victor and Max to hear as well. ”You think the gods are beings without faults? All of them, they merely amassed the the right level of power and then claimed deific heritage so they could lord over those they would spit the name mortals too. I am here to show them that they are not as invulnerable as they think, and that they too must answer for crimes they committed over millennia! These false gods will be cast down from their thrones; the very thrones built upon the suffering of mortals, like you and I. You are here fighting a gods battle, are you not?” She answers, not seeming to care about her monologuing or the fact that two of the Obelisks have been destroyed. She seems less interested in them than the demon is, to be sure. For a moment, her response almost seems human. Ecks feels a tug at the back of his mind as the Sorceress speaks; he's familiar with mind control and this seems different, though he doesn't know what yet.

Then another Obelisk implodes and has the effect Brianna saw happen to the others. A large hole is created and connects to the other two, with several smaller fissures spreading in multiple directions. A large swath of Ashen are then seen falling inside the fissure. Then, the Ley Line pulses as a loud crack is heard, causing everyone to spontaneously look up. Only Brianna can actually see what happened, as much to Naliyah's fear, the Baal-rog landed a critical blow and everyone saw that it sent the Ariel rocketing down like a fireball. Brianna sees the Baal-rog barreling towards them again, and while she saw the Ariel take the hit, she's confident she saw the Ariel had regained control of her descent before disappearing inside the crater. This Ariel was no slouch, and was giving as good as she was getting. Brianna figures they have enough time to demolish another Obelisk before the Baal-rog actually gets to them, though she is the only one who sees the fiery demon descending on them again, and she knows she can expect the Ariel to re-engage in moments.

Map
AAPS Platform R10.png


Underguard's Bill of Damages
These totals are cumulative and incorporate past bills.
  1. Ecks: Impervious to Fire: 24:30;; Cosmic Armor popped ;; -16 S.D.C. from Battle Suit Main Body from the Fall
  2. Brianna: Impervious to Fire: 24:15 remaining ;; -144 M.D.C. from Cosmic Armor
  3. Mink: Impervious to Fire: 24:30;; Armor of Ithan ;; -14 (-4 this round) Direct H.P. -- Cosmic Armor popped
  4. Selenidaria: Impervious to Fire: 24:30;; -145 from Cosmic Armor ;; -10 PPE (CoA) ;; Blue Boy PA has motor movement:sensors and weapons currently inoperable.
  5. Victor: -46 M.D.C. from Heavy Force Field ;; Impervious to Fire: 24:45 ;; Prophet P.A Main Body -43;; Cosmic Armor popped ;; -4 Fusion Blocks
  6. Maximillian: Impervious to Fire: 23:15 remaining ;; Cosmic Armor popped ;;
  7. Quinn: Impervious to Fire: 24:30remaining ;; -154 M.D.C. from Cosmic Armor
  8. Naliyah: -8 Direct H.P. ;; Impervious to Fire: 24:30 remaining ;; -95 M.D.C. from Cosmic Armor | -35 PPE (Ice/Energy Field)
Image
╭∩╮(︶︿︶)╭∩╮
AA Professional Services GM || GIRLS GM|| Theme Song
PCs: Ronan (Spook Squad) | Culter (CS 40-4th) | Scythe (PW GR) | Kianra'Dea (Atlantis)|| EP Ledger
User avatar
Underguard
Game Master
 
Posts: 320
Joined: Mon Jun 03, 2019 6:41 pm
Location: AA Professional Services and GIRLS GM - nphilip90s

Re: Back in Time: A Timely Arrival

Postby Naliyah » Sat Dec 14, 2019 9:06 pm

Perception: 1d100:
43
/48%

JIC (100): 1d100:
15

JIC (20): 1d20:
14


Current Conditions (as of the end of this post; format is minutes:seconds): Sense Dimensional Anomaly: 10:30 remaining; Sense Temporal Anomaly: 16:15 remaining; See the Invisible (psi-power): 4:15 minutes; Cosmic Armor (105 MDC): 38:15 minutes; Sense Magic (psi-power): 13:15 remaining; Impervious to Fire: 23:45 remaining

Initiative: 1d20+3 = 19

Skill Rolls:

Actions:


Attack Rolls (if used, see contingencies please):
1 1d20+12 = 29 ; damage 5d6:
4, 4, 5, 5, 3
M.D. (claw attack)
2 1d20+12 = 27 ; damage 5d6:
3, 1, 4, 6, 4
M.D. (claw attack)
3 1d20+12 = 28 ; damage 5d6:
3, 2, 1, 2, 3
M.D. (claw attack)
4 1d20+12 = 15 ; damage 5d6:
2, 2, 6, 5, 4
M.D. (claw attack)
5 1d20+12 = 25 ; damage 5d6:
4, 1, 2, 2, 4
M.D. (claw attack)
6 1d20+12 = 28 ; damage 5d6:
3, 5, 1, 1, 1
M.D. (claw attack)
7 1d20+12 = 14 ; damage 5d6:
3, 4, 2, 5, 5
M.D. (claw attack)

Automatic Dodges (if needed):
1 1d20+13 = 17
2 1d20+13 = 28
3 1d20+13 = 14
4 1d20+13 = 32
5 1d20+13 = 20
6 1d20+13 = 31
7 1d20+13 = 29




Naliyah remains on crowd control/guard duty, surveying everything going on around her and watching for any encroachment by the Ashen.

She notices Sel having some problems with her power armor and wonders if the Ley Line energy has anything to do with it.

The energy put out by that line has felt... off... this whole time... she thinks as she sees Sel get the systems back online.

The Dimensional Lioness glances over at the Sorceress, Ecks, and Victor, and squints her eyes narrowly as she sees the Sorceress attempting to talk with them.

Bitch, what are you up to? she thinks suspiciously. "Everything under control over there? You got her?" she calls over to the duo as she looks approvingly at the successes wrought by the other femme fatales on the team.

Four to go... looks like it's proceeding along at a good pace. Hopefully the Ariel is doing alright...

Naliyah will remain in her defensive posture, ready to assist the team in any way needed - whether defending from Ashen (should they breach the ice/carpet defense), assisting Ecks/Victor, or anyone else who needs assistance.

Contingencies!

Prime Contingency: If Naliyah's Cosmic Armor is popped, she will immediately stop doing whatever she is doing and activate her Superheavy Force Field.

Attack rolls, dodges, and parries are listed above if Naliyah should need any.

She will maneuver herself, if need be, to interpose between any Ashen and the other group members, and engage if the Ashen should get to the Obelisks or breach the perimeter.

If Ecks or Victor request assistance, Naliyah will help in whatever manner she is able to - though with no hands, she can't really "grab" in the same way the others are able to do.

Similarly, if Max gets himself into a precarious situation, Naliyah will leap to his defense and engage if need be.

Basically, she's all about support right now.
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 493/493
I.S.P.: 88/88


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
User avatar
Naliyah
 
Posts: 109
Joined: Wed Apr 17, 2019 1:50 pm

Re: Back in Time: A Timely Arrival

Postby Maximillian O'Malley » Mon Dec 16, 2019 4:20 pm

Perception: 1d100:
58
perception 34%
JIC: 1d20:
7

JIC: 1d100:
79

initiative 1d20:
17
+3


Max sees the futility of his actions. "Forget this noise, man" He holds on with all his strength. I need a bigger gun or a knife. Max ponders his choices and puts the gun back into the sorceress face. "At least this feels better." Max knows all he is doing is buying time until the rest of the group can destroy obelisks.


Action #1: shoot her face 1d20:
4
+3 = 2d4:
2, 3
MD
Action #2: shoot her face 1d20:
4
+3 = 2d4:
3, 4
MD
Action #3: shoot her face 1d20:
16
+3 = 2d4:
4, 3
MD
Action #4: shoot her face 1d20:
11
+3 = 2d4:
4, 2
MD


Image
User avatar
Maximillian O'Malley
 
Posts: 84
Joined: Sat Apr 21, 2018 5:53 pm

Re: Back in Time: A Timely Arrival

Postby Brianna Clarke » Sun Dec 22, 2019 5:31 pm

Perception: 1d100:
15
(63%)
JIC: 1d20:
17
, 1d100:
98

Initiative: 1d20:
2

APM: 5

See the invisible – duration: 7 minutes, 30 seconds

1d10:
7


Force Field Belt: 71/75 MDC – activated
Cosmic Armour: MDC: 56/200 remaining
Impervious to Fire: 24:55 remaining

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

Brianna's resolve is strengthened when they are able to destroy another obelisk. We can do this! Brianna thinks to herself. She is relieved to see the ashen falling into the fissure that had been created . That'll keep them off of us! Brianna thinks with relief. However, when she hears the loud crack and looks up, Brianna winces when she sees the Ariel being hit by the Bal-Rog and rocketing down like a fireball. She is relieved when she realizes the Ariel had regained control of her descent and would be back. She's tough!

She yellls to the others, ”We have to time to destroy another Obelisk!! Don't count the Ariel out just yet! I saw that she was able to control her descent before she disapeared into the crater! She'll be back! Brianna then flies to the nearest obelisk and prepares to stab it with Maia.

Actions
1. thinks to self, watching was was going on
2. talks to others
3. heads (flies if necessary) to nearest unattended obelisk
4. stabs at Obelisk with Maia. Strike: 1d20+3 = 19:
16

5. Reserved for dodge, if needed. 1d20+3 = 7:
4


auto-parry, if needed.
1d20+3 = 16:
13

1d20+3 = 12:
9

1d20+3 = 22:
19

1d20+3 = 15:
12

1d20+3 = 23:
20
Image

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
User avatar
Brianna Clarke
Diamond Level Patron
Diamond Level Patron
 
Posts: 401
Joined: Sat Jun 27, 2009 5:29 pm
Location: AAPS - PC

Re: Back in Time: A Timely Arrival

Postby Ecks » Mon Dec 23, 2019 6:20 am

Peception; 85%/1d100:
67

JIC: 1d20:
1
/1d100:
4


The nightmare world churns around Ecks and the sorceress. He is unsure why she is talking with him, but his heart goes out to her in an odd way. Pain and frustration he can understand.

”You think the gods are beings without faults? All of them, they merely amassed the the right level of power and then claimed deific heritage so they could lord over those they would spit the name mortals too. I am here to show them that they are not as invulnerable as they think, and that they too must answer for crimes they committed over millennia! These false gods will be cast down from their thrones; the very thrones built upon the suffering of mortals, like you and I. You are here fighting a gods battle, are you not?”


"A god's battle? No, I'm here for my friend. My part in this is pretty simple. A battle for life. I don't know if you're from this world or another but humans are evil enough on our own without any outside help. No doubt some of these entities have caused endless torment, but not without humans whose own intentions gave action to those desires. Look around right now. How many dead? How many sacrificed? What if you just stopped, right now? How do you know this very situation isn't just another manipulation? Just the fact the hold such a place in your mind is just another form of control. Right now you can change this terrible course. he says in reasoned measure.

He still isn't sure if she's human but just on the hope, he aims for a better if not realistic outcome. Abate the most tragedy as possible. Ecks has always hated those powers that controlled the little man. Hopelessly powerful. The thought of riding the storm has it's appeal, but it is always joined with tragedy.

APM:9
1-7 Converse, Maintain hold, a few rolls if needed: 1d20+4 = 9:
5
, 1d20+4 = 8:
4
, 1d20+4 = 12:
8
, 1d20+4 = 9:
5
, 1d20+4 = 23:
19
, 1d20+4 = 13:
9
,
8 Reserved for dodge 1d20+7 = 24:
17

9 Reserved for dodge 1d20+7 = 10:
3


Parries: 1d20+7 = 11:
4
, 1d20+7 = 17:
10
,1d20+7 = 25:
18
,1d20+7 = 15:
8
,1d20+7 = 15:
8
,1d20+7 = 20:
13
,1d20+7 = 14:
7
,1d20+7 = 12:
5
,
Ecks
Medals
Image

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
User avatar
Ecks
Group Leader
 
Posts: 835
Joined: Sat Jan 29, 2011 11:25 pm
Location: AAPS PC

Re: Back in Time: A Timely Arrival

Postby Selenidaria » Mon Dec 23, 2019 7:08 pm

Perception: 1d100:
20
/34% (49% when dealing with magic, machines, or their combination)
Just In Case: 1d100:
43
/1d20:
12

Constant Effects: Mind Block Auto-Defense
Current Effects, Other: Cosmic Armor (55/200 MDC, ends in 37 minutes 30 seconds, fly at 375 mph, or about 8250'/melee, or 1,031'/action), Superhuman Strength (SNPS 30, ends in 1 minutes 15 seconds), Impervious to Fire (ends in 29 minutes 15 seconds)
Initiative: 1d10+1 = 4:
3


Looking around, Sel sees that her first casting of Carpet of Adhesion is long enough to go from obelisk to obelisk, then looking around she calculates that it will take another 5 castings of the spell to completely surround the obelisks in such a way that would prevent the Ashen from easily gaining access to them. She then looks to the Sorceress and sees her relaxed and talking, which makes Sel nervous, but it seems that Ecks has her held for the moment. So she unslings her borrowed rifle and starting from the north section of her first casting of Carpet of Adhesion, channels the spell's energy to finish the circle.

Contingency: If at any point the sorceress does anything that isn't normal speaking (such as spellcasting), Sel will cast Carpet of Adhesion on the sorceress to stick to whatever she's touching, as well as hoping the spell will cause her lips to stick to one another for the duration of the spell.

Selenidaria's Combat Actions
Initiative: 4
Action 1: Cast Carpet of Ahesion (-10 PPE)
Action 2: Cast Carpet of Ahesion (-10 PPE)
Action 3: Cast Carpet of Ahesion (-10 PPE)
Action 4: Cast Carpet of Ahesion (-10 PPE)
Action 5: Cast Carpet of Ahesion (-10 PPE)
Action 6: Reserved for Dodge/Contingency 1d20+5 = 15:
10

Action 7: Reserved for Dodge 1d20+5 = 23:
18

Action 8: Reserved for Dodge 1d20+5 = 9:
4


Parries: 1d20+7 = 25:
18
, 1d20+7 = 20:
13
, 1d20+7 = 17:
10
, 1d20+7 = 14:
7
, 1d20+7 = 16:
9
, 1d20+7 = 15:
8
, 1d20+7 = 12:
5
, 1d20+7 = 11:
4
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 125/155
ISP: 27/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

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


Image
User avatar
Selenidaria
Diamond Level Patron
Diamond Level Patron
 
Posts: 290
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Back in Time: A Timely Arrival

Postby Underguard » Sun Dec 29, 2019 5:18 pm

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

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


Considering the circumstances, the battle seems to be going well to all. Naliyah takes an aggressive defensive posture and bats away several Ashen who slip by the on the north-western side of the of the Obelisk she and Sel are closest to. Her powerful spellwoven armor holding strong amidst their flurried and uncoordinated strikes as Sel begins casting another adhesion spell. The full functionality of her armor is still temporarily disabled, though her motor control allows her to focus the spell magic.

Several shots are heard from behind the two as Max fires his pistol at the Sorceress again and again, seeing the impact having little effect doesn’t deter the battlecat as his only goal is to help keep her preoccupied while she focuses on Ecks. Brianna’s voice is heard amidst the gunfire and sickly sounds of the ashen as she calls out to the team. “We have to time to destroy another Obelisk!! Don't count the Ariel out just yet! I saw that she was able to control her descent before she disappeared into the crater! She'll be back!” Before she lunges towards the northwestern Obelisk that Sel and Naliyah are nearest; the trio with the runic weapons taking out the Obelisks in a clock-like fashion.

Meanwhile, Ecks does his best to continue keeping the Sorceress on her monologue by engaging her. "A god's battle? No, I'm here for my friend. My part in this is pretty simple. A battle for life. I don't know if you're from this world or another but humans are evil enough on our own without any outside help. No doubt some of these entities have caused endless torment, but not without humans whose own intentions gave action to those desires. Look around right now. How many dead? How many sacrificed? What if you just stopped, right now? How do you know this very situation isn't just another manipulation? Just the fact the hold such a place in your mind is just another form of control. Right now you can change this terrible course.”

The Sorceress nods, her smile widens as another gunshot rings into her. ”Humans are the true evil, on that we agree. How many sacrificed? Not yet enough, I will drown this world in their blood as I will drown your world. What better way to get the Gods attention than by killing one of their own, and purging their pathetic herd." She comments, her voice dripping with ire as the demon roars behind them.

Brianna, Mink and Quinn are able to connect to the Obelisk in the same fashion as before, shattering it and creating a large fissure between the group and the incoming Ashen. Sel, Bri, Naliyah and Ecks all see another crack form outside the normal fissure as everyone feels the platform begin to lose it’s integrity. While it is still stable, it drops several feet, creating a visible break between the rest of the platform and the center where the Obelisk and runic circle was drawn. Sel is able to draw three more Carpets of Adhesion in similar patterns around the fissures to slow the Ashen's advance before she hears the screams from her teammates near the Sorceress.

”I had offered you a place, but time’s up.” The Sorceress says softly and only Ecks and Max can hear her as suddenly both of them feel a sharp and excruciating pain surge through their bodies, forcing them to back off and fall to a knee as she places a hand on Victor’s Power Armor. Ecks hears the power armor whirr as she slips out of it’s grip and jumps back. ”He is here.”

There is a sudden crash to the south-west of them, from the crater as the towering Baal-rog lands, it’s eyes red and narrow as he carries it’s weapon. ”This game is over. Sorceress, retrieve the gem, I shall deal with these pests!” It bellows. Naliyah then sees the Sorceress lock eyes with her and is suddenly reminded of the Black Gem she retrieved earlier.

Busy map is getting busier
AAPS Platform R11.png


Underguard's Bill of Damages
These totals are cumulative and incorporate past bills.
  1. Ecks: -15 S.D.C. | Impervious to Fire: 24:15;; Cosmic Armor popped ;; -16 S.D.C. from Battle Suit Main Body from the Fall
  2. Brianna: Impervious to Fire: 24:00 remaining ;; -144 M.D.C. from Cosmic Armor
  3. Mink: Impervious to Fire: 24:15;; Armor of Ithan ;; -16 (-2 this round) Direct H.P. -- Cosmic Armor popped
  4. Selenidaria: Impervious to Fire: 24:15;; -145 from Cosmic Armor ;; -10 PPE (CoA) ;; Blue Boy PA has motor movement:sensors and weapons currently inoperable.
  5. Victor: -46 M.D.C. from Heavy Force Field ;; Impervious to Fire: 24:30;; Prophet P.A Main Body -43;; Cosmic Armor popped ;; -4 Fusion Blocks
  6. Maximillian: -15 S.D.C. | Impervious to Fire: 23:00 remaining ;; Cosmic Armor popped ;;
  7. Quinn: Impervious to Fire: 24:15 remaining ;; -154 M.D.C. from Cosmic Armor
  8. Naliyah: -8 Direct H.P. ;; Impervious to Fire: 24:15 remaining ;; -95 M.D.C. from Cosmic Armor | -35 PPE (Ice/Energy Field)
Image
╭∩╮(︶︿︶)╭∩╮
AA Professional Services GM || GIRLS GM|| Theme Song
PCs: Ronan (Spook Squad) | Culter (CS 40-4th) | Scythe (PW GR) | Kianra'Dea (Atlantis)|| EP Ledger
User avatar
Underguard
Game Master
 
Posts: 320
Joined: Mon Jun 03, 2019 6:41 pm
Location: AA Professional Services and GIRLS GM - nphilip90s

Re: Back in Time: A Timely Arrival

Postby Brianna Clarke » Sun Jan 05, 2020 10:55 am

Perception: 1d100:
74
(63%)
JIC: 1d20:
15
, 1d100:
80

Initiative: 1d20:
16

APM: 5

See the invisible – duration: 6 minutes, 40 seconds

1d10:
5


Force Field Belt: 71/75 MDC – activated
Cosmic Armour: MDC: 56/200 remaining
Impervious to Fire: 24:00 remaining

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

Brianna's eyes widen when the Baal-Rog lands south west of them from the crater. Shit! Brianna thinks to herself. We're running out of time! Brianna yells to the others, ”We can't stop! We need to destroy the remaining obelisks!” Brianna heads to the nearest obelisk and doesn't waste any time stabbing it with Maia, hoping they can destroy the remaining obelisks before the the Baal-Rog catches up with them. I hope the Ariel is ok. Brianna thinks to herself. She took a nasty fall.

Actions
1. talks to others
2. heads (flies if necessary) to nearest unattended obelisk
3. stabs at Obelisk with Maia. Strike: 1d20+3 = 17:
14

4. Reserved for dodge, if needed. 1d20+3 = 23:
20

5. Reserved for dodge, if needed. 1d20+3 = 18:
15


auto-parry, if needed.
1d20+3 = 18:
15

1d20+3 = 11:
8

1d20+3 = 14:
11

1d20+3 = 18:
15

1d20+3 = 19:
16
Image

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
User avatar
Brianna Clarke
Diamond Level Patron
Diamond Level Patron
 
Posts: 401
Joined: Sat Jun 27, 2009 5:29 pm
Location: AAPS - PC

Re: Back in Time: A Timely Arrival

Postby Selenidaria » Sun Jan 05, 2020 2:57 pm

Perception: 1d100:
30
/34% (49% when dealing with magic, machines, or their combination)
Just In Case: 1d100:
94
/1d20:
12

Constant Effects: Mind Block Auto-Defense
Current Effects, Other: Cosmic Armor (55/200 MDC, ends in 37 minutes 15 seconds, fly at 375 mph, or about 8250'/melee, or 1,031'/action), Superhuman Strength (SNPS 30, ends in 1 minute), Impervious to Fire (ends in 29 minutes)
Initiative: 1d20+1 = 3:
2


Underguard wrote:There is a sudden crash to the south-west of them, from the crater as the towering Baal-rog lands, it’s eyes red and narrow as he carries it’s weapon. ”This game is over. Sorceress, retrieve the gem, I shall deal with these pests!” It bellows. Naliyah then sees the Sorceress lock eyes with her and is suddenly reminded of the Black Gem she retrieved earlier.


"Bitch, I don't think so!" Sel exclaims after she casts Carpet of Adhesion, targeting the sorceress herself and hoping that will have the side effect of causing her lips to stick together for the duration of the spell, preventing her from casting any magic. "Sorry Victor!" she says as an afterthought when she realizes that the sorceress is still in contact with him. With one target down, she turns her attention to demon looming over everyone. She casts Carpet of Adhesion again, this time targeting the Baal-rog. Moving so that she estimates that she'd just barely be within reach of it's sword when he swings, she decides to taunt him by shouting "Look at the big bad demon who's as helpless as a newborn baby, all because of a lowly mortal!" Sel's goal is to get the Baal-rog to swing his sword at her and miss, hitting the ground and getting it stuck there. After accomplishing that, take her Skorblade Sabre and defend the three women destroying the obelisks.

Selenidaria's Combat Actions
Initiative:
Action 1: Cast Carpet of Adhesion on the Sorceress
Action 2: Talk
Action 3: Cast Carpet of Adhesion on the Baal-rog
Action 4 & 5: Taunt/Dodge 1d20+5 = 24:
19

Action 6: Go defend the women attacking the obelisk Attack: 1d20+8 = 15:
7
Damage: 3d6:
2, 2, 5

Action 7: Defend the women attacking the obelisk Attack: 1d20+8 = 24:
16
Damage: 3d6:
2, 5, 3

Action 8: Defend the women attacking the obelisk Attack: 1d20+8 = 25:
17
Damage: 3d6:
6, 2, 3
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 125/155
ISP: 27/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

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


Image
User avatar
Selenidaria
Diamond Level Patron
Diamond Level Patron
 
Posts: 290
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Back in Time: A Timely Arrival

Postby Naliyah » Sun Jan 05, 2020 3:31 pm

Perception: 1d100:
77
/48%
JIC (100): 1d100:
3

JIC (20): 1d20:
2
Using Joyse's Magic Die power to reroll JIC: 1d20:
14


Current Conditions (as of the end of this post; format is minutes:seconds): Sense Dimensional Anomaly: 10:15 remaining; Sense Temporal Anomaly: 16:00 remaining; See the Invisible (psi-power): 4:00 minutes; Cosmic Armor (105 MDC): 38:00 minutes; Sense Magic (psi-power): 13:00 remaining; Impervious to Fire: 23:30 remaining

Initiative: 1d20+3 = 8

Actions:
1. Taunt Sorceress and fly
2-7. See Contingencies below

Attack Rolls (if used, see contingencies please):
1 1d20+12 = 32 ; damage 5d6:
2, 2, 4, 2, 4
, x2 = 28 M.D. (claw attack) Natural 20!
2 1d20+12 = 28 ; damage 5d6:
5, 3, 6, 4, 2
M.D. (claw attack)
3 1d20+12 = 14 ; damage 5d6:
6, 2, 1, 5, 4
M.D. (claw attack)
4 1d20+12 = 31 ; damage 5d6:
2, 1, 2, 3, 5
M.D. (claw attack)
5 1d20+12 = 29 ; damage 5d6:
6, 1, 6, 1, 5
M.D. (claw attack)
6 1d20+12 = 21 ; damage 5d6:
4, 5, 4, 4, 5
M.D. (claw attack)
7 1d20+12 = 31 ; damage 5d6:
2, 3, 3, 3, 5
M.D. (claw attack)

Automatic Dodges (if needed):
1 1d20+13 = 16
2 1d20+13 = 30
3 1d20+13 = 24
4 1d20+13 = 18
5 1d20+13 = 20
6 1d20+13 = 24
7 1d20+13 = 14 Natural 1




The greater demon's instruction to the Sorceress to get the gem, and the Sorceress' subesequent glare, are not lost upon Naliyah.

I knew there was something important about this gem... she thinks to herself.

"Gem? Oh, this gem?" she says as she taunts the Sorceress.

"You want it? Come and get it!" she cries and then launches herself into the air at 375mph.

Contingencies!

Prime Contingency: If Naliyah's Cosmic Armor is popped, she will immediately stop doing whatever she is doing and activate her Superheavy Force Field.

*IF* the Sorceress pursues by flight, Naliyah will try to build up a 2 melee action lead in terms of distance, and cast Time Warp: Send on the gem, hopefully removing it from play for a while (she will send it forward about 12 hours, if successful).

*IF* the Sorceress does not pursue (perhaps because of Sel's CoA), and no one else does either, Naliyah will stop in mid-flight and cast Time Warp: Send on the gem, hopefully removing it from play for a while (she will send it forward about 12 hours, if successful).

*IF* the Sorceress or any other hostile being closes to within striking distance, Naliyah will furiously shred them with her claws (attack rolls, dodges, and parries are listed above if Naliyah should need any).

*IF* Naliyah is successful in Warping the gem and still has remaining actions, she will use them to taunt the Sorceress (if the latter is in flying pursuit), or whomever/whatever is flying after her, and work her way back to the platform by the end of the melee round (if possible).

*IF* the platform begins to collapse, and Naliyah is within range, (30' range), Naliyah will cast Float in Air on Max to stop him from falling.

Time Warp: Send
Range: Touch.
Duration: Instant.
Saving Throw: Not applicable.
Limitations: 10 lbs per level of experience. 8 hours per level of experience.
P.P.E.: Twenty-Five
This magic enables the spell caster to send an object, or several objects if placed in a single container, forward in time up to eight hours per level of experience. The object(s) disappear from the present and reappear hours later at the exact same location. This is a great spell for sending special messages, hiding stolen items, and so on.


Float in Air
Range: Self or others within 30 feet
Duration: 10 melees per level of experience.
Saving Throw: None.
P.P.E.: Five
This spell creates air currents which hold a person or object aloft, hovering about one or two feet above the ground. It can be used to slow someone's descent from a fall or used to float on top of water. Movement is awkward and slow while in the air. The floating individual suffers the following penalties: All attacks, strikes, parries and dodges are at -1; normal speed/movement is reduced by half.
Last edited by Naliyah on Tue Jan 07, 2020 10:50 am, edited 2 times in total.
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 493/493
I.S.P.: 88/88


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
User avatar
Naliyah
 
Posts: 109
Joined: Wed Apr 17, 2019 1:50 pm

Re: Back in Time: A Timely Arrival

Postby Mink » Mon Jan 06, 2020 2:14 pm

Perception: 65%/1d100:
62

JIC: 1d20:
9
, 1d100:
99


Mink, for her part, moves immediately to the next obelisk and stabs it, keeping mobile and ready to parry or dodge. She focuses on keeping her profile as low as she can while using a scythe to take down pillars which explode and rend the ground. "If you can't fly, you need to evacuate ASAP. If you can fly, might want to start doing that." She calls out over the radio to the group.

Initiative: 1d20+8 = 28:
20

Action 1: Get to next Obelisk while hovering with jetpack (Pilot Jet Packs 78%/1d100:
1
; Dodge 1d20+10 = 28:
18

Action 2: Stab Next Obelisk
Action 3-5: Leave Scythe in Obelisk; Parry or Dodge (while holding onto Scythe, so the dodges will be limited): 1d20+10 = 28:
18
, 1d20+10 = 12:
2
, 1d20+10 = 29:
19

Action 6: Fly into the air when the next Obelisk goes, and get to the next Obelisk (Pilot Jet Packs 78%/1d100:
21
; Dodge 1d20+10 = 28:
18

Action 7: Avoid Demon and Sorceress - Parry or Dodge 1d20+10 = 15:
5

Action 8: Avoid Demon and Sorceress - Parry or Dodge 1d20+10 = 11:
1
Mink, Freelance Intelligence Operative
Image Image
Current Identity: Mink
User avatar
Mink
Silver Level Patron
Silver Level Patron
 
Posts: 164
Joined: Thu Jun 02, 2016 9:04 pm
Location: Rifts PC

Re: Back in Time: A Timely Arrival

Postby Quinn » Mon Jan 06, 2020 5:20 pm

Perception: 1d100:
100
/ 52%
JIC: 1d20:
14
/ 1d100:
55

Conditions: Cosmic Armor (46/200 MD, 38:00 minutes duration), Impervious to Fire: 24:00 remaining

Quinn watches as the fissure opens before her.
Pausing for a brief moment, she glances around at her situation. Damn, look at what I got myself into now. This doesn't look good. If only I could fly, that woul...wait, I can. That's right, I got some magical armor. Without any further hesitation, Quinn jumps up into the air and takes flight with her Cosmic Armor. She zips over to the next obelisk that Minks and Brianna are at and proceed to dive the dagger to the hilt into the obelisk.

Combat Post
Initiative: 1d20:
10

APM: 5

Action 1: Jump and fly over to the next obelisk
Action 2: Attack Obelisk with dagger and leave the dagger inside the obelisk. Strike: 1d20+3 = 10:
7
, Damage: 4d6:
1, 1, 2, 4

Action 3: Hold dagger inside the obelisk while defending herself. Dodge 1d20:
16

Action 4: Hold dagger inside the obelisk while defending herself. Dodge 1d20:
15

Action 5: Hold dagger inside the obelisk while defending herself. Dodge 1d20:
9


Parries: 1d20+3 = 13:
10
, 1d20+3 = 22:
19
, 1d20+3 = 9:
6
, 1d20+3 = 8:
5
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
User avatar
Quinn
 
Posts: 67
Joined: Sun Apr 08, 2018 6:56 pm

Re: Back in Time: A Timely Arrival

Postby Ecks » Fri Jan 10, 2020 12:27 pm

Perception: 1d100:
47
/85%
JIC:1d20:
15
/1d100:
51

Initiative: 1d20+1

Ecks sags under the weight of the Baal-Rogs arrival. The team scatters. He looks to those still cutting away at the obelisks. He glances once at them and then back at the demon. The lion took off with the gem which the sorceress now seems focused on. That leaves him and the demon. Minkowski advises others to leave the area if they can't fly. I can't do that yet. he pulls Mantooth once again and takes aim at the demon once again. He hoped there was something in the sorceress that could be reasoned with as absurd as it proved to be.

He pulls Mantooth and takes aim on the Baal-Rog and fires. Hatred of the creature burns within him. It's a predator that lives off human suffering.

APM:9
1. Attack demon with Mantooth/Dessication Shell EP Attack: 1d20+7 = 12:
5
(Book of Magic pg 127, save -1, half damage if saved against), damage 3d6*10 = 100:
4, 4, 2

2. Attack demon with Mantooth/Dessication Shell EP Attack: 1d20+7 = 22:
15
(Book of Magic pg 127, save -1, half damage if saved against), damage 3d6*10 = 150:
5, 5, 5

3. Attack demon with Mantooth/Dessication Shell EP Attack: 1d20+7 = 23:
16
(Book of Magic pg 127, save -1, half damage if saved against), damage 3d6*10 = 90:
3, 3, 3

4 Reserved for dodge 1d20+7 = 10:
3

5 Reserved for dodge 1d20+7 = 23:
16

6 Reserved for dodge 1d20+7 = 15:
8

7 Reserved for dodge 1d20+7 = 26:
19

8 Reserved for dodge 1d20+7 = 23:
16

9 Reserved for dodge 1d20+7 = 16:
9


Parries: 1d20+7 = 14:
7
, 1d20+7 = 20:
13
,1d20+7 = 16:
9
,1d20+7 = 24:
17
,1d20+7 = 19:
12
,1d20+7 = 21:
14
,1d20+7 = 11:
4
,1d20+7 = 18:
11
,1d20+7 = 10:
3
,
Ecks
Medals
Image

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
User avatar
Ecks
Group Leader
 
Posts: 835
Joined: Sat Jan 29, 2011 11:25 pm
Location: AAPS PC

Re: Back in Time: A Timely Arrival

Postby Maximillian O'Malley » Fri Jan 10, 2020 6:25 pm

Perception: 1d100:
34

JIC: 1d20:
1

JIC: 1d100:
84

initiative 1d20:
19
+3

Max takes a tumble as sorceress tosses him away like so much of a pest. It hurts his pride more than anything but he can take that. The problem the big black cat can not handle is the arrival of the devil himself. The Baal-rog is effecting his ability to reason. OOOH, I gotta get outta here. But where. He quickly scans around for safety. Ashen, crevasses, evil and doom surround him. His head still aches with a dull throb from the ley line.
"I suddenly wish I was still in Madhaven." He sees the rest of the team moving to strike the other obelisks. as good a plan as any He bounds to join them moving just beyond them. He then turns toward the Baal-rog and opens fire. may as well be trowing rocks at it






Action #1: Bound to safe area
Action #2: 1d20:
18
+2 to strike the Baal-rog = 2d4:
4, 2
MD
Action #3: 1d20:
1
+2 to strike the Baal-rog = 2d4:
2, 2
MD
Action #4: 1d20:
14
+2 to strike the Baal-rog = 2d4:
3, 3
MD


Image
User avatar
Maximillian O'Malley
 
Posts: 84
Joined: Sat Apr 21, 2018 5:53 pm

Re: Back in Time: A Timely Arrival

Postby Underguard » Sun Jan 12, 2020 5:43 pm

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

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


Mink wastes no time with her radio call warning the crew of the collapsing platform, and while Naliyah can’t hear Mink, she does see the platform begin losing integrity. Mink expertly rides her jetpack to the next Obelisk, dodging, if not overtly skimming the Ashen around as well with her jettrail. Rearing her arms back, she stabs the Obelisk and presses the long scythe blade deep into the first pillar. She hears a roar behind her, and as she looks behind she sees the Baal-rog hurling his own runic weapon towards her. Luckily, she is moderately prepared and is able to duck out of the strike that would’ve cleaved her head; the long halberd slicing through the air with enough concussive force to almost push Mink into the Obelisk. Mink is reminded of the boom gun on a Glitterboy with the level of force she felt in the concussive wave alone, her piloting ability saving her.

Brianna and Quinn follow suit, practically chasing the weapon as it was thrown at Mink, though only Mink manages to see the Halberd seem to vanish into thin air before actually striking behind them. Bri and Quinn each stab a pillar and press their weapons to the hilt.

Naliyah thinks about her escape plan but is unpleasantly surprised when she sees the Sorceress extend her arm. Naliyah can only watch as the Sorceress hurls a familiar spell towards her, and Naliyah is able to successfully dodge it and lurches upwards. Sel reacts quickly and launches her own carpet of adhesion at the sorceress, who weaves around the magical carpet while moving to close in on Naliyah.

Through the pain, Ecks levels his Mantooth loaded with desiccation shells at the Baal-rog and watches his first shot whiz past the demon. Max takes this time to move as fast as he can, though the pain slows him down, he moves towards the northeast, where the standing obelisks remain. Naliyah takes the moment to divebomb away, traveling nearly a thousand feet in the air in a matter of seconds in an attempt to clear the distance of the Sorceress. When she looks back, she sees the Sorceress following as Sel fires another carpet of adhesion towards the Baal-rog. Sel almost curses under her breath as the adhesion doesn’t catch the Baal-rog, though is pleasantly surprised when Ecks’s second round rings off and clips the Baal-rog in his shoulder causing a loud roar.

Sel then moves to defend Quinn, Bri and Mink from the Ashen that are encroaching on their position, though does note they are all up in the air several feet above the Ashen’s reach. Within a couple more seconds, the Obelisk shatters in the same fashion and the crack on the platform widens. Mink wastes no time and charges the next Obelisk, slamming the scythe and ignoring the pain that comes with it. Max, near the obelisk that Mink just charged towards, fires a round towards Baal-rog and hits the same damaged shoulder, and though he sees no immediate damage, he figures it at least was uncomfortable. Bri and Quinn are in close following Mink.

Naliyah barrels up nearly a thousand feet then begins casting a time warp to remove the troublesome gem from play, not wanting to find out what it can mean for the team. She begins her incantation to send the item forward in time as she suddenly feels a heavy impact on her cosmic armor that almost knocks her concentration. Fortunately, she is able to complete the casting and the black gem vanishes in a wisp of time. She sees a powerful looking blue beam go past the shield and as she looks down, she sees the sorceress at the base of the beam as she is hurling towards her. Unfortunately, Naliyah doesn't have the time to react after sending the gem forward, and the Sorceress barrels into her with an energy weapon in her hand that Naliyah recognizes as a lightblade. She sees the Sorceress attack her in a furious fire in her eyes at the loss of the gem.

A sudden fiery eruption engulfs the platform as the Baal-rog releases a massive wave of flames towards everyone on the ground, though Sel’s earlier casting of imperviousness to fire stays strong amidst the eruption, it does wipe out a wave of ashen which are left as piles of dusk. Victor is able to regain the functions of his power armor and fires a couple heavy armor-piercing rounds from his Thumper Rifle.

Mink and Sel can almost hear a bellowing laugh from the Baal-rog, the bellow nearly sounds like thunder. Though when they look, they all see the Baal-rog standing among the flames as it brings to bear a large whip to bear in its other hand, holding the halberd in his right.
There are only two Obelisks remaining, and the second to last already has Mink’s stolen scythe jabbed into it as Bri and Quinn jab their weapons into it as well.

Underguard's Bill of Damages
These totals are cumulative and incorporate past bills.
  1. Ecks: -15 S.D.C. | Impervious to Fire: 24:00;; Cosmic Armor popped ;; -16 S.D.C. from Battle Suit Main Body from the Fall
  2. Brianna: Impervious to Fire: 23:45 remaining ;; -144 M.D.C. from Cosmic Armor
  3. Mink: Impervious to Fire: 23:00;; Armor of Ithan ;; -16 (-2 this round) Direct H.P. -- Cosmic Armor popped
  4. Selenidaria: Impervious to Fire: 24:00;; -145 from Cosmic Armor ;; Blue Boy PA has motor movement: sensors and weapons currently inoperable.
  5. Victor: -46 M.D.C. from Heavy Force Field ;; Impervious to Fire: 24:30;; Prophet P.A Main Body -43;; Cosmic Armor popped ;; -4 Fusion Blocks
  6. Maximillian: -15 S.D.C. | Impervious to Fire: 22:45 remaining ;; Cosmic Armor popped
  7. Quinn: Impervious to Fire: 24:00 remaining ;; -154 M.D.C. from Cosmic Armor
  8. Naliyah: -8 Direct H.P. ;; Impervious to Fire: 24:00 remaining ;; -156 Cosmic Armor
Image
╭∩╮(︶︿︶)╭∩╮
AA Professional Services GM || GIRLS GM|| Theme Song
PCs: Ronan (Spook Squad) | Culter (CS 40-4th) | Scythe (PW GR) | Kianra'Dea (Atlantis)|| EP Ledger
User avatar
Underguard
Game Master
 
Posts: 320
Joined: Mon Jun 03, 2019 6:41 pm
Location: AA Professional Services and GIRLS GM - nphilip90s

Re: Back in Time: A Timely Arrival

Postby Naliyah » Wed Jan 15, 2020 12:36 pm

Perception: 1d100:
46
/48%
JIC (100): 1d100:
33

JIC (20): 1d20:
3


Current Conditions (as of the end of this post; format is minutes:seconds): Sense Dimensional Anomaly: 10:00 remaining; Sense Temporal Anomaly: 15:45 remaining; See the Invisible (psi-power): 3:45 minutes; Cosmic Armor (44 MDC remaining): 37:45 minutes; Sense Magic (psi-power): 12:45 remaining; Impervious to Fire: 23:15 remaining

Initiative: 1d20 = 18+5 (use Joyse's Magic Die to add +2 to any roll) = 23

Actions
1: Cast Magic Net around Sorceress - Naliyah will attempt this as many times as she needs to until the Sorceress misses a dodge and gets ensnared
?. Fly back to the platform and get to the fight on the ground.
?. cast Float in Air on Max so he doesn't fall if/when the platform collapses
? Energy Field around herself.
?. Begin Cosmic Armor
?. Finish Cosmic Armor

Skill Roll: Magic (determine what spells the Sorceress casts) ---> 1d100:
76
/36%

Claw Attack Rolls (if used)
1 1d20+12 = 23 to hit; 5d6:
6, 6, 4, 5, 2
M.D. damage
2 1d20+12 = 19 to hit; 5d6:
6, 2, 5, 6, 6
M.D. damage
3 1d20+12 = 27 to hit; 5d6:
4, 1, 3, 4, 2
M.D. damage
4 1d20+12 = 20 to hit; 5d6:
6, 6, 3, 2, 6
M.D. damage
5 1d20+12 = 25 to hit; 5d6:
4, 3, 6, 1, 6
M.D. damage
6 1d20+12 = 21 to hit; 5d6:
6, 5, 3, 6, 3
M.D. damage
7 1d20+12 = 22 to hit; 5d6:
2, 3, 5, 2, 5
M.D. damage


Automatic Dodges (if needed)
1 1d20+13 = 21
2 1d20+13 = 28
3 1d20+13 = 31
4 1d20+13 = 21
5 1d20+13 = 22
6 1d20+13 = 30
7 1d20+13 = 16

Parries (ignore if being attacked with the lightblade please - these only apply to attacks that Nali can parry without incurring damage to herself in the process)
1 1d20+13 = 16
2 1d20+13 = 19
3 1d20+13 = 16
4 1d20+13 = 27
5 1d20+13 = 21
6 1d20+13 = 15
7 1d20+13 = 24






Underguard wrote:Naliyah barrels up nearly a thousand feet then begins casting a time warp to remove the troublesome gem from play, not wanting to find out what it can mean for the team. She begins her incantation to send the item forward in time as she suddenly feels a heavy impact on her cosmic armor that almost knocks her concentration. Fortunately, she is able to complete the casting and the black gem vanishes in a wisp of time. She sees a powerful looking blue beam go past the shield and as she looks down, she sees the sorceress at the base of the beam as she is hurling towards her. Unfortunately, Naliyah doesn't have the time to react after sending the gem forward, and the Sorceress barrels into her with an energy weapon in her hand that Naliyah recognizes as a lightblade. She sees the Sorceress attack her with a furious fire in her eyes at the loss of the gem.


Oh, that pissed her off... thinks the Shing as the Sorceress closes, eyes blazing. Probably a good sign, but my Armor can't take much more of her punishment either... gotta get more distance between us!

The Dimensional Lioness knows she probably can't go toe to toe with the Sorceress for long, given it took many in the team to deal with her before. Her strategy is to put more distance between herself and the Sorceress, so she falls back upon an old trick: She casts Magic Net at the Sorceress to buy a little time. Once the net is in place, Naliyah will, if she has remaining actions, head to the platform where she can rejoin the fight with the group again. If she has more remaining actions, she will cast Float In Air on Max so he won't have a problem if/when the platform collapses, cast a protective Energy Field on herself and then cast another Cosmic Armor upon herself, turning off her FF if it is turned on when she completes the spell.

Contingencies!

Prime Contingency: If Naliyah's Cosmic Armor is popped, she will immediately stop doing whatever she is doing and activate her Superheavy Force Field, and, if falling, cast Float in Air upon herself so she suffers no impact damage.

*IF* any other hostile being closes to within striking distance, Naliyah will furiously shred them with her claws (attack rolls, dodges, and parries are listed above if Naliyah should need any)

*IF* Naliyah is somehow prevented from moving and is forced to fight, her combat rolls are posted above.

Reference Spells

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.


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.


Float in Air
Range: Self or others within 30 feet
Duration: 10 melees per level of experience.
Saving Throw: None.
P.P.E.: Five
This spell creates air currents which hold a person or object aloft, hovering about one or two feet above the ground. It can be used to slow someone's descent from a fall or used to float on top of water. Movement is awkward and slow while in the air. The floating individual suffers the following penalties: All attacks, strikes, parries and dodges are at -1; normal speed/movement is reduced by half.


Cosmic Armor
Range: Self, or one other by touch.
Duration: 10 minutes per level of the spell caster.
Saving Throw: Standard for unwilling recipients.
P.P.E.: Forty-Five
Cosmic Armor is as close as one comes to a magic, armored combat spacesuit. It appears as a form fitting suit of EBA body armor that covers the wearer from head to toe in what looks to be a silver or chrome colored, metallic material with a faint blue tint to it. The head is covered in an ornate, chrome helmet with a tinted, polarized visor, and the entire armor resembles something akin to a Cosmo-Knight.
Cosmic Armor is an enhanced version of Armor of Ithan that also provides complete protection from all the negative effects of outer space (cold, radiation, lack of air, etc.) as well as provides basic flight capabilities.
Features of Cosmic Armor:
• The character can breathe for as long as the spell is in place.
• Enjoys a constant comfortable internal temperature and is protected from cold, radiation and extreme blasts of heat.
• Cosmic Armor can hover, and flies at a speed of Mach One (half in an atmosphere, ~375mph)
• Armor has 50 M.D.C. per level of experience!
• Magic and M.D. cold and heat/fire/plasma attacks do half damage to the Cosmic Armor.
• Spells may be cast and psionic powers used while wearing Cosmic Armor, and additional magic may be combined with it, such as other methods of flight, communications, etc.
Limitations: Reduce flying speed by half in an atmosphere. The armored protection also restricts movement a bit, and inflicts a penalty of -5% to all Physical skills such as Acrobatics, Climbing, and similar, and -10% to Palming, Pick Pocket, Prowl, Safe-Cracking, Seduction and most Medical and highly technical skills that require a delicate touch.
Last edited by Naliyah on Tue Jan 28, 2020 3:12 am, edited 5 times in total.
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 493/493
I.S.P.: 88/88


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
User avatar
Naliyah
 
Posts: 109
Joined: Wed Apr 17, 2019 1:50 pm

Re: Back in Time: A Timely Arrival

Postby Quinn » Thu Jan 16, 2020 8:10 pm

Perception: 1d100:
14
/ 52%
JIC: 1d20:
10
/ 1d100:
13

Conditions: Cosmic Armor (46/200 MD, 37:45 minutes duration), Impervious to Fire: 23:45 remaining

Quinn holds the dagger into the obelisk as long as she can. Waiting for the obelisk to be destroyed. Feeling a sense of urgency, Quinn quickens her actions. Racing to the next obelisk as soon as the one she is stabbing collapses. She quickly stabs one of the facets. Driving the blade as far to the hilt as she can. Quinn replicates the process of stabbing and moving on to the next one.

Combat Post
Initiative: 1d20:
16

APM: 5

Action 1: Hold dagger into obelisk
Action 2: Fly over to the next obelisk
Action 3: Attack Obelisk with dagger and leave the dagger inside the obelisk. Strike: 1d20+3 = 17:
14
, Damage: 4d6:
5, 5, 4, 2

Action 4: Hold dagger inside the obelisk while defending herself. Dodge 1d20:
9

Action 5: Fly over to the next obelisk


Parries: 1d20+3 = 13:
10
, 1d20+3 = 21:
18
, 1d20+3 = 8:
5
, 1d20+3 = 15:
12
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
User avatar
Quinn
 
Posts: 67
Joined: Sun Apr 08, 2018 6:56 pm

Re: Back in Time: A Timely Arrival

Postby Brianna Clarke » Fri Jan 17, 2020 6:18 pm

Perception: 1d100:
88
(63%)
JIC: 1d20:
6
, 1d100:
10

Initiative: 1d20:
15

APM: 5

See the invisible – duration: 6 minutes, 25 seconds

1d10:
8


Force Field Belt: 71/75 MDC – activated
Cosmic Armour: MDC: 56/200 remaining
Impervious to Fire: 23:45 remaining

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

Brianna is extremely glad for her temporary ability to withstand fire as she stabs Maia into the second to last obelisk. That could have ended badly! As the obelisk is destroyed, Brianna feels a bit of hope. Almost there, Bri. Don't let the demon distract you. We can do this!

Brianna wastes no time calling out to the others [as she flies to the last obelisk. ”Only one left! Let's finish this! We can do it!” Once she's in front of it, Brianna stabs Maia into the obelisk, getting ready to fly, if necessary since it seemed that it was collapsing as every obelisk was destroyed.

Actions
1. stabs at Obelisk with Maia. Strike: 1d20+3 = 5:
2

2. once it is destroyed, flies to obelisk as she talks to Mink and Sel
3. stabs at final Obelisk with Maia. Strike: 1d20+3 = 5:
2

4. gets ready to fly once last obelisk is destroyed
5. Reserved for dodge, if needed. 1d20+3 = 18:
15


auto-parry, if needed.
1d20+3 = 18:
15

1d20+3 = 8:
5

1d20+3 = 11:
8

1d20+3 = 16:
13

1d20+3 = 11:
8
Image

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
User avatar
Brianna Clarke
Diamond Level Patron
Diamond Level Patron
 
Posts: 401
Joined: Sat Jun 27, 2009 5:29 pm
Location: AAPS - PC

Re: Back in Time: A Timely Arrival

Postby Selenidaria » Mon Jan 20, 2020 10:55 am

Perception: 1d100:
74
/34% (49% when dealing with magic, machines, or their combination)
Just In Case: 1d100:
11
/1d20:
3

Constant Effects: Mind Block Auto-Defense
Current Effects, Other:Cosmic Armor (55/200 MDC, ends in 37 minutes 15 seconds, fly at 375 mph, or about 8250'/melee, or 1,031'/action), Superhuman Strength (SNPS 30, ends in 1 minute), Impervious to Fire (ends in 29 minutes)
Initiative: 1d20+1 = 8:
7


Sel curses under her breath as she notices after a moment that both of her spells had no effect on their targets. With the Sorceress flying, trying to tag her with the Carpet of Adhesion would be next to pointless now, so instead she decides to give the Baal-rog Disco Fever, casting an overcharged Blinding Flash at him through her laser rifle.

Selenidaria's Combat Actions
Initiative: 8
Action 1: Curse, fly to with in 60 feet of the Baal-rog
Action 2: Cast Blinding Flash at full intensity (-1 save vs. Magic) (-3 PPE)
Action 3: Cast Blinding Flash at full intensity (-1 save vs. Magic) (-3 PPE)
Action 4: Cast Blinding Flash at full intensity (-1 save vs. Magic) (-3 PPE)
Action 5: Cast Blinding Flash at full intensity (-1 save vs. Magic) (-3 PPE)
Action 6: Cast Blinding Flash at full intensity (-1 save vs. Magic) (-3 PPE)
Action 7: Cast Blinding Flash at full intensity (-1 save vs. Magic) (-3 PPE)
Action 8: Cast Blinding Flash at full intensity (-1 save vs. Magic) (-3 PPE)

Parries (as needed): 1d20+7 = 25:
18
, 1d20+7 = 13:
6
, 1d20+7 = 22:
15
, 1d20+7 = 24:
17
, 1d20+7 = 27:
20
, 1d20+7 = 27:
20
, 1d20+7 = 10:
3
, 1d20+7 = 8:
1
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 125/155
ISP: 27/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

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


Image
User avatar
Selenidaria
Diamond Level Patron
Diamond Level Patron
 
Posts: 290
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Back in Time: A Timely Arrival

Postby Mink » Mon Jan 20, 2020 4:36 pm

Perception 65%/1d100:
14

JIC: 1d20:
10
, 1d100:
65


Unable to do anything but focus on her task and avoid the boom gun level impact of the halberd, Mink stays mobile and keeps stabbing despite the intense pain in her hands. She can feel the blood in her gloved hands, soaking the inner lining of her gloves as she manipulates the power armor's hands. "Doc, when we get out of this, I'm going to need your assistance with whatever is happening to my hands. This scythe is doing nothing good, I can tell you that. I suggest everyone be airborne NOW. Last two pillars are coming down. Keep that bastard busy!"

Initiative: 1d20+8 = 21:
13

Action 1-4: Leave Scythe in Obelisk
    Dodge 1d20+10 = 28:
    18
    , 1d20+10 = 15:
    5
    , 1d20+10 = 18:
    8
    , 1d20+10 = 12:
    2
    ; all while holding onto the scythe, so the ability to dodge is more about twisting and flipping in place.
    OR
    Parry (with vibro-claws) 1d20+10 = 11:
    1
    , 1d20+10 = 17:
    7
    , 1d20+10 = 13:
    3
    , 1d20+10 = 13:
    3

Action 5: Get to next Obelisk while hovering with jetpack (Pilot Jet Packs 78%/1d100:
2
; Dodge 1d20+10 = 17:
7

Action 6-8: Stab the Obelisk until it is destroyed
    Dodge 1d20+10 = 21:
    11
    , 1d20+10 = 21:
    11
    , 1d20+10 = 21:
    11
    , 1d20+10 = 14:
    4
    ; all while holding onto the scythe, so the ability to dodge is more about twisting and flipping in place.
    OR
    Parry (with vibro-claws) 1d20+10 = 13:
    3
    , 1d20+10 = 24:
    14
    , 1d20+10 = 20:
    10
    , 1d20+10 = 28:
    18

Mink, Freelance Intelligence Operative
Image Image
Current Identity: Mink
User avatar
Mink
Silver Level Patron
Silver Level Patron
 
Posts: 164
Joined: Thu Jun 02, 2016 9:04 pm
Location: Rifts PC

Re: Back in Time: A Timely Arrival

Postby Underguard » Tue Jan 21, 2020 9:58 pm

Rift Location: Cairo, Egypt
Current Location: Unknown Dimensional Plane
Time: 12:12:45;;
Round: 13

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


Mink, Bri and Quinn, working together are able to collapse the second to last Obelisk as they all see the platform begin to collapse inwardly as they fly to the final obelisk. Together, they impale it as the Baal-rog roars in anger and throws it’s Halberd at Bri. Luckily the armor given to her from the magical lion was still intact as it takes the blow but Bri feels it nearly crumble under the impressive weight of the strike as the Baal-rog continues takes flight. Sel wastes no time either and casts an alarming display of blinding lights that begin to erupt right in front of the Baal-rog’s face, blinding it temporarily as it growls and, though blinded briefly, Sel knows the Baal-rog turned directly in her direction. Luckily, Mink and Quinn both spot another blinding flash as they hear the demon roar in pain, and when the flash subsides, they see the Ariel, battered and beaten but still standing. The demon rammed into the nearby mountain as the Ariel looks to the trio as the seconds count down. Mink and Quinn both see and hear the Ariel shout, “Finish it!”

From above, Naliyah casts a magical net towards the enraged sorceress who adeptly dodges and slashes at her cosmic armor again. The weight of the blow surreal and Naliyah can tell her armor is holding by a mere thread. Casting magical net once more, this time point blank, the Sorceress is unable to dodge this one and becomes wrapped up in a net and begins falling to the platform below. Naliyah lets her fall and blasts down with haste, casting Float on Air to Maximillian who is still staggered in the center. Ecks and Victor both are able to jump to the wayside of the platform as it begins losing integrity, battering away ashen as they approach.

Then, in a second, the final Obelisks collapses and takes the platform with it, creating a large hole in the dead center of the platform outlining the runic circle. The eruption from the final Obelisk sends a magical shockwave that blasts almost all the ashen off the platform they are on. Max is currently floating in the middle of the large hole. They then hear the Baal-rog roar, and all can see it barreling towards them in a flash. The Ariel stands before the entire team, ready to take the impact of the Baal-rog’s charge before it screams in agony and seemingly vanishes in a wisp of flames.

From below, Naliyah, Mink and Quinn can all see the Obelisks in the crater begin imploding on themselves in a chain reaction after they downed the last of the central Obelisks. Naliyah and Sel also feel a dire sense of increasingly sickly magic and, as they both look up towards the Ley Line that was once nearly a thousand feet above the crater, they see it falling like a ethereal strand towards the ground.

”This Pocket Dimension! It’s collapsing!” The Ariel shouts.

Naliyah looks up and sees the Sorceress flailing in the magical net and can guess that in about 10 seconds, she’ll hit the platform unless she breaks free.

What're you doing?

Underguard's Bill of Damages
These totals are cumulative and incorporate past bills.
  1. Ecks: -15 S.D.C. | Impervious to Fire: 23:45;; Cosmic Armor popped ;; -16 S.D.C. from Battle Suit Main Body from the Fall
  2. Brianna: Impervious to Fire: 23:45 remaining ;; -184 M.D.C. from Cosmic Armor
  3. Mink: Impervious to Fire: 22:45;; Armor of Ithan ;; -19 (-3 this round) Direct H.P. -- Cosmic Armor popped
  4. Selenidaria: Impervious to Fire: 23:45;; -145 from Cosmic Armor ;; Blue Boy PA has motor movement: sensors and weapons currently inoperable.
  5. Victor: -46 M.D.C. from Heavy Force Field ;; Impervious to Fire: 24:15;; Prophet P.A Main Body -43;; Cosmic Armor popped ;; -4 Fusion Blocks
  6. Maximillian: -15 S.D.C. | Impervious to Fire: 22:30 remaining ;; Cosmic Armor popped
  7. Quinn: Impervious to Fire: 23:45 remaining ;; -154 M.D.C. from Cosmic Armor
  8. Naliyah: -8 Direct H.P. ;; Impervious to Fire: 23:45 remaining ;; -196 Cosmic Armor
Image
╭∩╮(︶︿︶)╭∩╮
AA Professional Services GM || GIRLS GM|| Theme Song
PCs: Ronan (Spook Squad) | Culter (CS 40-4th) | Scythe (PW GR) | Kianra'Dea (Atlantis)|| EP Ledger
User avatar
Underguard
Game Master
 
Posts: 320
Joined: Mon Jun 03, 2019 6:41 pm
Location: AA Professional Services and GIRLS GM - nphilip90s

Re: Back in Time: A Timely Arrival

Postby Maximillian O'Malley » Thu Jan 23, 2020 5:13 pm

Perception: 1d100:
86
Perception 34%
JIC: 1d20:
9

JIC: 1d100:
63

Initiative: 1d20:
1



Max is just trying to not die. The floor is almost all gone. The baalrog is gone except for the echos of its scream in his ears. Reality is collapsing. All that remains is the sorceress, and Max's desire to put his pistol in her face.
Max has been taught that desires are sinful, but he will pray for forgiveness later. Im gonna hurt this ho
He does his best to steady himself floating in the air and takes aim. She cant move caught in the net. He fires center mass and hopes for the best.

Action #1: Steadies himself where he can get a shot
Action #2: 1d20:
8
+3 to shoot = 2d4:
1, 1
MD
Action #3: 1d20:
6
+3 to shoot = 2d4:
3, 4
MD
Action #4: 1d20:
8
+3 to shoot = 2d4:
4, 2
MD




Image
User avatar
Maximillian O'Malley
 
Posts: 84
Joined: Sat Apr 21, 2018 5:53 pm

Re: Back in Time: A Timely Arrival

Postby Selenidaria » Sat Jan 25, 2020 5:12 pm

Perception: 1d100:
48
/34% (49% when dealing with magic, machines, or their combination)
Just In Case: 1d100:
20
/1d20:
11

Constant Effects: Mind Block Auto-Defense
Current Effects, Other: Cosmic Armor (55/200 MDC, ends in 37 minutes, fly at 375 mph, or about 8250'/melee, or 1,031'/action), Superhuman Strength (SNPS 30, ends in 45 seconds), Impervious to Fire (ends in 28 minutes 45 seconds)
Initiative: 1d20+1 = 20:
19


Sel sees the Sorceress falling and for a moment, contemplates killing her or casting a spell to trap her, but then she realizes that she neither has the ability to cause enough damage to her make a difference, nor enough mystical energy left to cast Blinding Flash normally more than twice, which is insufficient to overcharge casting it like she just had in rapid succession against the Baal-rog. But it was enough to activate the mini-obelisk they were given by the people in the sanctuary in the middle of Madhaven. Madhaven. Just thinking about it makes it feel like it was months ago when they had left there going back through time, when it was only about a day and a half ago, relatively to her perception. That mini-obelisk was their ticket back home, and she needed to ensure that she had enough mana to power it. If needed, she could siphon a little bit off of the rest of the group, except for Naliyah. They would never even notice if she had, but she wants to save that in case she may need it later, although if that winds up being the case she's pretty certain their all in trouble as she doubts she would get enough energy to cast more than a single Armor of Ithan.

Shaking herself out of her momentary reverie, she flies back to the portal while asking both Mink and Naliyah something that she herself started to pondering (Lore: Magic - General 1d100:
29
/52%). "What would be the consequences of someone still inside of the pocket dimension when it finally completely collapses?"

Parries (if needed): 1d20+7 = 25:
18
, 1d20+7 = 24:
17
, 1d20+7 = 25:
18
, 1d20+7 = 20:
13
, 1d20+7 = 22:
15
, 1d20+7 = 13:
6
, 1d20+7 = 26:
19
, 1d20+7 = 21:
14
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 125/155
ISP: 27/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

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


Image
User avatar
Selenidaria
Diamond Level Patron
Diamond Level Patron
 
Posts: 290
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

PreviousNext

Return to Adventure Archives: AA Professional Services

Who is online

Users browsing this forum: No registered users and 1 guest