[GA] The Enemy of my Enemy of my Enemy is my...?

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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Postby Chef Icky » Tue Mar 24, 2020 4:10 pm

Perception: 1d100 = 92/43%
JIC: 1d20 = 5/1d100 = 72

Conditions
- CAF Heavy Battle Armor: 88/120 MDC
- Integrated N-40B Force Field: 64/110 MDC
- Nightvision – 100’/30.5 m (can see in total darkness)
- EP-5 Energy Pulse Pistol: 3/9 shots remaining in current e-clip
- Cosmic Armor. 150 min. remaining | 800/800 MDC. | Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma.

Dark Lord wrote:You think the hideous face smiles, and says "Oh good, you made it!" Starchief abruptly feels his super abilities wink out, and after a moment's disgust at the figure before you Icky realizes that the voice sounds familiar. It is that of Bashka, the leader of the Guardsmen you fought back in the depths of Center.


Icky’s eyes narrow slightly. Well, we all figured it was a trap of some sort. At least we found them. “Oi dere… ‘Bashful,’ ain’t it?" He gestures at her. "Dis a new look fer ya, Bashful? ‘Cause I don’t remember ya lookin’ dis… crusty… back in Center’s basement.”

Mara wrote:"Threat?"


Icky makes the mistake of looking over at Mara and taking his eyes off of Bashka. “Meh. Ya can treat ‘er like one if ya wan--OOF!!!!” Icky pays for his lack of vigilance as he goes sprawling from her lightning-fast sucker punches. Seeing his armor’s HUD flashing red to register damage to his force field he grimaces. Stupid heifer, you had that one coming... he grumbles to himself. She’s upgraded. That new crusty look ain’t just for show. She’s clearly looking for a little less conversation right now. “Alright, ya blue-light-special harlot -- dat one’s gonna cost ya…” he grunts as he sheathes his pistol and starts to stand up, only to be staggered slightly again as an explosion from the elevator shaft hits his force field yet again. “Feetal’s Gizz! What’s da big--oi, it’s youse guys. Welcome to da party…”

He sees Metri do his magic hand thing and senses the weaving of an armor spell around him. Awwww yeah, that’s the ticket. You’re right on time, Boog. He turns off his grav-pack and force field so as not to interfere with the spell and gives his friend a quick thumbs up before turning to survey the scene in order to see where his assistance may be the most needed. The bellow of the giant metallic Kreeghor-looking thingy pretty much makes his choice clear. “Looks like it’s yer turn fer a lil’ bovine intervention, metal-head… lucky you…” he sneers as he draws his swords. “Let’s… get… dangerous!

He launches himself at the Kreeghor, whirling his blades around like a Teppanyaki chef wearing a Juicer harness. Had the current surroundings been some sort of bizarre nightclub or dance hall that featured a DJ or other means of randomly playing music appropriate for such acts of adrenaline-pumping actionness, it would most likely not be shocking to hear some music such as this playing at this particular moment.


Heinously Overdue Combat Shenanigans
Initiative: 1d20+4 = 12
APM: 8

Notes:
- While wielding Darkwing, Icky’s strength is SN 42 (6D6 punch damage)
- Darkwing inflicts double damage to beings of an evil alignment
- W.P. Paired Weapons
- Critical Strike on an unmodified roll of 18, 19, 20.

Actions:
1. Chop Metal-Head Kreeghor with Darkwing. Strike: EP CRIT; Damage 12d6*2 = 90 MD Presumably this is doubled due to Kreeghor being evil?
2. Chop Metal-Head Kreeghor with Darkwing. Strike: EP CRIT; Damage 12d6*2 = 82 MD Presumably this is doubled due to Kreeghor being evil?
3. Chop Metal-Head Kreeghor with Darkwing. Strike: EP CRIT; Damage 12d6*2 = 80 MD Presumably this is doubled due to Kreeghor being evil?
4. Chop Metal-Head Kreeghor with Darkwing. Strike: EP CRIT; Damage 12d6*2 = 72 MD Presumably this is doubled due to Kreeghor being evil?
5. Chop Metal-Head Kreeghor with Darkwing. Strike: EP CRIT; Damage 12d6*2 = 70 MD Presumably this is doubled due to Kreeghor being evil?
6. Chop Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 18; Damage 12d6 = 37 MD Presumably this is doubled due to Kreeghor being evil?
7. Chop Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 23; Damage 12d6 = 39 MD Presumably this is doubled due to Kreeghor being evil?
8. Reserved for dodging. Dodge: 1d20+15 = 19

Auto-Parries with Giran's Green-Glowing Magic Sword: 1d20+14 = 15, 1d20+14 = 29, 1d20+14 = 22, 1d20+14 = 23, 1d20+14 = 27, 1d20+14 = 30, 1d20+14 = 16, 1d20+14 = 28
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.

Please do not PM this account -- send your PMs to AGM account The Bos instead. Thanks!

------------------------------

- 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: [GA] The Enemy of my Enemy of my Enemy is my...?

Postby Dark Lord » Wed Mar 25, 2020 2:56 pm

Inside the lab, Metri finds himself with quite a bit to keep track of. The escaping Necrol woman (and her force field), the still-intact Necrol bio-tech of uncertain function, the cocoon off to one side, and of course the various individuals seeking to do bodily harm to the Yhabbayar. The numbers are not on Metri’s side, so he concludes that it is time for Skorl to do what Skorl does best. With a thought, the war hammer flings itself at the Necrol woman’s force field and begins pounding away- however, mighty warrior though he is, Skorl’s efforts do not appear to do much to diminish it. Even as he tries and switch tactics to disable or destroy more of the lab, Metri concocts a plan to use the ninja’s own strategy against him. First, he fires an electromagnetic pulse at the necrol woman- the force field appears to offer little protection against the spell, but from what Metri can tell it does not affect the larger pieces of lab equipment. A couple of the smaller consoles flare with light suddenly, then darken, but the larger gear (as well as the ninja opponent and the witch) appears unaffected. The necrol troopers appear largely unaffected as well, until one of them barks out some words in their guttural language and all three begin clawing at their belts. A small explosion of acid later, and Metri can deduce that his EMP must have activated some sort of explosive analogue on their person. The EMP also shorts out any unshielded tech gear the mystic has on his person (including comms). Even as Metri prepares his next attack, he sees the Necrol woman gesture and with a flash at least a couple dozen magical projectiles appear. With another gesture, the woman sends her barrage at Metri- it is intercepted by the spinning blades, but the constant hail of projectile fires prevents them from dealing with any other attacks leveled Metri’s way.

The ninja closes the distance, and again Metri feels the stab of energy blades against his armor (along with the hiss of acid, presumably the troopers’ work). Ignoring the assault, Metri attempts to grab his opponent’s hand, but whether the ruse was unsuccessful or the ninja’s reflexes too quick, he slips away from Metri’s grasp. The Yhabbayar is still able to hit the ninja’s hand with a mental blast, however it does not appear to have much effect. Then, the entire room fills with smoke- presumably a spell, or some sort of smoke grenade. Metri grits his teeth as the ninja’s attacks intensify- apparently his opponent is unaffected by the smoke, and with his spinning blades occupied Metri is far harder-pressed to defend himself than previously. Even so, Metri fends off some of the blows, and his cosmic armor absorbs the rest, long enough for him to cast a meteor on the witch’s approximate location. Though it is hard to see exactly what happens as a result of the casting, the resulting explosive cacophony is hard to mistake as screams fill the room. Various wet, organic sounds permeate the area, but it’s hard to tell how much of that is damage and how much of it is the equipment doing… other things. Metri’s much-beleaguered cosmic armor also crumbles under the explosion; he can only hope his opponents had a similar experience.

Metri’s hopes are largely disappointed. Even as he channels his magical energies into a renewed casting of his cosmic armor, the ninja attacks. Metri fends off the assault, and somehow dodges another hail of acid fire, but then is knocked back by not one but two lightning bolts- only his invulnerability aura saves him. Now fully aware of his danger, Metri completes his new suit of armor- just in time for the next wave of the assault. With the smoke obscuring his line of sight, Metri activates his ability to see auras, but it gives him little advantage beyond a surge of color whenever the ninja attacks ((-76 MDC to new cosmic armor)). He attempts to incapacitate his assailant when the ninja closes, but either the man himself or his armor resist the bio-manipulation attempt. At his second, however, Metri sees the ninja stumble, curse, and limp away before disappearing into the smoke. Unfortunately that does not stop the barrage of acid ((-106 MDC to cosmic armor, -36 per melee round for each of the next two melees)) and lightning ((-118 MDC to cosmic armor Metri)). Despite the heat of battle, Metri notices when his sense of supernatural evil abruptly lessens. Presumably the female Necrol has made use of her portal, assuming she was in fact the source.

Outside, the rest of you have little sign of Metri’s magical onslaught- you just know fire gouted out of the room and now it’s full of smoke. Kaedras and Oradro, however, have bigger paperweights to fry. With a devilish near-smile, Kaedras taunts the metallic behemoth even as he continues firing arrows into it. Despite the elf’s careful aim, however, the Kreeghor avoids the second paralysis arrow, and Kaedras only lands another glancing blow on the fellow’s armored skin. In response, the giant roars ”I DON’T NEED ARMS TO POUND YOU INTO JELLY, LITTLE MAN!” and charges Kaedras with a full-on tackle. The Kreeghor hits Kaedras full force, sending the mind melter flying into the wall of the elevator shaft ((-80 MDC Kaedras)).

Both Icky and Oradro come charging to Kaedras’ aid, the former closing to his foe (and getting a little dangerous) and the latter summoning a massive battle axe in an explosion of blue light and cosmic energy. Oradro summons a massive force field around himself even as Icky unleashes his best impression of a sushi chef- the minotaur nearly seems empowered by supernatural forces as his blade clashes against the Kreeghor’s armored bulk despite the fiend’s attempts at defense. The ferocious assault even seems to catch the Kreeghor off-guard, slightly, as Icky succeeds in knocking the humongous form off of its feet. The effect doesn’t last, however, as with inhuman speed the Kreeghor leaps back to its feet and claws at Icky with its one good arm. Now it’s Icky’s turn to be overwhelmed, as he barely stops one blow but two others crush into his new magical protection ((-110 MDC Icky)). Finally, Oradro joins the fray- charging the Kreeghor and laying into it with his axe. This effort is less successful- the Kreeghor blocks most of Oradro’s attacks, letting only one through his defense, and retaliating heavily against the cosmo-knight’s force field despite Oradro blocking one shot ((-96 MDC Oradro)). Still, a few rents now mar the metallic surface, and you think the monstrosity is breathing heavily... at least, a little?

Juan Echo, meanwhile, disengages from the Kreeghor and moves into position to support Sorrenson. It doesn’t take the godling long to feel pretty good about his decision, as the flying guardswoman unleashes a series of electrical bursts to pummel the techno-wizard’s magical protection, forcing him to renew it two more times. In-between consultations with the personality inhabiting his amulet, Sorrenson retaliates with more micro-missiles, hoping that with a large number of the things he can overcome the flier’s inhuman agility. Despite filling the air with the projectiles, the electro-angel dodges most hits easily (or at least it looks easy); one missile manages to knock her back in time for Sorrenson to deploy a destructo-drone, which despite her best efforts catches the guardswoman in its blast radius. Snarling in frustration, electro-angel turns her attentions to Juan, and lets him have a taste of her lightning even as the Godling adds his ordinance to Sorrenson's. Electro-angel dodges every one of Juan’s grenades, a blur as she flits around the room; the same unfortunately cannot be said for Juan ((-330 MDC Juan)).

Back on the other side of the elevator shaft, Starchief and Mara continue their duel with Lt. Bashka. With a dancer’s grace, Bashka dips down and flings some sort of debris into Starchief’s face, staggering the Seeronian as she closes with Mara. The Atlantean meets the guardswoman’s claws with her blade, and again a furious set of blows are exchanged. Mara lands more than one solid hit, as evident by the continued torrent of acid blood ((-20 MDC now and for each of the next three rounds)), but Bashka retaliates in kind and then some, rending Mara’s magical protection with her claws ((-75 MDC Mara)). With a growl, the two duelists stare at one another, each coming up (mostly) short against the other’s impregnable defense.

Being Round 5!

Round 4 Summary
Ammo/PPE/ISP used as intended unless otherwise specified.
Metri: First cosmic armor destroyed, second is -300 MDC, plus acid for rounds 5+6. PPE and ISP used as intended, save you did not cast magic net.
Kaedras: -80 MDC.
Oradro: -96 MDC.
Icky: -100 MDC.
Sorrenson: Current AoI destroyed, first renewal destroyed, -20 PPE total, 1 destructo-drone destroyed.
Mara: -95 MDC, plus acid for rounds 5-7.

Current Status
Everyone of a good alignment with line of sight on Starchief, remember to include Champion's bonus.
Metri and anyone else fighting inside the lab is under the influence of the cloud of smoke spell (R:UE, P. 198 for details). If you are unable to see through it you are -5 to all combat moves.
Juan has moved to Sorrenson’s theater, map is otherwise essentially unchanged.
Why kill a PC when you can torture them?
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Postby Mara » Wed Mar 25, 2020 7:21 pm

Perception: 1d100 = 68 / 65% (95% when dealing with vampires or undead)
JiC: 1d20 = 14 1d100 = 4

Conditions: Eyes Three (20)-- 60 min duration, Nightvision 1200', See the Invisible, See Aura, +1 to strike, +1 to Initiative; Heart in chains (40)-- 60 min duration, 450 MD; Heart with large wings (20)-- 3 hours duration, fly at 70mph, up to 4,000 ft; +1 to strike and dodge; Enhanced Reflexes (10)--12 min duration, +1 APM, +3 to Init, +1 to Str, +2 to par and dod, +2 to PP, +15% to physical skills

Mara looks over this guardswoman and thinks, This is by far the toughest scrap I've been involved, well since that conservator years ago. Lets try something sneaky as others may need some aid. She looks at the guardswoman and says, "This sword has taken tougher opponents than you lady and will continue long after you!" She then activates Blinding Flash from Stoney Dragon, twice in the woman's face. Then refocuses on her sword play!

APM: 8
Init: 1d20+7 = 27

Attack 1: Blinding Flash to the Guardsmoman
Attack 2: Blinding Flash to the Guardsmoman
Attack 3: Attack with Stoney Dragon. Attack: 1d20+16 = 29; Damage: 10d6+12 = 43 x2 if Evil
Attack 4: Attack with Stoney Dragon. Attack: 1d20+16 = 34 Crit!; Damage: 10d6+12 = 45 x2= 90 x2 if Evil
Attack 5: Attack with Stoney Dragon. Attack: 1d20+16 = 35 Crit!; Damage: 10d6+12 = 55 x2= 110 x2 if Evil
Attack 6: Attack with Stoney Dragon. Attack: 1d20+16 = 34 Crit!; Damage: 10d6+12 = 42 x2= 84 x2 if Evil
Attack 7: Attack with Stoney Dragon. Attack: 1d20+16 = 27; Damage: 10d6+12 = 48 x2 if Evil
Attack 8: Attack with Stoney Dragon. Attack: 1d20+16 = 33 Crit!; Damage: 10d6+12 = 58 x2= 116 x2 if Evil

Parry: 1d20+17 = 30 1d20+17 = 24 1d20+17 = 33 1d20+17 = 34 1d20+17 = 34 1d20+17 = 34 1d20+17 = 35 1d20+17 = 20
Dodge (if Needed): 1d20+15 = 35 1d20+15 = 23 1d20+15 = 28 1d20+15 = 18 1d20+15 = 19 1d20+15 = 19 1d20+15 = 31 1d20+15 = 16

Contingency:
If Heart in Chains tattoo drops she will spend an action to reactivate.
Mara Archerean

PPE: 208 / 288
ISP: 73 / 85
MDC: 381
H.F.: 14
Heart in Chains Tattoo: 125/450 MDC(active)

Constant: Sixth Sense

Soundtrack:
''Zombie'' by Damned Anthem
Evanescence - Bring Me To Life (Ghost in the Machine Remix)
Adele vs. Linkin Park - Set Fire To The End
Tomorrow We Fight
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Postby Metri » Thu Mar 26, 2020 12:48 pm

-----------------------------------
Perception: 1d100 = 47 | 54%
JIC: 1d20 = 20| 1d100 = 28%
Initiative: 1d20+9 = 21
APM: 9
-----------------------------------
Status
PPE: 159/159
ISP: 194/260
MDC: 72/72
MTB1_PPE: 59/180
MTB2_PPE: 63/180
MTB3_PPE: 76/180
Current Saving Throw Bonuses:
Coma/Death: +4%
Magic (varies): +21
Lethal Poison (14+): N/A (impervious)
Non-Lethal Poison (16+): N/A (impervious)
Insanity (12+): +1
Psionics (10+): +21
+7 vs Possession
+2 vs Despair
+22 vs Horror Factor
+2 vs Illusions
Activated Psionics/Magic
  • Cosmic Armor. 159.75 min. 464/800 MDC. Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma. -5% to all Physical Skills such as Acrobatics, Climbing and similar. -10% to Palming, Pick Pocket, Prowl, and other Rogue, Medical and Technical skills that require a delicate touch.
  • Enhanced Perception. 69.50 min. R25 pg 78-79: All natural senses +50%. +15% Perception. +1 strike, +2 parry/dodge. +10% to any skill that relies on basic senses.
  • Invulnerability. 10 melees. Impervious to cold, fire and all energy attacks, impervious to disease, poisons, toxins, gases and drugs. 50/50 MDC. +20 to save vs magic, psionic attacks and HF.
  • Superhuman Agility. 13 melees. +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
  • Spinning Blades. 13 melees. 2d6 M.D. per blade (8). Used for defense: magically move to parry all physical attacks, including attacks from other blades, arrows, bullets and energy blasts; +6 to parry most hand to hand attacks, but only +2 to parry energy blasts and projectiles.
  • Enhanced Reflexes. 15.25 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.
  • Fighting Spirit. 13 melees. +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.
  • Lightblade. 15.25 min. Damage: 1d4*20+16 M.D. +1 strike.

"Guh." Metri huffs in exhaustion, lost amidst a thick cloud of smoke, his magical armor dripping and flickering with acid etching away at its protection. Fortunately, the Yhabbayar feels as though both the witch and ninja have made a tactical retreat. Perhaps another meteor will clear this area of the rest of these mooks. Metri thinks as he focuses on summoning another room-clearing explosion that, if nothing else, will render some more damage to the necro-machines in the room. Ha! Yes! Mooks! That's the spirit! Skorl cheers along as he gleefully zips around the room looking for things to smash.

After the impact, Metri will again renew his Cosmic armor before assessing the current threat level of the room. As long as the ninja is still not haranguing him, the Yhabbayar will dodge or shrug off any remaining acid belches heading his way and decides it important to rejoin the rest of the squad in their endeavors.

Returning to the main room, Metri will nonchalantly ask while tapping his ear with a tridactyl finger, "Broken, my headset is. A spare anyone has, hmm?"

Immediately seeing the rest of the squad still engaged in life-or-death combat, he cuts the chatter short and tries to help. Taking a page from the experience he just had in the other room, Metri tries to provide openings for his teammates by invoking Barrage against the nimble enemies. He begins with the electro-angel, then targets the Kreeghor and finally Lt. Bashka.
-----------------------------------
Actions
Metri
Action 1-2: Meteor (38 PPE) targeting rear of room, may hit her magical FF before getting there if it is still up. Strike: 1d20+4 = 17. Damage: 20d6 = 77+32 = 109 MD to everything in 40 ft radius (including himself and hopefully ninja on its way out). <== this is almost certain to spill out into the main room as a giant gout of fire.
Action 3: Renew Cosmic Armor (23 PPE)
Action 4: Fly back into the main room. Talk. Dodge: 1d20+22 = 24
Action 5: Barrage (8 PPE) at electro-angel. Strike?: 1d20+16 = 35. Damage: 4 per force blast. 11 force blasts. Duration: 1/2 melee round.
Action 6: Barrage (8 PPE) at Kreeghor. Strike?: 1d20+16 = 19. Damage: 4 per force blast. 11 force blasts. Duration: 1/2 melee round.
Action 7: Barrage (8 PPE) at Bashka. Strike?: 1d20+16 = 21. Damage: 4 per force blast. 11 force blasts. Duration: 1/2 melee round.
Action 8-9: Reserved for Contingencies/Dodges: 1d20+22 = 40, 1d20+22 = 33
================
Auto-Dodges (+11 not included): 9d20:
13, 14, 10, 15, 6, 20, 5, 11, 11


Spinning Blades Parries (+6/+2 [melee/ranged] not included): 18d20:
3, 20, 17, 17, 9, 14, 19, 7, 17, 10, 19, 9, 5, 18, 5, 10, 16, 19


Lightblade Auto-Parries (+20 not included): 9d20:
6, 7, 19, 8, 9, 18, 13, 12, 9

Contingencies:
If Cosmic Armor collapses (his or a teammate's), re-cast (1 action). Sacrifice an action to re-cast if contingency action used up.

Skorl
Action 1: Flying to attack targets of opportunity. Strike: 1d20+4 = 15. Damage: 1d6*10 = 20 MD.
Action 2: Flying to attack targets of opportunity. Strike: 1d20+4 = 9. Damage: 1d6*10 = 10 MD.
Action 3: Flying to attack targets of opportunity. Strike: 1d20+4 = 15. Damage: 1d6*10 = 10 MD.

Contingencies: If no more targets of opportunity, return to Metri's hand.


Status updates
ISP:
PPE: -38 -23 -8 -8 -8
Code: Select all
[*] Meteor. Range: 3200 ft. Radius of Damage: 40 ft. Damage: 20D6+32 MD to a 40 ft radius. Duration: Instant. Saving Throw: Dodge if victims see it coming. Meteor is +4 to Strike. (BoM pg. 135)
[*] Cosmic Armor. 160.00 min. [color=green]800[/color]/800 MDC. Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma. -5% to all Physical Skills such as Acrobatics, Climbing and similar. -10% to Palming, Pick Pocket, Prowl, and other Rogue, Medical and Technical skills that require a delicate touch.
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Postby Oradro » Fri Mar 27, 2020 7:31 am

Perception 32%: 1d100 = 45
JIC: 1d100 = 95 1d20 = 20
PPE: 164/290
Personal MDC: 355
Cosmic Armour: 198/500 (Regenerates 1d4X10 in 1 melee)
Cosmic Force Field: 3,904/4,000
-1 attack, 1/2 speed, and -4 to all combat moves for 10 minutes

With the force-field now protecting him, Oradro tried to focus on drawing the attention of the Khreegor so that he wasn't going on after the others. He wasn't so certain he'd manage to the way things had been going for him at the moment, that wasn't going to stop him from doing his best to try at least. "Hey! Going to just run now you pansy shit!? Now that you know what you're up against!? Perhaps you should surrender now before it's too late."

Attempting to intimidate Khreegor:
Intimidate 37%: 1d100 = 65

After that he'd move to try and swing his axe at the big creature, taking one heavy swing after another, bolstered by the aura of Starchief's sword. He still does his best to try and parry any attacks, for despite the power of his force field, he wasn't going to presume it was simply going to hold. He wasn't sure he was up against. Besides, this Khregor was just one of many foes they were arrayed against, and even if he could pull himself out of this situation, he cared for the others he wouldn't be able to.

Initiative: 1d20 = 1
Attacks 6 (5 after penalty)
Action 1: Attack Khreegor with Axe (+7 - 4 +3 = +6) 1d20+6 = 9
Action 2: Attack Khreegor with Axe 1d20+6 = 16
Action 3: Attack Khreegor with Axe 1d20+6 = 13
Action 4: Attack Khreegor with Axe 1d20+6 = 21
Action 5: Attack Khreegor with Axe 1d20+6 = 24

Auto-Parry: (+10 -4 +3 = +6) 1d20+6 = 71d20+6 = 101d20+6 = 81d20+6 = 91d20+6 = 19

Damage:
Attack 1: 1d6*10 = 50 + 1d4*10 = 40
Attack 2: 1d6*10 = 40 + 1d4*10 = 30
Attack 3: 1d6*10 = 30 + 1d4*10 = 10
Attack 4: 1d6*10 = 60 + 1d4*10 = 30
Attack 5: 1d6*10 = 50 + 1d4*10 = 40
Oradro's Sheet
PPE: 690
MDC 340

Constant Conditions:
  • Regeneration: 1d4X10 per Minute.
  • Does not require air, food or sleep.
  • Impervious to Fire (except Magic). All other non magical energy attacks do 1/100th damage (Lasers, Particle Beams, Ion Beams etc). Physical, Magic and PSI attacks do full damage.
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Postby Juan Echo » Sat Mar 28, 2020 5:38 am

Perception (27%): 1d100 = 66
JiC: 1d20 = 4/1d100 = 26

Gear
Armor
NE-BA-26 Special Body Armor
Armor by location:
    Main body: 95/140
    Head: 60/60
    Arms (each): 50/50
    Legs (each): 60/60

Cosmic Armor (149:30): 265/800 M.D.C.
Weapons
2 Magical Clubs
NE-74GL Grenade Launcher (Ammo 0/48)

Abilities
Relevant Skills
Nightvision
Active Effects
Cosmic Armor (149:15): Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma. -5% to all Physical Skills such as Acrobatics, Climbing and similar. -10% to Palming, Pick Pocket, Prowl, and other Rogue, Medical and Technical skills that require a delicate touch.
Intuitive Combat (-10 I.S.P; 11:30) -- +3 initiative; +1 strike; +1 parry; +4 dodge; +4 pull punch; +2 roll with punch, fall, or impact; +2 disarm
Total I.S.P. expended: -10

Combat
APM: 6
Initiative - 1d20+9 = 16
Actions
1. Switch grenade launcher for magical clubs
2 - 3. Body Tackle the electro-angel: damage - 1d4+12 = 15 M.D.; save vs. being knocked over - 45%
4. Twin strike with Magical Clubs on the electro-angel
right club, strike - 1d20+11 = 30 (CRITICAL STRIKE)/damage - 5d6 = 16 x 2 = 32 M.D.
left club, strike - 1d20+11 = 21/damage - 5d6 = 13 M.D.
5. Twin strike with Magical Clubs on the electro-angel
right club, strike - 1d20+11 = 31 (CRITICAL STRIKE)/damage - 5d6 = 15 x 2 = 30 M.D.
left club, strike - 1d20+11 = 16/damage - 5d6 = 15 M.D.
6. Twin strike with Magical Clubs on the electro-angel
right club, strike - 1d20+11 = 13/damage - 5d6 = 16 M.D.
left club, strike - 1d20+11 = 13/damage - 5d6 = 16 M.D.
Contingency
1. Activate Energy Aura if Cosmic Armor is destroyed
Parry Rolls
1. 1d20+11 = 16; 2. 1d20+11 = 12; 3. 1d20+11 = 24
Auto-dodge Rolls
1. 1d20+2 = 6; 2. 1d20+2 = 18; 3. 1d20+2 = 13; 4. 1d20+2 = 4; 5. 1d20+2 = 5

Juan Echo empties his grenade launcher's clip in the direction of the flying Invincible Guardswoman, though direction is not a precise word since she is everywhere inside the cavernous bowels of the building. Despite, or perhaps because of, her omnipresence, Juan has failed to land a single grenade in her general area. She seems to flit out of the blast radius with swift ease. And compounding to the frustration, for every point of Mega Damage that he did not inflict, his opponent seemed to land 3 points of her own. Now this is more like a hammer confronting a circular saw problem.

Juan grimaces as he switches his weapons. There was no point in wasting more ammo on this fight. If he was going to be a hammer, he ought to rely on blunt force trauma as much as he can. "We need to get her to stop moving," Juan shouts as he starts dashes at the electro-angel. He flies at the Guardswoman at full speed, (presumably) letting Sorrenson's missiles guide his target into a collision path with him. Juan lowers his shoulder as he gets close, and tackles her into the nearest wall (or barring that, straight up into the ceiling).

When she bounces off the wall of the basement, he will unleash a flurry of strikes with his Magical clubs. Should he need to parry or dodge an attack, he will rely on instinct as he hopes to put his foe down before she can do more damage.* If his Cosmic Armor is destroyed in the melee he will take the time to reload it.

Juan would be more concerned by the small wafts of fire gurgling from one of the walls. Unfortunately, he is dealing with one Invincible Guardswoman, and there are two more skulking in the room. And equally unfortunately, the Wanderer has been to Cormal, and a room this horrible isn't that novel anymore, flaming farts or not. Though, at some point in the future Juan may inspired by these memories during his extra-curricular activities.**

* I defer to the GM and AGM to determine which would be the more appropriate response to an attack - sacrificing one of his club strikes for a parry or an auto-dodge.
** High on the Chirpa Plateau the Hostess sighs. She isn't worried for her brother, not exactly. But she feels wistful, and she wonders where he is, wants to know who is with and what he is doing. Knowing him, the Wanderer had likely stumbled into some sort of trouble. (Sometimes love is a battlefield.) She can only imagine how Jonny could wrestle his way out (and in! I'm incorrigible!) of trouble out in the Three Galaxies. It brings a smile to her face that fades into concern when she starts to dwell on the specifics.
She finds her self roaming through the 25th floor of the Tower, where he kept his quarters. Several of the rooms were filled with trophies from his many adventures. A few were left open and empty, only used when the Wanderer returned with companions. Only one door is closed. The Hostess forgets what is inside and enters into a room covered in black tarps save for a giant pit in the middle. Body glitter spatters the tarps pressed against the walls. She notices several beaded ropes dangling from the ceiling, and before she can look any more she is already back at the staircase.
She calmly walks back to the main hall on the 12th floor and taps two of her handmaidens. "Urqos, I want you to sterilize every room on the 25th floor. Twice."
Status: Juan Echo
M.D.C.: 300/300
P.P.E.: 50/50
I.S.P.: 42/76

May the rest of the Yayamama Pantheon have mercy on our SOULS!
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Postby Sorrenson » Tue Mar 31, 2020 3:05 am

Perception: 1d100 = 99 /34%, +15% magical / mechanical
JiC d20/d100: 1d20 = 20 / 1d100 = 65

Drone Locations:
Spy - Safe-house watching Kaboom (silent comms until pinged for location)
Combat A - Front gate of compound
Combat B - Front gate of compound, moving towards basement
Destructo A - Used. Gone. History.
Destructo B - In da basement! But, like in the other room.

Once activated:
Magical Adrenal-Rush feature is activated wearers P.S. becomes Supernatural, +2 attacks per melee, +50% speed, Wearers S.D.C. is tripled, Wearer receives the following combat bonuses: +3 to Initiative, +1 to Strike, +1 to Dodge, +1 on all Saving throws. The wearer becomes impervious to drugs, mind control, possession, illusions, pain, and horror factor. Duration: 4 Melee Rounds per activation. Current round is round 3

OOC Comments
PPE: 51/151
ISP: 44/48
HP: 38
SDC: 30
NE PA003 "Drudge" Industrial PA
M.D.C. by Location.
Arms (2) - 200 each
Hands (2) - 100 eacho
Legs (2) - 200 each
Sensor Cluster (head) - 50
Main Body - 332/400
TW Armor of Ithan - 32/100 - 9.75 minutes remain
Starfire Cannon ammo 31/32
NE-800 ammo - 4/16 smart missiles available, 0/16 dumb missiles
Fusion Blocks 5/5


Drone M.D.C
-80 from main body of Combat Drone #A
-55 from main body of Combat Drone #B
-5 from from main body of Spy Drone
-5 from main body of Destructo Drone #B

Gear on person:
Amulet of Understanding
Amulet of Understanding ISP: -22

Light mage armor: (Worn)
M.D.C. by Location
• Hood: 20
• Arms: 15 each
• Legs: 30 each
• Main Body: 50
• Armor of Ithan: 60/60 - 5 minutes remain
Modifiers: -5% to physical skills
TW enhancements (at 6th level): armor of Ithan (10), Fly as Eagle (25), Breathe without Air (5), Impervious to Energy (20)

PH 21 Phase Beamer (Worn in shoulder holster)
Damage: 3d6 s.d.c. to s.d.c. creatures, 4d6 m.d.c. to m.d.c. beings and force fields, no damage to armor.
Rate of Fire: equal to HTH
Range: 400ft
Payload: 10 shots.
3 e-clips

TW Lightblade (shaped like a long knife, worn on belt)
Damage 1d4x10 +3 m.d.
Duration: 3 minutes
p.p.e. cost to activate: 20
Double damage to Vampires and those vulnerable to light.

Mr. Sorrenson’s Harness of Awesome V 1.0

TW Converted NE-202 Slim-Line "Widow-Maker" Heavy Plasma Cartridge Pistol
• Range: 60'
• Damage: 1D4x10 M.D. (Particle Beam)
• Rate of Fire: Single shots only.
• Payload: 4 (12 P.P.E. per Shot)

Splugorth Mega-Blade

Bone Fetish

Utility/Tool Belt

Juan Echo wrote:"We need to get her to stop moving,"
"Oh. Looks like we're gunna make it that kind of party. Let's go!"Sorrenson replies as he watches Juan rush in to tackle the flier. Well, that's made using the second destructo drone difficult... he thinks to himself. He fires off the rest of his smart mini missiles. He then moves in and tries to punch the flier as best he can.

In the space between seconds that the Magic Adrenal Rush has made accessible he has a conversation with the Amulet.
Oh dear. It seems Mr Metri didn't need the help. Not that I can seem much of anything with all the smoke and assorted micro debris fouling the limited sensors of the drone I sent. I shall return the drone to this room immediately. The amulet informs Sorrenson.
Okay. Sorrenson replies. How far away is that combat drone? I'm outta missiles.
Of course you are. The amulet notes with a tone that Sorrenson feels leaves a ' tisk, tisk... You really should have brought more with you. They are not doing an iota of good stacked neatly on the ship, now are they?' hanging in the mental air. The combat drone will be here soon. It adds simply.
Sorrenson doesn't reply. he is focused on lining up a decent punch if he can get close enough.

Initiative: 1d20+3 = 23
Actions:
1 - Reactivate PA's Armor of Ithan.
2 - Strike Electro Angel Ugly with single smart missile 1d20+5 = 13, damage 6d6 = 26 M.D.
3 - Strike Electro Angel Ugly with single smart missile 1d20+5 = 22, damage 6d6 = 18 M.D
4 - Strike Electro Angel Ugly with single smart missile 1d20+5 = 17, damage 6d6 = 24 M.D
5 - Strike Electro Angel Ugly with single smart missile 1d20+5 = 20, damage 6d6 = 26 M.D
6 & 7- Power Punch Electro Angel Ugly (if possible) 1d20+4 = 22, damage 1d6*10 = 20 M.D
8 - Saved for dodge / re-up AoI as needed. Dodge:1d20+9 = 21
9 - Saved for dodge / re-up AoI as needed. Dodge:1d20+9 = 27
10 - Reactivate the Magic Adrenal Rush enchant for the next round.
smart missles
E Micro-Missile (smart)
• Range: 2 mile
• Damage: 6d6 M.D. to a 3' radius.
• Weight: 22lbs.
• Quantity: 50
• Modifers: +4 Strike. On a miss, missile can try again up to 2 times per round. Requires a called shot to be hit and has +4 to dodge.

Extra Smart missile strike rolls if needed: 1d20+5 = 22,1d20+5 = 17,1d20+5 = 25,1d20+5 = 22

Sorrenson will re up his AoI as needed.
Parries if needed: 1d20+10 = 22,1d20+10 = 18,1d20+10 = 20, 1d20+10 = 19,1d20+10 = 18,1d20+10 = 14,1d20+10 = 27,1d20+10 = 26,1d20+10 = 20,1d20+10 = 19
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Postby Kaedras Starfall » Tue Mar 31, 2020 12:09 pm

Perception 42% 1d100 = 32

JIC: 1d20 = 18
1d100 = 95

Conditions:
  • Sixth sense (Triggered)
  • Cosmic Armor. ??/160 min. 750/800 MDC. Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma. -5% to all Physical Skills such as Acrobatics, Climbing and similar. -10% to Palming, Pick Pocket, Prowl, and other Rogue, Medical and Technical skills that require a delicate touch.
  • Enhanced Reflexes. +2 P.P.; +1 APM, +3 initiative, +1 Strike, +2 Parry & Dodge, +15% to all physical skills relying on balance/coordination. 0 / 2 min. duration
  • Champion's Bonus (to all who can see Starchief): +3 Strike, parry, & dodge

Kaedras slams into the wall, almost feeling the hit through his multiple layers of protection. His psionic forcefield now popped, Kaedras reaches instinctively for his quiver, but finds himself out of standard damage arrows.

"Fine."

Grasping his bow in his left hand, he summons a Psi-Sword with his right (-30 ISP) - an impressive cutlass-shaped blade, aglow with violet-colored light. Even a halfwit such as he can see that he is outnumbered and outmatched. If I can keep him off-balance as well, the fight will be ours.

With that, Kaedras swoops in, flying under the power of the Cosmic Armor spell, parrying with his bow and striking with his psionic blade. "If you wish to die for these villains, I shall not stop you."

Initiative: 1d20+7 = 10

APM: 5

Action 1: Strike with Psi-Sword 1d20+13 = 26; Damage 6d6 = 25 MD
Action 2: Strike with Psi-Sword 1d20+13 = 25; Damage 6d6 = 24 MD
Action 3: Strike with Psi-Sword 1d20+13 = 20; Damage 6d6 = 22 MD
Action 4: Strike with Psi-Sword 1d20+13 = 33 (Nat. 20!); Damage 6d6 = 14X 2 = 28 MD
Action 5: Reserved for Dodge 1d20+13 = 32
Bonus Action (enhanced Reflexes): Strike with Psi-Sword 1d20+13 = 19; Damage 6d6 = 19 MD

Parries (with bow): 1) 1d20+12 = 32 (Nat. 20!); 2) 1d20+12 = 15; 3) 1d20+12 = 16; 4) 1d20+12 = 20; 5) 1d20+12 = 27

Kaedras Butcher's Bill
-5 ME Arrows
-5 HE Explosive Arrows
-2 Paralysis: Lesser Arrow
-1 Energy Bolt Arrow
-40 ISP
Kaedras Starfall
I.S.P.: 95/168
M.D.C.: 37/37

Psionic Crystal Armor
M.D.C. by Location:
Arms: 15 each
Legs: 22 each
Main Body: 35
Psionic Force Field: 30/70 (Can be used 4 times per 24 hour period without I.S.P. cost to user)
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Postby Chef Icky » Tue Mar 31, 2020 8:31 pm

Perception: 1d100 = 57/43%
JIC: 1d20 = 6/1d100 = 22

Conditions
- CAF Heavy Battle Armor: 88/120 MDC
- Integrated N-40B Force Field: 64/110 MDC
- Nightvision – 100’/30.5 m (can see in total darkness)
- EP-5 Energy Pulse Pistol: 3/9 shots remaining in current e-clip
- Cosmic Armor. 150 min. remaining | 690/800 MDC. | Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma.


icky steps back and gives his swords a twirl. "Wassamatta, Tiny? Gettin' winded already?" he asks with a smirk. "An' 'ere I figured all dat Necrol felgercarb was supposed ta be enhancements -- looks like ya better ask 'bout a refund, chum."

I joke, but he's definitely tougher than last time. Fortunately he seems just as stupid and belligerent. Here's hoping the old 'make him so mad he'll screw up' trick works -- until then, it's time for more Julie-N fries.

He continues to hack and slash his way around the Kreeghor, focusing on the still-functioning arm and hoping to make it as useless as the one Kaedras pegged with that funky arrow.

Or lop it off, that'll work too.


Combat Shenanigans
Initiative: 1d20+4 = 16
APM: 8

Notes:
- While wielding Darkwing, Icky’s strength is SN 42 (6D6 punch damage)
- Darkwing inflicts double damage to beings of an evil alignment
- W.P. Paired Weapons
- Critical Strike on an unmodified roll of 18, 19, 20.

Actions:
1. Chop Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 25; Damage 12d6 = 44 MD
2. Slice Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 16; Damage 12d6 = 40 MD
3. Dice Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 18; Damage 12d6 = 42 MD
4. Whack Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 28; Damage 12d6 = 42 MD
5. Cleave Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 31; Damage 12d6 = 49 MD CRIT -- AND DIDN'T SPEND EP FOR IT THIS TIME!
6. Mince Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 22; Damage 12d6 = 39 MD
7. Cube Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 18; Damage 12d6 = 44 MD
8. Reserved for dodging. Dodge: 1d20+15 = 20

Auto-Parries with Giran's Green-Glowing Magic Sword: 1d20+14 = 31, 1d20+14 = 18, 1d20+14 = 24, 1d20+14 = 27, 1d20+14 = 28, 1d20+14 = 29, 1d20+14 = 30, 1d20+14 = 27
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.

Please do not PM this account -- send your PMs to AGM account The Bos instead. Thanks!

------------------------------

- 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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