[MW V] The Belly of the Beast

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Re: [MW V] The Belly of the Beast

Postby Metri » Fri Apr 06, 2018 4:28 pm

-----------------------------------
Perception: 1d100 = 5/33%
JIC: 1d20 = 14| 1d100 = 47%
-----------------------------------
"Thank you, hmm." Metri says in gratitude when Corbulo manages to find him some firepower.

With the military hardware in hand, Metri politely and quietly boards the GA Star Ghost. The tight quarters does not seem to bother the diminutive Yhabbayar. I should stow this in the back. the Yhabbayar thinks intuitively and is confronted with the mound of plastique taking up a good portion of the space. Huh. Maybe it isn't a good idea to put the grenades and explosive ammunition next to the giant bomb... Okay, guess I'll keep my stuff next to me up front.

Metri grabs a few extra latching straps and secures his stuff next to him before strapping himself in. "Ready, I am." he states when fully secured.

When the discussion between Solaris and Icky veers into the topic of the massive explosive in their cargo bay, Metri will try to pipe up constructively, "Carry the plastique with my mind, I can. Prevent its premature explosion, a magical field would, hmm. Able to cast, before combat we enter, yesss."

((When the time comes, Metri will need to test the weight of the plastique with his mind... should be able to mold it into a giant sphere, carry it around like a floating caddy, and protect it with either Armor of Ithan or Invincible Armor.))
Metri | Explorer Points
Current Equipment
Psionic Crystal Armor (35/35 MDC)
  • Psionic ForceField [off]. <4/4 uses/24 hr left> (70/70 MDC)

Status
PPE: 90/142
ISP: 193/245
MDC: 69/69
SoE. PPE: 65/80. <7/10 spells>
WoS. PPE: 2/40. <5/5 spells>
Conditions (constant): Sixth sense, Radiate nature [focused/analytical] (3rd eye: psychics within 100 ft. nonpsychics within 12 ft), Sense supernatural evil and magic energy, Sense life, Sense magic and ley lines (Staff of Earth: as per ley line walker), See the Invisible (Wand of Seeing)
Conditions (temporary):
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Re: [MW V] The Belly of the Beast

Postby Solaris » Sat Apr 07, 2018 3:01 am

((rolls held))

Solaris catches Tis praying and raises an eyebrow. Jeez, I didn't think my flying was quite THAT bad. On the other hand, I'll take all the help I can get for this one.

Master Metri wrote:"Carry the plastique with my mind, I can. Prevent its premature explosion, a magical field would, hmm. Able to cast, before combat we enter, yesss."

"Good thing you've got a strong mind, Master Metri.", Solaris says with faint humor.

Looking over the ship specifications again, Solaris mentions to Starchief,
"You know, the more I think about it, the Phase Jump seems unlikely to help us much in this situation, Andra. It only has a range of 2 miles, according to the specs. I'd have to get us into L.E.O., and even then we'd be using basically all the drive's charges. If the OP-Field slows us to about Mach 4..." Solaris uses her computer to do some quick math stuffs. ((Mathematics: Basic 1d100 = 85/88%;pass)) ""That's over 370 miles per charge. Probably 4 to 8 charges to get us down."

Assuming my math is correct.

"Someone want to verify my calculations? They're pretty rough estimates."
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
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Re: [MW V] The Belly of the Beast

Postby Dark Lord » Sat Apr 07, 2018 8:56 am

While you wait near Kotus, additional reinforcements from Phase World continue to teleport in. Lt. Bedwyn concludes your briefing, and despite his harried appearance takes the time to answer your questions while the rest of the fleet is getting organized. He gives no sign of recognition to Solaris, or any of the rest of you, and pointedly ignores Baron’s outburst. Aside from Baron's usual off-color remarks, the teams are all business.
Baron wrote:"Hmm, uh... How hard is it to distinguish a generator from a demonic horror show? What makes you think it's a generator? "
”Simply put, the power readings are off the scale. Tech and magic according to the warlocks in the fleet. Frankly, if we weren’t dealing with demons, I’d dismiss it as a trap- too obvious a target. But if there’s one thing we’ve learned from our engagements with the horde thus far, it’s that the demons aren’t that technologically astute. They either don’t have the tech to shield their generator from our scans and don’t care, or they don’t think we can get close enough to do anything about it. Either way, their arrogance will be their undoing.”

Starchief wrote:"We will await your signal and then make our way planetside. This ship has plenty of features that should see us there safely. Not the least of which is an ace pilot. If that is all, we'll need a few minutes to talk and prepare. Awaiting your mark. Starchief out."
”Roger that. Don’t get cocky though- I doubt the demons will let you just glide on by them. Our frigates and capital ships will do their best to draw the major fire, but with all the fighters out there you should expect your approach to be contested. I’ve been assigned as the attaché to your group- I’ll signal you when we’re ready to begin and will be monitoring the surface power readings. When that generator goes up, we’ll begin the invasion.”

Solaris wrote:"Good luck, Lieutenant."
”And to you, Ms. Solaris. The Three Galaxies are counting on us- let’s shut these monsters down.” With that, the video display winks out, although Bedwyn keeps a channel open to both ships.

The fleet’s preparations take a few more minutes. Those of you without anything else to occupy your minds peer out the windows and watch the gathering reinforcements. Before long, ships stop teleporting in. The assembled armada is impressive, but next to the forces arrayed against you you can’t help but feel it pitifully small. Prothor and Icky inspect the explosives- each a solid brick of plastique with a detonator tucked into the corner of the cargo bay. Metri’s psionics and Prothor’s advanced sensors are able to confirm that each block weighs exactly 100 pounds. It is easy to mold, and without a detonator should be inert. Say what you will about the Naruni, but they know their stuff.

Sorrenson, Tis, and Prothor poke around the ships a little and figure out how to connect to the on-board computer systems. Effectively, you can connect a computer to jury rig a gunnery station, allowing one of you to share control of the weapons with the pilot.
Gunners
The successful skill rolls last round will suffice to connect any hand-held computer (or on-board computer from a powered armor) and create a makeshift gunnery station. Gunners who do not make a successful weapons skill check each melee are at -2 to strike. Anyone with a headjack, the telemechanic mental operation psi-power, or similar super power (that allows direct mental control of a machine) bypasses the need for a skill check. Gunners and pilots cannot fire the same weapon in the same round- coordinate in chat or check your fellow players’ posts. If two players attempt to fire the same weapon on the same ship, whoever has the lower initiative roll will get an error message.

Sorrenson sets his mind to the task of the generator, but without being able to see it there’s little his technical knowledge can do in the abstract. If it’s powering all of the planetary defenses around Halthhag’s citadel, it is liable to be huge. You wouldn’t be surprised if it takes all 200 pounds of KHEX at your disposal to blow it up. Hell, 200 might not be enough. Maybe you need a backup plan.

With Prothor acting as field commander for the Rogues, Starchief strategizes on the best approach with him, Solaris, and Baron. Both pilots quickly realize that the ships’ phase jumps won’t be sufficient to just teleport through the demonic defenders, and Solaris recommends using the OP-fields to approach despite the loss of speed as it will both protect the ship and provide a crude stealth system. It is then that Tis pipes up- she recalls the myths surrounding Demon Stars (less a myth now given that there are a few of them on sensors), specifically the fact that they are powered by a mixture of technology and magic and are rumored to actually be alive. If the demon fleet before you is similarly constructed, this means that 1) Any of their weapons systems powered by magic may be capable of penetrating both phase fields that the Star Ghosts can generate, and 2) Your phase cannons may not be able to bypass the ships’ hulls. Of course, there’s only one way to know for sure…

After several minutes, the larger ships around you have moved into formation and begun their approach to the demons’ defending fleet. Those who say that battle consists of ages of interminable boredom punctuated by moments of sheer terror have the right of it- one minute everyone is waiting and tense, the next all hell has quite literally broken loose. A rag-tag assortment of ships from all over the Three Galaxies, with a core of CAF vessels, engages the armada of monstrosities that look to be carved from bone and metal. Worse yet, Cormal itself joins the fight- its tentacles are hundreds of miles long and begin lashing at the larger ships in the allied fleet. Several of the medium-sized ships are ensnared and pulled towards the planet’s gaping maw. The larger ships are able to hold off the onslaught through a combination of point defense and force fields, but no force can hope to withstand this kind of attack for long. You’ll need to hurry.

Bedwyn signals you to begin your approach. Without further delay, you proceed. Things are tense but quiet at first- most of the fighting is centered around the large capital ships deployed to screen your approach, and Baron and Solaris deftly pilot so that you’re out of the thick of the fighting but not so far away as to make yourselves targets. Skirting the edge of the engagement, things go smoothly for a while, but once you’re about 500 miles above the surface of Cormal your good luck runs out.

A squadron of seven one-man fighters breaks off from an assault on one of the allied frigates and makes for your position. Despite the design of the Star Ghosts providing a rough stealth mode, the fighters make right for your position at a top speed that’s fully 50% above your own. The good news is, they don’t appear to have shields- several of the craft bear scars from a prior engagement. The bad news is, they are armed with both mini-missile launchers and a trio of nose-mounted energy blasters of an unknown design.
Fighter.jpg
Demon fighters
Fighter.jpg (52.44 KiB) Viewed 295 times


Any of you who can sense magic at a distance of three miles or more detect it from the unholy craft. In addition, as the ships begin their attack run, any of you with psychic abilities can hear a faint screaming- you’re not sure if it’s coming from the fighters or from the larger demonic craft (or even Cormal), and it’s fairly easy to shut out but it is unsettling to say the least. Any of you with sixth sense or similar abilities feel them activate.

Begin round 1!
Why kill a PC when you can torture them?
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Re: [MW V] The Belly of the Beast

Postby Baron » Wed Apr 11, 2018 2:50 pm

Chico Barone
Perception: 51% (+5%/combat, +15%/time)/ 1d100 = 95
JiC d20/d100: 1d20 = 2 / 1d100 = 72
Conditions
Stat Tracker:H.P.: 28/28; S.D.C.: 67/67
Weapon in hand: Multi-Rifle
Armor: NE-BA-226MDC: (bonuses applied)
M.D.C. by Location
• Helmet: 50
• Main Body: 90
• Arms: 40 each
• Legs: 50 each
• Built-In N-F20A Force Field: 66/75

Power Armor: NE Sun Chariot
Permanent Conditions:
  • The character can communicate with any computer system regardless of preventative measures. Link can be by touch or remote connection.
  • Impervious to Fear
  • Character is ambidextrous and can literally divide his mind into two semi-autonomous parts to accomplish two separate tasks, without penalty and with all his natural bonuses.
  • Implants: Amplified Hearing, Sound Filtration, Night-Vision, Polarized Lenses, Long Range Receiver/Transmitter Headjack
Temporary Conditions: Stoned, Pumped on Adrenaline.
Cyberlink
+10% to Pilot when linked to vehicles. Increase speed 28% for 30 minutes.
Speed up Vehicle
• Speed up Individuals and/or Vehicles: The super being can increase the speed of himself and as many as two other individuals or one vehicle (car, truck, boat, etc.) for a brief period of time. Targets of the "speed up" effect feel as if they are moving faster than those around them, and that everyone and everything else is moving slowly while they are moving fast.
• • Bonuses: Speed is increased by 50%, one additional melee attack, and +2 on initiative, and +2 to strike, parry and dodge. Can also dodge a bullet, energy beam or thrown object without penalty.
• • Range: Self and as many as two others by touch.
• • Duration: One minute per level with at least a one minute break between usage.
• • Attacks per Melee: Engaging the power on oneself counts as one melee action/attack, and each additional character (up to two) also counts as one melee attack/action each.

Multi-tasking, Mechano-Link
Baron transmits his moves to Solaris while jamming the enemy ships.
Radio: Basic 99% / 1d100 = 37 Pass!
Electronic Counter Measures 99% / 1d100 = 36 Pass!
Baron does the complicated math and analysis required for the incredible piloting stunts he is about to attempt.
Basic Math 109% / 1d100 = 100 Fail!
Mathematics: Advanced 89% / 1d100 = 84 Pass!
Navigation 109% / 1d100 = 90 Pass!
Read Sensory Equipment 104% / 1d100 = 90 Pass!
Baron organizes the weapons among his crew.
Weapon Systems 109% / 1d100 = 35 Pass!
Baron does things with a fighter that most though impossible:
Pilot: Space Fighter 124% / 3d100:
78, 23, 43
3xPass!

Baron assigns the weapons although he leaves acces open to others when the primary is not actually using them. Then he wills the Star Ghost to go faster than normal physics would allow. With his cyberlink implant and his ability to Stretch Time Baron is able to increase the speed of his fighter by 80% and give both his gunners and himself 2 extra attacks. OOC: Since it is the vehicle that is sped up I assume that everyone aboard engage is external activity gets the benefits of the ability.

Time to fly the hell out of this thing. Baron saves time by communicating via the various tech mediums available. Baron assigns the missile launcher (A) to Prothor and (B) to Sorrenson.

"Prothor you got Launcher (A). Sorrey take Launcher (B). Laser turrets are free-fire the aft one is for you to share, look out for missiles and if you see a good, cheezloving shot, take it.'

At the same time he broadcasts to Solaris, "Gold Leader to Silver Leader, I'm going to be using Vandermene's Honey Badger Technique..." Baron is referring to a technique used by a legendary turbo-jockey that most more prudent ace pilots consider apocryphal and definitely not to be used outside of gladiatorial style combat games. It involves limiting the advantage of superior numbers by engaging in extreme close-quarters dogfights. Causing havoc, collisions and friendly-fire incidents among the enemy is the ultimate goal. Ideally the Honey Badger practitioner should always be within a few hundred feet of at least one opponent with the ideal being even closer to multiple enemy craft. This is generally considered insane.

" Shoot sharp Silver Leader. We're going to need you to pick these suckers off from the outside before they kill us all Sol, babe, m'kay? Good Luck Silver Team, Gold Leader out."

Baron looks over his shoulder to his passengers and trying to reassure them by shaking his head and grinning, "Nah, just being dramtatic, tryin' to motivate those slack-asses, nothing to worry about! ... We'll be just fine."

Baron sets about to draw the enemy fighters' focus so that Solaris can keep relatively free of the fray and pick them off from the outside. Baron uses the Phase System liberally; as always preferring to use the Phase Jump to disappear and reappear in unexpected places so as to cause the most confusion among the enemy.

COMBAT_____________________________________________________________
APM: 14
Initiative: 1d20+17 = 19

Whenever the Phase Jump is uses the following additional bonuses should apply: +2 Dodge, +1 Initiative, +1 Strike.
If the Warning Glimpse about the Future is used it adds +4 to the appropriate defensive move.

1.: Stretch Time: Speed up vehicle; engage the enemy squadron.
2.: Pilot, engage phase field, phase jump, or dodge as necessary.
3.: Pilot, engage phase field, phase jump, or dodge as necessary.
4.: Pilot, engage phase field, phase jump, or dodge as necessary.
5.: Pilot, engage phase field, phase jump, or dodge as necessary.
6.: Pilot, engage phase field, phase jump, or dodge as necessary.
7.: Pilot, engage phase field, phase jump, or dodge as necessary.
8.: Pilot, engage phase field, phase jump, or dodge as necessary.
9.: Pilot, engage phase field, phase jump, or dodge as necessary.
10.: Pilot, engage phase field, phase jump, or dodge as necessary.
11.: Pilot, engage phase field, phase jump, or dodge as necessary.
12.: Pilot, engage phase field, phase jump, or dodge as necessary.
13.: Pilot, engage phase field, phase jump, or dodge as necessary.
14.: Reserved for Warning Glimpse about the Future otherwise pilot, engage phase field, dodge as necessary.

Dodge
+24 to Dodge not added, 14d20:
10, 7, 7, 13, 4, 4, 14, 13, 10, 3, 6, 11, 5, 2
Autododges
+11 to Autododge not added, 28d20:
6, 20, 14, 18, 13, 1, 1, 4, 1, 15, 17, 4, 13, 7, 19, 9, 6, 17, 6, 7, 8, 18, 5, 19, 19, 5, 11, 2
Warning Glimpse about the Future
: The super being can touch someone or an object or pause to think about his next action and see what will happen if he does so. This functions as a sort of vision or small glimpse of the future in which the character is able to see what happens in the next 6-10 seconds after he makes his one move. This is a way to avert traps, avoid mistakes, prevent a dangerous reaction, etc. This gives him some insight on what or what not to do and also provides bonuses to parry and dodge if he sees an incoming attack. To use the Warning Glimpse about the Future, the character must focus and will it to happen, burning up one of his melee attacks/actions. However, the ability can only be performed four times per level of experience per 24 hours, and no more often than once every four melee rounds (one minute).
• • Range: Self/Touch
• • Duration: About three seconds/one melee action.
• • Attacks per Melee: Uses up one.
• • Bonuses: +4 to parry, dodge, roll with impact, and pull punch.

If a fully committed dodge isn’t necessary or can be substituted with an autododge and his piloting maneuvers allow Baron will first test Phase Cannon. Otherwise when given a choice opportunity Baron will fire the fire-linked Laser Turrets.
Phase Cannon
Strike Rolls: +8 to Strike not added 2d20:
12, 11

3d6 = 12 or 1d6*10 = 60, 3d6 = 13 or 1d6*10 = 50
Laser Turret
Strike Rolls: +8 to Strike not added 10d20:
12, 7, 10, 20, 4, 15, 8, 10, 17, 12

Damage Rolls:
Damage Rolls: x2 if fire-link successful
3d6*10 = 140, 3d6*10 = 110, 3d6*10 = 160, 3d6*10 = 90, 3d6*10 = 150, 3d6*10 = 160, 3d6*10 = 60, 3d6*10 = 70, 3d6*10 = 130, 3d6*10 = 120, 3d6*10 = 120, 3d6*10 = 80
Chico Barone is wearing: Baron's Borrowed NE Tech-Warrior and his accessory is: None!!?!?!

Practical Philosophies for the Galactic Rogue, by Viscount Armine Chico Von Caligula
Don't panic; know where your towel is. Any person who can travel the length and breadth of the galaxy, rough it, slum it, struggle against terrible odds, win through, and still knows where his towel is, is clearly a person to be reckoned with. And, above all, always remember that time is nothing but an illusion and mealtimes especially so. ~ From Practical Philosophies for the Galactic Rogue, by Armine Caligula. By way of Douglas Adams
The Autobiographical Baron of Yesteryear, by Captain A. Baron
Better to live or die, once and for all, than die by inches. Death is merely a dialogue between the Spirit and the Dust. Since we're all going to die, it's obvious that when and how don't matter, ~ From The Autobiographical Baron of Yesteryear by Captain A. Baron By way of Homer, Albert Camus, Emily Dickinson, Douglas Adams and Joseph Heller
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Re: [MW V] The Belly of the Beast

Postby Bryke » Wed Apr 11, 2018 8:27 pm

Perception: 1d100+2 = 85
JiC d20/d100: 1d20 = 9 / 1d100 = 2
1d20+4 = 7

Conditions:
Sixth Sense Active

What we need are Anti-Magic Cannons- more ideas to run by the Techno-Wizard types, too late now. The screaming-- torment, elation, or some twisted mixture? This Cormal fascinates as well as terrifies.

"Honey Badger?!? Wake me when we are there." The Promethean says with a sly smile, confident in the pilots skill, yet still humorously questioning his sanity.

ACTION 1: Bryke recites a mental mantra, 'Fear is the mind killer...' activating SUPPRESS FEAR[8 isp]
ACTION 2-5: Eyes closed, seated very still, and buckled in, Bryke mumbles or sort of just mouths the words, "Out of the body... into the light." ASTRAL PROJECTION[8 isp]
ACTION 6: Reserved for Dodge or jump back into his body.

PARRY: 1d20+6 = 26, 1d20+6 = 12, 1d20+6 = 7, 1d20+6 = 26, 1d20+6 = 12, 1d20+6 = 16
DODGE: 1d20+6 = 14, 1d20+6 = 18, 1d20+6 = 20, 1d20+6 = 17, 1d20+6 = 25, 1d20+6 = 22

OOC: Have not used Astral Travel in combat yet, and I am at school right now, dont have the book with me. I believe however it takes one minute of concentration to leave the body- at least thats how I am recalling it... thats 4 actions right? Or is it a whole combat round?

Contingencies
If for some reason he loses concentration, Bryke will try again.
If for some reason he can not astral travel Bryke will jump on an available gunner station [ooc I assume they are all taken already since we had to jerry-rig them, he has the Heavy Weapons Proficiency and would be considered a 'gunner' but I in context it sounded as though that only applied to those who ACTUALLY worked on making makeshift gunner stations?]
PPE: 236/116
ISP: 125/53
SDC:634/534 (All damage from MD sources converted to SDC)
HP:155/147

CAPTURED PPE: 0/0

BRYKE
SPELLBOOK

I am telecommunicating
I am speaking Trade 4
I am thinking

CURRENT CONDITIONS:
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Re: [MW V] The Belly of the Beast

Postby Solaris » Fri Apr 13, 2018 4:05 am

Per: 1d100 = 57/33% +15% from Cybernetics
JiC d20/d100: 1d20 = 19/1d100 = 18

Solaris spots the danger and yells out to the crew,
"Man the weapons! We're about to find out what this Promethean hunk of junk can do!", she dials off the OP-Field, and powers the shields. We can't outrun them, and we can't shoot back with the Field on., she reasons.

Then she radios Baron, to make sure that he spots the danger also. There's no other option, we have to fight. They already have more energy than we do.
"Baron! Seven bandits on our six, break on my mark...three, two, one, mark!"

With that, Solaris swings the Star Ghost around, 180 degrees to face the danger head-on. (Left or right break depending on which will minimize the enemy's time to get a shot.)

Baron von Target wrote: "Gold Leader to Silver Leader, I'm going to be using Vandermene's Honey Badger Technique..."

"What? Negative, negative, keep to-", Solaris starts, seeing that Baron's already way out of position. Goddamnit. This is why I prefer professionals.

((Pilot: Space Fighter 1d100 = 51/93%, Weapon Systems 1d100 = 41/78%))

Jinking all the way to the merge, Solaris will fire the Phase cannon if she gets a clear shot. Once they pass, Solaris will attempt to maneuver onto the six of tail-end Charlie and focus fire on that ship.

Initiative 1d20+9 = 21
# of Actions: 7+2 from space fighter combat (basic)

Action 1: communicate with the crew and Baron
Action 2: break into the attack
Action 3-9: dodge/attempt to get a dog tail on the trailing enemy
Dodge rolls: 1d20+9 = 20,
1d20+9 = 12,
1d20+9 = 15,
1d20+9 = 20,
1d20+9 = 17,
1d20+9 = 23,
1d20+9 = 13


Contingencies:

shoot the Phase Cannon as the opportunity avails itself
strike 1d20+5 = 23 damage 1d6*10 = 50
strike 1d20+5 = 21 damage 1d6*10 = 30
strike 1d20+5 = 18 damage 1d6*10 = 50
strike 1d20+5 = 12 damage 1d6*10 = 10
strike 1d20+5 = 11 damage 1d6*10 = 10
strike 1d20+5 = 8 damage 1d6*10 = 60
strike 1d20+5 = 19 damage 1d6*10 = 50
strike 1d20+5 = 13 damage 1d6*10 = 30
1d6 = 2
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
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Re: [MW V] The Belly of the Beast

Postby Chef Icky » Sat Apr 14, 2018 6:54 pm

Perception: 1d100 = 5/43%
JIC: 1d20 = 3 | 1d100 = 97
Initiative: 1d20+4 = 5 (includes +1 from Star Ghost entry in catch-all thread)
APM: 8

The proximity alarms that Icky hears heralding the approach of the incoming fighters is echoed inside his skull with the faint screaming. He looks around at the others. "Can any o' ya 'ear dat? Screamin', sounds psychic?" He shakes his head to knock loose the sound. Feetal's gizzard, as if this op really needed to get any creepier... now we have psychic screaming. Though I guess psychic laughter might be even worse. Why can't these psychic voices ever be singing show tunes instead?

Solaris wrote:Solaris spots the danger and yells out to the crew, "Man the weapons! We're about to find out what this Promethean hunk of junk can do!"

Then she radios Baron, to make sure that he spots the danger also. "Baron! Seven bandits on our six, break on my mark...three, two, one, mark!"


So much for stealth, I guess... Icky stops his inner musing as he grabs one of the laser cannon turret controls. "Roger dat, Goldie. Wow me wit' yer flyin', an' I'll wow ya wit' me shootin'." As he lines up his reticle on the bogeys and his finger dances the fandango on the trigger, he starts muttering to no one in particular and only gets louder as he keeps going. Smoke 'em! Shoot 'em! Blast ‘em! Nab 'em! Grab 'em! Shake 'em! Bake 'em! Cook 'em! Clean ‘em! Hose ‘em! Broil 'em, Kick 'em! Twist 'em! ALL GONE BYE BYE!!!!

Actions:
  1. Fire at any fighters/missiles in range. Strike: 1d20+2 = 6; Damage: 3d6*10 = 60 MDC
  2. Fire at any fighters/missiles in range. Strike: 1d20+2 = 9; Damage: 3d6*10 = 170 MDC
  3. Fire at any fighters/missiles in range. Strike: 1d20+2 = 5; Damage: 3d6*10 = 130 MDC
  4. Fire at any fighters/missiles in range. Strike: 1d20+2 = 3; Damage: 3d6*10 = 70 MDC
  5. Fire at any fighters/missiles in range. Strike: 1d20+2 = 16; Damage: 3d6*10 = 110 MDC
  6. Fire at any fighters/missiles in range. Strike: 1d20+2 = 9; Damage: 3d6*10 = 90 MDC
  7. Fire at any fighters/missiles in range. Strike: 1d20+2 = 14; Damage: 3d6*10 = 150 MDC
  8. Fire at any fighters/missiles in range. Strike: 1d20+2 = 19; Damage: 3d6*10 = 70 MDC

(NOTE: Strike bonus includes +1 from Weapon Systems skill and +1 listed under the Star Ghost entry in the catch-all thread)
Food is da universal language, an' me galley is da universal translator. Don't ya mess wit' either one while I'm 'round. Or even when I ain't 'round.
------------------------------

- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
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Re: [MW V] The Belly of the Beast

Postby Starchief » Sun Apr 15, 2018 12:43 pm

Perception: 1d100 = 82/59%
JIC: 1d20 = 15/1d100 = 45

Solaris wrote:"Man the weapons! We're about to find out what this Promethean hunk of junk can do!"

"Starchief to the Laser Cannon!" He straps himself in and prepares to fire on targets when his Star-Alarm begins to go off.
Chef Icky wrote:"Can any o' ya 'ear dat? Screamin', sounds psychic?"
"No. But my Star-Alarm just went off. Danger time." A smirk forms on Starchief's face. Time to show them what we're made of!
Using the exoskeleton's assistance, Starchief lines up shot after shot in rapid succession, hoping to turn the scars in the fighters into full on slag. He focuses but can't help but hear Icky's battle rant behind him. Heh. Welcome back, Chef. "Alright! Let's send them back to hell!"

Initiative: 1d20+10 = 13
APM: 11

Action 1: Fire Laser Turret (3 pulse shot). Strike: 1d20+4 = 12. Damage: 3d6*10 = 100
Action 2: Fire Laser Turret (3 pulse shot). Strike: 1d20+4 = 21. Damage: 3d6*10 = 40
Action 3: Fire Laser Turret (3 pulse shot). Strike: 1d20+4 = 14. Damage: 3d6*10 = 110
Action 4: Fire Laser Turret (3 pulse shot). Strike: 1d20+4 = 15. Damage: 3d6*10 = 130
Action 5: Fire Laser Turret (3 pulse shot). Strike: 1d20+4 = 7. Damage: 3d6*10 = 60
Action 6: Fire Laser Turret (3 pulse shot). Strike: 1d20+4 = 6. Damage: 3d6*10 = 110
Action 7: Fire Laser Turret (3 pulse shot). Strike: 1d20+4 = 17. Damage: 3d6*10 = 80
Action 8: Fire Laser Turret (3 pulse shot). Strike: 1d20+4 = 8. Damage: 3d6*10 = 130
Action 9: Fire Laser Turret (3 pulse shot). Strike: 1d20+4 = 15. Damage: 3d6*10 = 140
Action 10: Fire Laser Turret (3 pulse shot). Strike: 1d20+4 = 12. Damage: 3d6*10 = 80
Action 11: Fire Laser Turret (3 pulse shot). Strike: 1d20+4 = 21. Damage: 3d6*10 = 100


Note: I used the +3 from Heavy MD Weapons and +1 from the ship itself.
Starchief
Andra "Starchief" Sekona
the Shield of Seeron

MDC: 439/439|Costume: 20/20

Saving Throw Bonuses:
Vs. Insanity: +9|Vs. Magic: +10|Vs. Possession: +7|Vs. Psionic: +7
Vs. Poison: +7|Vs. Mind Control: +6|Vs. Disease: +6|Vs. Illusion: +5
Vs. Horror Factor: +8|Vs. Coma/Death: +51%|Perception: +3


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Re: [MW V] The Belly of the Beast

Postby Metri » Sun Apr 15, 2018 3:22 pm

-----------------------------------
Perception: 1d100 = 70/33%
JIC: 1d20 = 5| 1d100 = 82
Initiative: 1d20+4 = 6
APM: 6
-----------------------------------
Current Status
Psionic Crystal Armor (35/35 MDC)
  • Psionic ForceField [off]. <4/4 uses/24 hr left> (70/70 MDC)
OP Field <17/20 switches left on battery>

PPE: 79/142
ISP: 148/245
MDC: 63/69
SoE. PPE: 0/80. <4/10 spells>
WoS. PPE: 0/40. <3/5 spells>
PPE Battery 1. PPE: 175/180.
PPE Battery 2. PPE: 160/180.
PPE Battery 3. PPE: 180/180.
Conditions (constant): Sixth sense, Radiate nature [focused/analytical] (3rd eye: psychics within 100 ft. nonpsychics within 12 ft), Sense supernatural evil and magic energy, Sense life, Sense magic and ley lines (Staff of Earth: as per ley line walker), See the Invisible (Wand of Seeing)
Conditions (temporary):


The psychic screams resonate much more strongly with the Yhabbayar. Their anguish rocks his mind and causes Metri's face to contort uncontrollably. Push away the pain and suffering. Metri advises himself. Use them to power your actions. It is in the name of the helpless that we take these actions. Destroy the demonic force and the tortured souls shall know peace.

Chef Icky wrote:The proximity alarms that Icky hears heralding the approach of the incoming fighters is echoed inside his skull with the faint screaming. He looks around at the others. "Can any o' ya 'ear dat? Screamin', sounds psychic?"

"Powered by pain and suffering, these demonic weapons of war are. To rest, we should lay them. yesss." Metri nods in agreement. The Yhabbayar's ears swivel in the direction of the oncoming danger even as the rest of the crew move to action.

Not wanting to get in the way, Metri nonetheless makes himself useful. From his seated position, he will immediately weave the magic to grant Solaris Superhuman Agility ((-15 PPE)). Then, he enhances his own reflexes ((Enhanced Reflexes. -5 ISP)) before unbuckling himself and TK-leaping toward those manning the Star Ghost controls ((Telekinesis: Super. -20 ISP. 400 lbs)). Once there, the Yhabbayar will improve the fighting ability of: Solaris, Icky and Starchief (currently piloting and manning the weapon systems respectively). Finally, he will enhance his own perception to better prepare to keep track of the incoming danger.

Actions:
Action 1: Superhuman Agility (Solaris).
Action 2: Enhanced Reflexes (Metri).
Action 3: Telekinesis: Super (Metri) to unbuckle and leap toward Star Ghost console.
Action 4: Fighting Spirit (Solaris).
Action 5: Fighting Spirit (Icky).
Action 6: Fighting Spirit (Starchief).
Action 7(gained from Enhanced Reflexes): Enhanced Perception (Metri).

Code for Spells or Psionics Used
Code: Select all
[*]Superhuman Agility. 14 melee rounds. Bonuses: {+1 on initiative, +1 to parry, +5 to dodge, +5 to roll with impact. Automatic Dodge (+5; the act of dodging - moving out of the way of an attack - without spending one of his own melee attacks). Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts), +20% to Climb/Rappel skill.}

Code: Select all
[*]Fighting Spirit. 14 melee rounds. Bonuses:  {+2 attacks/actions per melee round, +1 on initiative, +1 to strike with guns, +3 to strike in melee combat, +2 to disarm, +2 to parry, +2 to dodge, +4 to pull punch, +2 on roll with impact, +4 to save vs Horror Factor/fear, +2 to save vs possession, Critical Strike on Natural 18-20, karate kick (1D8 SDC), jump kick, paired weapons, leap attack and judo flip/throw.}

Code: Select all
[*]Enhance Reflexes. 14.00 min. +1 attack per melee, +3 initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all physical skills that rely on coordination or balance.

Code: Select all
[*]Enhanced Perception. 70.00 min.
[list][*]This enhanced state of awareness sharpens all natural senses by 50%, and further enables the psychic to "filter" all of this extra sensory input in order to concentrate on one or a few specific things. While using this ability, the psychic will notice every detail around him down to the slightest motion, sound, scent, and shadow. He will further be likely to notice changes and inconsistencies that might reveal traps, illusions, feints, or tricks (including sleight-of-hand, etc.).
[*]Bonuses: +3 to Perception (+15% by house rule), +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).[/list]

Expediture tally this round
  • PPE: 15+(20*3)=75 <== Superhuman Agility, Fighting Spirit x3.
  • ISP: 5+4+20=29 <== Enhanced Reflexes, Enhanced Perception, Telekinesis: Super (400 lbs).
Metri | Explorer Points
Current Equipment
Psionic Crystal Armor (35/35 MDC)
  • Psionic ForceField [off]. <4/4 uses/24 hr left> (70/70 MDC)

Status
PPE: 90/142
ISP: 193/245
MDC: 69/69
SoE. PPE: 65/80. <7/10 spells>
WoS. PPE: 2/40. <5/5 spells>
Conditions (constant): Sixth sense, Radiate nature [focused/analytical] (3rd eye: psychics within 100 ft. nonpsychics within 12 ft), Sense supernatural evil and magic energy, Sense life, Sense magic and ley lines (Staff of Earth: as per ley line walker), See the Invisible (Wand of Seeing)
Conditions (temporary):
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Re: [MW V] The Belly of the Beast

Postby Prothor » Mon Apr 16, 2018 8:46 pm

Percep 33%: 1d100 = 72
JIC: 1d20 = 2 1d100 = 93
Attacks: 5
Init: 1d20+3 = 5

Read Sensory Equipment 73%=1d100 = 56 Pass
Weapon Systems 78%=1d100 = 37 Pass

As they make their transit to the demon planet, Prothor plugs into a headjack port on the ship. When Baron communicates to those on the ship, the message echo's in Prothor's head as well as a text message scrolling across his field of vision. With a mental command, he dismisses the text message and replies back to Baron. Keeping Sorrenson in the audio loop, Prothor says, "Received Baron. I'm plugged in and initiating gunnery protocals. Readouts indicate that the mini missile payload is only twelve per launcher. I suggest splitting the laser turrets between Sorrenson and I as well and you take the forward facing Phase cannon." He waits for a reply or for the laser turrets to simply be assigned as a response to his request.

Settled into a position as gunner, Prothor scans the space around them for possible targets. When the squadron of seven one-man fighters emerge from the demon fleets and begin pursuit, Prothor holds fast and waits for them to come into range. Once in range, he releases a volley of four mini-missiles at the second closest enemy fighter. Then he switches to the rear laser turret starts firing triple blasts at the closest enemy fighter or incoming missile.


1. mini missile @ 2nd fighter; Strike: 1d20+1 = 21 (Nat 20) Dmg: ??? missile type unknown (Dmg x2)
2. Laser Turret (3 pulse shot). Strike: 1d20+1 = 6 Dmg: 3d6*10 = 150
3. Laser Turret (3 pulse shot). Strike: 1d20+1 = 5 Dmg: 3d6*10 = 90
4. Laser Turret (3 pulse shot). Strike: 1d20+1 = 4 Dmg: 3d6*10 = 60
5. Laser Turret (3 pulse shot). Strike: 1d20+1 = 13 Dmg: 3d6*10 = 80
? extra 6. Laser Turret (3 pulse shot). Strike: 1d20+1 = 21 (Nat 20) Dmg: 3d6*10 = 100x2=200
? extra 7. Laser Turret (3 pulse shot). Strike: 1d20+1 = 13 Dmg: 3d6*10 = 90
Prothor
Current Details
MDC by Location:
Left Upper Arm: 47/47-------Right Upper Arm: 47/47-------------Main Body: 180/180
Left Forearm: 33/33----------Right Forearm: 33/33----------------Head: 60/60
Left Hand: 33/33--------------Right Hand: 33/33
Left Leg: 60/60----------------Right Leg: 60/60
Left Foot: 13/13---------------Right Foot: 13/13

MI-B2 Medium Infantry Armor
M.D.C. by Location
Main Body: 230/230
Arms (2): 38 each.
Legs (2): 60 each.
Head/Helmet: 15
Integrated OP-Field (60min or 20 switch ons)
[*]1 - OP Field E-Clip loaded / use: 9.5 min / 4 switch on
Integrated N-F50A Superheavy Force Field
M.D.C.: 000/160

-Weapons:
Right hand/arm: Retractable Vibro Knuckle Blades / Heavy Laser Blaster, Retractable/pop up
Left hand/arm: Retractable Vibro Knuckle Blades / Mini-Machine Gun, Retractable/pop up
Skull of Saint Sabatt
PH-100 Heavy Phase Beamer
NE-75H Shoulder Cannon
Soul Craft Longsword
assorted grenades

-Current Effects/Conditions: None

----------------------------------------------------------------------
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Re: [MW V] The Belly of the Beast

Postby Dark Lord » Thu Apr 19, 2018 11:24 am

Honey Badger
Baron, give me one 1d20 roll for each action you attempt the maneuver. PP bonuses (and only PP bonuses) apply, but tack on a -10 penalty.
Baron wrote:OOC: Since it is the vehicle that is sped up I assume that everyone aboard engage is external activity gets the benefits of the ability.
Just the pilots and gunners- anyone not using one of the ship’s systems derives no benefit from it being sped up.
Other Notes
- The ship pilots are roughly human-sized; please use 3d6 for phase cannon damage.
- Solaris, Icky, and Starchief make sure to include Metri’s buffs in your conditions going forward.
- The laser turrets cannot be fire-linked, they must be aimed and operated independently.
- Starchief and Icky, remember to roll against your weapons systems skills going forward.
- By default, I’m volunteering the pilots to track damage and conditions for their respective ships. If someone else wants to take over that’s fine.
- Both Space Ghosts are presently armed with a full complement of armor piercing mini-missiles.
With a few precious seconds of forewarning courtesy of your more sensitive colleagues, both pilots spot the incoming fighter squadron and spring into action. Solaris tries to organize a response, but the more impulsive Baron opts for a dangerous (borderline insane) maneuver to try and turn the enemy’s numerical advantage into a liability. Desperate times and all that. Solaris, mentally cursing, is forced to go along, but she at least has the presence of mind to activate the ship’s phase field ((-1 charge)). Baron’s charge draws the fire of four of the seven ships; Solaris concentrates on defensive maneuvers against the other three. She picks out the lead fighter and attempts to get into a ‘dog tail’ position- Solaris’ fingers dance across the ship controls, but the demon ship is clearly faster and keeps slipping out of position. As the other two fighters press the attack Solaris is forced to abandon the attempt, concentrating instead on dodging enemy fire. It is then that she feels Metri’s hand on her shoulder, and a strange surge in her nerves. Suddenly Solaris’ reflexes are sharper, her fingers nimbler than ever, and she finds herself sliding past the barrage of energy blasts with ease. It’s child’s play for Solaris to twist the ship back around in between maneuvers, re-establish a dog tail on the lead fighter, and pepper it with fire from the phase cannon. Those of you observing are pleased to see the phase blasts penetrate the enemy hull.

As Baron banks and charges the enemy; the demonic pilots appear to be momentarily caught off-guard, suggesting a relative lack of experience with space fighter combat (and/or suicidal charges). He takes advantage of their hesitation to close the gap, and when they do open fire finds most of their salvo easy to dodge- only one shot requires his full concentration. This allows Baron to test out the phase cannon- which he sees to his satisfaction goes right through the armor plating of the first demon ship he targets. Furthermore, the enemy pilot’s clumsy attempts to avoid the shot cause him to slam into one of his compatriots- doing mild damage and fouling both ships’ aim for a few precious seconds. Behold the power of the Honey Badger. Following this up with some laser fire, Baron succeeds in destroying one fighter- though his next target succeeds in getting out of his crosshairs. Prothor, meanwhile, is able to jack in and fire off one missile volley ((-4 mini-missiles)) and a series of laser blasts resulting in the spectacular explosion of another fighter.

Unfortunately, as he bobs and weaves his way through the four fighters, Baron gets a little cocky. Whether one of them got a lucky strike, or whether Baron got careless, the result is a glowing electro-magnetic pulse emanating from one of the fighters to strike the Rogues’ ship. The ship rocks with the impact ((-26 MDC)) and every electronic system, including the makeshift gunnery stations, abruptly shuts down. Computers, sensors, communications, and targeting are offline. The good news is Prothor, as well as Sorrenson’s and Baron’s respective powered armor systems, are unaffected. Off in one corner, Bryke psionically shuts down the sudden dread he feels at this development, and enters a meditative trance to begin the process of astrally projecting ((-16 ISP Bryke)).
EMP effects
All of the mentioned systems are knocked offline- through his mecho-link Baron determines that it will take the system one minute to reset. Until then, all built-in bonuses provided by the ship and its systems are gone, computers cannot be used to access the ships guns (though Prothor’s headjack still works), and all ship attacks per melee are reduced by half.
Back on the Adventurers’ ship, Starchief and Icky set themselves up a pair of gunnery stations with Tis’ help, and begin taking potshots at the fighters engaging them while Metri continues through the cabin chanting spells and various psionic enhancements ((Metri, deduct PPE/ISP as per your post)). While Solaris maintains a dog tail on your lead opponent, peppering it with phase fire, Starchief and Icky concentrate on the other two fighters. Starchief deftly blows one fighter out of the sky, while Icky has a harder time with his- the damn screen is too small, and his meaty fingers are having a tough time getting the hang of the makeshift controls ((Failed skill check!)). Even so, the minotaur eventually gets the hang of it, and with Starchief’s help the two gunners pool their fire and blow a second fighter out of the sky.

Begin Round 2!

Round 1 Summary
Adventurers: -1 phase reactor charge
Rogues: -4 mini-missiles, EMP effects as described above, -26 MDC to ship main body
Metri: Deduct ISP and PPE as posted
Bryke: -16 ISP

Current Status
The Adventurers are facing off against one fighter, against which Solaris currently has a dog tail.
The Rogues still have two fighters against which to contend, in addition to the EMP damage sustained.
Why kill a PC when you can torture them?
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Re: [MW V] The Belly of the Beast

Postby Chef Icky » Fri Apr 20, 2018 7:24 pm

Perception: 1d100 = 81/43%
JIC: 1d20 = 17 | 1d100 = 74
Initiative: 1d20+5 = 6 (includes +1 from Star Ghost entry in catch-all thread and +1 from Fighting Spirit)
APM: 8 (currently 10)

Notes:
  • Active Effect: Fighting Spirit. 14 melee rounds. Bonuses: {+2 attacks/actions per melee round, +1 on initiative, +1 to strike with guns, +3 to strike in melee combat, +2 to disarm, +2 to parry, +2 to dodge, +4 to pull punch, +2 on roll with impact, +4 to save vs Horror Factor/fear, +2 to save vs possession, Critical Strike on Natural 18-20, karate kick (1D8 SDC), jump kick, paired weapons, leap attack and judo flip/throw.}
  • Weapons Systems: 1d100 = 46/98% (109%)

Dark Lord wrote:- Solaris, Icky, and Starchief make sure to include Metri’s buffs in your conditions going forward.
- Starchief and Icky, remember to roll against your weapons systems skills going forward.

Back on the Adventurers’ ship, Starchief and Icky set themselves up a pair of gunnery stations with Tis’ help, and begin taking potshots at the fighters engaging them while Metri continues through the cabin chanting spells and various psionic enhancements ((Metri, deduct PPE/ISP as per your post)). While Solaris maintains a dog tail on your lead opponent, peppering it with phase fire, Starchief and Icky concentrate on the other two fighters. Starchief deftly blows one fighter out of the sky, while Icky has a harder time with his- the damn screen is too small, and his meaty fingers are having a tough time getting the hang of the makeshift controls ((Failed skill check!)). Even so, the minotaur eventually gets the hang of it, and with Starchief’s help the two gunners pool their fire and blow a second fighter out of the sky.


"About gorram time..." Icky mutters as he finally gets accustomed to the improvised controls. "Could dey 'ave made dis rig any LESS user-friendly? It's a worse headache dan tryin' ta fix Splugorth fondue..."

Suddenly he feels Metri's hand on his arm and he gets a tingly feeling... a familiar sensation that makes him feel like he can take on anything this or any other demon planet could throw at him. Little guy's casting buff spells again... he grins. Whoever said Yhabbayars aren't much use in combat never met this one. "Much obliged fer da zap, Boog," he says as he flashes Metri a thumbs-up. "Gonna need dat help wit' da screwball engineerin' dey did 'ere. Now where was I..." he adds to nobody in particular as he lines up the reticle again and grips the trigger. "Oi yah, blastin' da Twelve Hells outta demon ships!"

He commences to letting loose another round of laser turret blasts at any unfriendly ships within range. Instead of barking out a string of aggressive outbursts, however, this time he starts humming out loud an old battle song some of his fellow Marines swore would bring them good luck during combat.

Actions:
  1. Fire at any fighters/missiles in range. Strike: 1d20+3 = 20; Damage: 3d6*10 = 140 MDC
  2. Fire at any fighters/missiles in range. Strike: 1d20+3 = 23; Damage: 3d6*10 = 60 MDC
  3. Fire at any fighters/missiles in range. Strike: 1d20+3 = 6; Damage: 3d6*10 = 40 MDC
  4. Fire at any fighters/missiles in range. Strike: 1d20+3 = 22; Damage: 3d6*10 = 100 MDC
  5. Fire at any fighters/missiles in range. Strike: 1d20+3 = 10; Damage: 3d6*10 = 80 MDC
  6. Fire at any fighters/missiles in range. Strike: 1d20+3 = 12; Damage: 3d6*10 = 90 MDC
  7. Fire at any fighters/missiles in range. Strike: 1d20+3 = 10; Damage: 3d6*10 = 70 MDC
  8. Fire at any fighters/missiles in range. Strike: 1d20+3 = 18; Damage: 3d6*10 = 100 MDC
  9. Fire at any fighters/missiles in range. Strike: 1d20+3 = 18; Damage: 3d6*10 = 70 MDC
  10. Fire at any fighters/missiles in range. Strike: 1d20+3 = 9; Damage: 3d6*10 = 150 MDC

(NOTE: Strike bonus includes +1 from Weapon Systems skill -- if successful skill check -- along with +1 from Fighting Spirit and +1 listed under the Star Ghost entry in the catch-all thread)
Food is da universal language, an' me galley is da universal translator. Don't ya mess wit' either one while I'm 'round. Or even when I ain't 'round.
------------------------------

- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
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Re: [MW V] The Belly of the Beast

Postby Sorrenson » Mon Apr 23, 2018 4:59 am

Perception: 1d100 = 62 /33% +15 Magical / Mechanical
JiC d20/d100: 1d20 = 4 / 1d100 = 80

Sorrenson gasps as the EMP wrecks havoc on the star ship. Oh shit! Did I do that? He had been trying to connect his PA systems to the onboard sensors when it happened. His first instinct is, of course, to assume that he is the one responsible. It's actually a bit of a relief when he realizes that an EMP is responsible. Oh good. Well, not good but at least it's not my fault. He quickly runs through options in his mind and comes up with pretty much nothing. Any fancy idea he has for getting things going will probably take longer than Baron working his... what ever it is that he works. IN the meantime the ship will likely get shot to bits by the attacking demon fighters. If only I could see outside... Finally, he gets an idea. "Hey, anyone got visuals to the outside? Anything? Patch it thought to my PA and I can dispense hot-fusion justice!" He calls out over the radio and through his loud speaker.

If he gets a visual link up and working he'll fire off rapid shots to delay, discourage or destroy the uglies.

APM: 8
Initiative: 1d20 = 2
Action 1: Ponder the really bad situation.
Action 2: Call for eyes on the outside.
Action 3: try to patiently wait for a response
Action 4: Get more nervous while waiting for a response
Action 5: Cheer when he gets a link of some kind
Action 6: Dispense Justice on a demon Fighter. Strike roll: 1d20 = 4. Damage roll: 4d6*10 = 140
Action 7: Dispense Justice on a demon Fighter. Strike roll: 1d20 = 7. Damage roll: 4d6*10 = 80
Action 8: Dispense Justice on a demon Fighter. Strike roll: 1d20 = 1. Damage roll: 4d6*10 = 140
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