SPECIAL HOLIDAY GAME!!!!!!

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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Jay Sark » Fri Apr 07, 2017 8:33 am

Percep: 1d20+5 = 18
JIC: 1d20 = 20 1d100 = 74
Attacks: 5
Init: 1d20+4 = 21

Jay gives the snowman a hateful look after taking the ice blast in the face. He sees the chunks blown away by his shotgun blasts start to reform and says, "Oh, so that's how it is chuckles. I think you need to roast and take your suggestions with you." Then he takes a deep breath and calls down another pair of lightning bolts.

If the first bolt blasts the snowman apart, Jay will aim the second at the currently beached Narwhal

If Jay realizes he is being attacked by his teammates, he will do his best to dodge and try to get close to them His ultimate goal is to knocking them into the water where Mr. Narwhal came out and give them something else to worry about while he finishes off the snowman.

1-2. snowman Draw lighting bolt Strike: 1d20 = 13, Dmg: 8d6 = 27
3-4. snowman Draw lighting bolt Strike: 1d20 = 16, Dmg: 8d6 = 35
5. Save for Dodge


Contingency hand to hand strikes: 1d20+2 = 7, 1d20+2 = 16, 1d20+2 = 18, 1d20+2 = 22, 1d20+2 = 13

If needed:
Auto-Dodge: 1d20 = 3, 1d20 = 13, 1d20 = 13, 1d20 = 7, 1d20 = 8
As needed Parry/Dodge: 1d20+6 = 26, 1d20+6 = 12, 1d20+6 = 11, 1d20+6 = 12, 1d20+6 = 18




Christmas Special Tracking




Jay Sark
AR: 12
HP: 63/63
SDC: 300/184

Worn on Person:
Brown Boots


Omega Suit
A.R.: 17
SDC: 250/234
Features:
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'


TI Riproar (CS p68)
Rate of Fire: single shot or both barrels (double damage)
Payload: 6 round tubular magazine: standard 6/4
-Stun Balls; Range: 40 ft / Dmg: 2D6 plus victim is -6 to initiative, strike, parry and dodge for 1 D4 melee rounds unless save vs poison
-Standard Rounds; Range: 100 ft / Dmg: 6d6
-Microjet Rounds; Range: 130 ft / Dmg: 1d6x10
-Explosive Rounds; Range: 100 ft / Dmg: 1d6x10

Utility Belt
1: Hand Cuffs
1: Flash Light
TI Riproar Ammo:
-0: Standard Rounds
-2: Microjet Rounds
TI .50 Ace Magazine: standard 9/9

Combat Knive
Dmg: 1d6 SDC

Holster
TI .50 Ace handgun (CS p68)
Range: 150 ft
Dmg: standard 6D6
Payload: 9 round magazine: standard 9/9
Jay Sark
Current Details
AR: 12
HP: 63/63
SDC: 300/300
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Maniacal Laugh » Sat Apr 15, 2017 11:11 pm

IT'S THE NORTH POLE BITCHES!
Date: Saturday, December 24th
Time: C-10:59:45 (round 2)
Weather: It's the m*****f****** North Pole, what do you think the weather is like???

Summary post since my pithy one got lost. Grrr.

Jay: Zapped Leroy, got his ass handed to him by some Walrus. (Leroy's a puddle.)
Wi-Fi: Tried to get touchy feely with TK on Jay, but wasn't really working.
Webs: Mind controlled and vicious, stab stab stabbed the crap out of Daryl.
Daryl: Got stabbed by Webs. Not good times. Got chomped by a walrus. Also not good. Shot Webs a couple times, looked like they might have even hurt him.
New friends arrived!
There were five of the elfs in armor carrying ridiculous weapons. Leroy accidentally froze the head of one of them (he was carrying a big hammer). Another armor clad elf with a big, electrified, ball and chain missed anyone even remotely resembling an enemy and knocked the head off of his compatriot (who was wielding a giant axe with multiple blades on each side). One of the other armored elfs has stood a ways back and not engaged, while the remaining two (that would be ball and chain guy and a guy with a three bladed sword (don't ask me how that works, because in realityville it probably doesn't)). The guy not engaging has a ginormous three, six barreled miniguns sitting next to him (image it with a handle).

And of course it wouldn't be a party without a bunch of the gun toting elfs.


Butcher's Bill

  • Wi-Fi: Free! Can post normal!
  • Webs: -3 SDC Omega Suit, -13 personal (bone form) SDC. Free! Can post normal!
  • Jay: -50 Omega Suit SDC, -100 personal SDC/HP
  • Daryl: -71 SDC Personal Force Field
  • Leroy the Snowman DEAD
  • Boss elfs 3 normal, 1 DEAD, 1 w/head in ice.
  • Walrus 4, 1. healthy, 2. healthy, 3. -15 (Daryl switched after Webs stopped being a threat), 4. healthy
  • Handgun elfs: 50



Combat posts you bastiches!
NOTE: REMEMBER, WHEN TARGETING GROUP ENEMIES - E.G. PUFFINS, ELFS - YOU JUST TARGET THE GROUP. THE MORE DAMAGE YOU DO THE MORE BAD GUYS YOU KILL.

What the frag are you doing?
A hard, cynical act for a hard, cynical world. - Tex Richman
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby DARYL » Sun Apr 16, 2017 5:18 am

Perception: (1d20+12)-3 = 14
JIC: 1d20 = 15 , 1d100 = 78

Current Condition:
  • Evil Daryl Bad Karma Modifiers
    (-3 Perception , -10% all skills , -2 Initiative , -2 Strike , -4 Parry , -3 Auto-Dodge , -3 Disarm , -6 Roll , -6 save vs Toxins , -4 Save vs Magic , -6 save vs Lethal Poison , -6 save vs psionics , -10 SDC , His Critical hits only do normal damage)
  • Personal HP 17 SDC 39 Left
  • Personal Force Field(On): 13 SDC Left
  • Omega Suit: AR: 17 SDC 250
  • Stun Gun Amo: 5 / 10
  • Sonic Amo: 0/20 ClipA , 0/20 ClipB , 8/20 ClipC*

- - - - - - - ( OOC: Just for fun ;) ... a bit of how I pictured it ) - - - - - - -

(Evil)Daryl quick on his own feet to be ready for an attack from anyone .. Daryl super-humanly aware of all those subtle little details that give away one's intent .. the shifting weight , twisting of a foot , where the eye was looking , etc .. Daryl's mind processes them all lightning fast , allowing him to anticipate and narrowly (Less than 1 foot) move (Side Step) just a little out of the way from the otherwise skillful and mighty swings from Spiderweb .. Daryl moving at normal human speeds only makes it .. To an outside observer , it almost looks like the whole thing is choreographed / planned out in advance , as if Daryl somehow knew in advance what Spiderweb's next attack would be before he even made it , and was already in motion to avoid it .. Each time Spiderweb's skillful attacks coming very close to their intended target .. only missing by 2 or 3 inches here or 3 or 4 inches there.

Although (Evil) Daryl coldly having no loyalty in a fraction of a second reclassifies the person as hostile , and begins a counter attack .. opening fire with his high tech sonic pistol .. The concentrated and directed sound waves hit and impact with the power of a slug throwing 357 and hit their mark on Spiderweb again and again .. But fortunately for Spiderweb his durability is soo great , such weapons have (comparatively) very little effect on such a durable target as himself .. Almost negligible little nicks and scratches to him.

The same can not be said when Spiderweb does finally manage to land a hit or 2 of his own on the evading DARYL .. Like blasts from the main gun of a tank , or being hit by a tractor trailer at highway speeds .. The mighty Spiderweb lands super-humanly powerful blows , that are further enhanced by arcane magics .. The immense power of the attacks are obvious , and push DARYL back each time , and the personal force field around DARYL buckles under the devastating assault , a thin hair away from failing completely .. The Mighty Spiderweb doesn't allow the breathing room created by the force of his mighty powerful blows , he advances in and continues to press his assault.

The eventual fate of this clash becomes obvious in only a few seconds .. and there is little doubt that the fast thinking and quick footed DARYL is out of his league and his time is running out .. But .. for as unlucky as he might be .. (Evil)Daryl gets a reprieve .. The Spider's mind becomes his own once again , and he stops pressing attack after attack on the detective .. Although Daryl still classifies him as a 'hostile' .. Daryl did notice the tide of that short conflict .. and his priorities have sense changed .. there are others now attacking both of them .. and at least for the moment .. they once again have a common foe.

Perhaps by assisting with a common foe it will convince him to spare me when this is done .. or at least cause him to hesitate long enough for me collect my money and escape .. at the very least , it's best to let these other hostiles chip him down a little between now and then.

- - - - - - -

Initiative: (1d20+3)-2 = 10
APM: 8 + 8 Multi-Tasking (MT)

APM-1: Continues to fire on the remaining Walruses With His Sonic Pistol
To Hit (1d20+3)-2 = 21 Natural 20!! :D
Sonic Pistol Damage 3d6 = 16 Bad Karma effect = normal damage even on critical hits
Special: If failed to beat AR .. 1/2 damage to armor , other 1/2 damage ignores armor anyway damaging person inside

MT-1: Maintain What's Left of his Personal Force Field

APM-2: Continues to fire on the remaining Walruses With His Sonic Pistol
To Hit (1d20+3)-2 = 18
Sonic Pistol Damage 3d6 = 16
Special: If failed to beat AR .. 1/2 damage to armor , other 1/2 damage ignores armor anyway damaging person inside

MT-2: Stay Aware of Hostiles

APM-3: Continues to fire on the remaining Walruses With His Sonic Pistol
To Hit (1d20+3)-2 = 16
Sonic Pistol Damage 3d6 = 11
Special: If failed to beat AR .. 1/2 damage to armor , other 1/2 damage ignores armor anyway damaging person inside

MT-3: Stay Aware of Non-Hostiles

APM-4: Continues to fire on the remaining Walruses With His Sonic Pistol
To Hit (1d20+3)-2 = 15
Sonic Pistol Damage 3d6 = 9
Special: If failed to beat AR .. 1/2 damage to armor , other 1/2 damage ignores armor anyway damaging person inside

MT-4: Stay Aware of Surroundings

APM-5: Continues to fire on the remaining Walruses With His Sonic Pistol
To Hit (1d20+3)-2 = 12
Sonic Pistol Damage 3d6 = 5
Special: If failed to beat AR .. 1/2 damage to armor , other 1/2 damage ignores armor anyway damaging person inside

MT-5: Look for patterns in hostiles attacks

APM-6: Continues to fire on the remaining Walruses With His Sonic Pistol
To Hit (1d20+3)-2 = 3
Sonic Pistol Damage 3d6 = 11
Special: If failed to beat AR .. 1/2 damage to armor , other 1/2 damage ignores armor anyway damaging person inside

MT-6: Look for strengths / weaknesses in hostiles

APM-7: Continues to fire on the remaining Walruses With His Sonic Pistol
To Hit (1d20+3)-2 = 9
Sonic Pistol Damage 3d6 = 14
Special: If failed to beat AR .. 1/2 damage to armor , other 1/2 damage ignores armor anyway damaging person inside

MT-7: Begin to move in closer to hostiles (Elves)

APM-8: Continues to fire on the remaining Walruses With His Sonic Pistol
To Hit (1d20+3)-2 = 17
Sonic Pistol Damage 3d6 = 12
Special: If failed to beat AR .. 1/2 damage to armor , other 1/2 damage ignores armor anyway damaging person inside

MT-8: Finish moving into hand to hand range of Elves .. now that he's out of Sonic Amo .. Next round Daryl goes Hand to Hand.

Side Step Auto-Dodge as needed:
Daryl's Auto-Dodge Bonus reduced from +15 (as listed bellow) to +10 to Auto-dodge Bullets and Energy Blasts.

(1d20+15)-3 = 22
(1d20+15)-3 = 13 Natural 1 :(
(1d20+15)-3 = 19
(1d20+15)-3 = 30
(1d20+15)-3 = 28
(1d20+15)-3 = 19
(1d20+15)-3 = 32
(1d20+15)-3 = 24

- - - - -
OOC#2: I always do the 4 button copy all text thing (Ctrl-A than Ctrl-C) before I post .. so I don't loose what I've written .. if the site bumps it .. I can just Ctrl-V to paste all that text I previously copied.
DARYL
Current
HP 18 / 18 - - - SDC 52 [62] - - - Personal Force Field (Off) SDC 96
  • Heightened Sense of Recall -- Has no emotions -- High MA 88% Trust -- Heightened Sense of Awareness: Doesn't usually suffer from Surprise
  • Does not mentally tire - - Body tires normally per activity , only needs 3-4 hrs of rest per day.
  • Immune to Biological brain targeted Psionics: Telepathy, Empathy, etc .. Machine AI targeted Psionics work normally: Telemechanics, etc.
  • Karmic (Super Human Lucky) Opponents get no bonuses to Strike , Parry , Dodge Daryl .. They have straight unmodified rolls only.
    Opponents Critical does normal damage to Daryl and their Death Blow only stuns him
  • Sonic Blaster Pistol 80ft Dmg:3d6Special Amo(per-clip): 20 EClips 3 / A*(20) , B (20) , C (20)
  • Stun Pistol 100ft RoF:5 Dmg:Special Amo(per-clip): 9/10
  • (2)Pepper Spray Amo:20 Range:6ft Durration:4d4mel Effect: -6Strike,Parry,Dodge
  • Omega Suit A.R.: 17 SDC: 250
  • FW-170 Air Densifier Wrist Band -- Amo: 6 -- Range 12ft -- Size 1-4ft -- RoF 2 actions each -- Duration 2 Melees
    AR 15 -- SDC 50 -- Light or Sound based attacks immune to shield pass through
  • Unless otherwise posted IC for some other use .. Daryl is always Multi-Tasking + Speed-Tasking
    and using all 'down time' to toward his self improvement studies being tracked in tinker thread .. Link .. Manifesting EP Purchases 1st Priority
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Jay Sark » Sun Apr 16, 2017 9:34 am

Percep: 1d20+5 = 9
JIC: 1d20 = 3 1d100 = 16
Attacks: 5
Init: 1d20+4 = 19

Focused on obliterating the Snowman, Jay doesn't even notice Wi-Fi's attempts to use her psi powers against him, Especially when he begins taking some massive hits from the Walruses that would have killed an ordinary man. Then he turns and runs trying to put some distance between himself and his attackers. As he runs a tactic comes to mind, but it will only work if they are on ice and not dry land. Maybe I can simply remove them from the fight.

After putting a little distance between himself and the walruses, Jay mutters to himself, "Suck it up Jay, you ain't got time to bleed." then he notes the arrival of the armed and armored elves and proceeds to unload his shotgun at them.

1. run / dodge / look
2. Shotgun elves Strike: 1d20+3 = 11 Dmg: 6d6 = 23
3. Shotgun elves Strike: 1d20+3 = 10 Dmg: 6d6 = 26
4. Shotgun elves Strike: 1d20+3 = 14 Dmg: 6d6 = 17
5. Shotgun elves Strike: 1d20+3 = 19 Dmg: 6d6 = 19


If needed:
Auto-Dodge: 1d20 = 14, 1d20 = 12, 1d20 = 12, 1d20 = 13, 1d20 = 3
As needed Parry/Dodge: 1d20+6 = 23, 1d20+6 = 16, 1d20+6 = 9, 1d20+6 = 26, 1d20+6 = 10




Christmas Special Tracking



Jay Sark
AR: 12
HP: 63/63
SDC: 300/84

Worn on Person:
Brown Boots


Omega Suit
A.R.: 17
SDC: 250/184
Features:
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'


TI Riproar (CS p68)
Rate of Fire: single shot or both barrels (double damage)
Payload: 6 round tubular magazine: standard 6/4
-Stun Balls; Range: 40 ft / Dmg: 2D6 plus victim is -6 to initiative, strike, parry and dodge for 1 D4 melee rounds unless save vs poison
-Standard Rounds; Range: 100 ft / Dmg: 6d6
-Microjet Rounds; Range: 130 ft / Dmg: 1d6x10
-Explosive Rounds; Range: 100 ft / Dmg: 1d6x10

Utility Belt
1: Hand Cuffs
1: Flash Light
TI Riproar Ammo:
-0: Standard Rounds
-2: Microjet Rounds
TI .50 Ace Magazine: standard 9/9

Combat Knife
Dmg: 1d6 SDC

Holster
TI .50 Ace handgun (CS p68)
Range: 150 ft
Dmg: standard 6D6
Payload: 9 round magazine: standard 9/9
Jay Sark
Current Details
AR: 12
HP: 63/63
SDC: 300/300
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Posts: 98
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Spiderweb » Sun Apr 16, 2017 10:39 am

Perception: 1d20 = 1
Initiative: 1d20 = 6
JIC: 1d20 = 12
JIC%: 1d100 = 75

Barney hates being mind controlled and will do something about that Narwhal when he has a chance

Massed group of handgun wielding elves, if they concentrate fire they can overwhelm by sheer numbers. The best way to deal that that is to be among them where they can not easily attack for fear of hitting each other.

Barney rushes forward and begins his "Arctic Ginsu", spinning his blade and mowing down elves like a lawnmower moving through grass.

Actions 5, Strike with spear +6, Parry with spear +7, Damage with spear 5d6+32
Action 1: Close distance, Dodge if needed 1d20+4 = 24
Action 2: Enter the fray Strike with spear 1d20+6 = 15, Damage 5d6+32 = 55, Parry 1d20+7 = 24
Action 3: Enter the fray Strike with spear 1d20+6 = 21, Damage 5d6+32 = 41, Parry 1d20+7 = 11
Action 4: Enter the fray Strike with spear 1d20+6 = 14, Damage 5d6+32 = 47, Parry 1d20+7 = 27
Action 5: Enter the fray Strike with spear 1d20+6 = 23, Damage 5d6+32 = 47, Parry 1d20+7 = 13
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Wi-Fi » Sun Apr 16, 2017 10:58 am

Perception: 1d20+2 = 16
JiC d20/d100: 1d20 = 2 / 1d100 = 7

Wi-Fi liked the plan Sark had, spread the enemy out and isolate.If the could als drown the elves in the water that would help. She follows Sark and readies to put a shield around him if he needs it while she looks for a shot. It was unwise to fight them all in a stand up fight. Better to use the smaller number and mobility against the elves if they could. TK would be her friend. Using broad strokes with the item would allow her to to hit multi-targets and sweep through ranks and save what precious ammo she had.

"Sark, lets run him a bit from the pack...how far does that portal of yours go again? and can you put it above or bellow where you are?" she asked as between shots, "and sorry about that MC...I appreciate you killing the snow man." Looking around for an item to TK and use as a weapon. If the team were outgunned the could use the portal to get to more advantageous location..or put the enemy in more deadly on. Looking for that big hammer in particular. she will settle for a solid shield or other solid piece of debris should one of her teamates have it.

APM: 6 If at any time she has to shield sark and he does not need mobility she will shield him.
1. Take cover with Sark

2. look for object, even a dead thing that is tough if needed for TK (like say that big hammer if it is not already claimed.)

3. Lift object, for TK

4. Strike Walrus chasing them with TK Item
Roll to Strike: 1d20+4 = 18 | Damage: 4d6*10 = 190/per hundred pound
5. Strike Strike Elves with TK Item
Roll to Strike: 1d20+4 = 24 | Damage: 4d6*10 = 100/per hundred pound
6. Strike with Strike anyone else that is not on the mercs side.TK Item
Roll to Strike: 1d20+4 = 10 | Damage: 4d6*10 = 120/per hundred pound

Dodge:
1d20+3 = 14, 1d20 = 20 , 1d20 = 8 , 1d20 = 1 , 1d20 = 20 , 1d20 = 8
Parry:
1d20+3 = 4, 1d20 = 2 , 1d20 = 20 , 1d20 = 1 , 1d20 = 15 , 1d20 = 1
OOC Comments
Wi-Fi's character sheet
[OOC]bonuses in green apply only when Force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6


Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
[/OOC]
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Maniacal Laugh » Sun Apr 30, 2017 10:50 pm

IT'S THE NORTH POLE BITCHES!
Date: Saturday, December 24th
Time: C-10:59:30 (round 3)
Weather: It's the m*****f****** North Pole, what do you think the weather is like???

Things get interesting! Jay blasts away with his master-blaster shotgun. He thins out the handgun toting elfs for sure, but more importantly he drives them towards Webs, the arctic-ginsu of elf destruction and deathification. So between the purple guy and the crazy spear guy, there's only parts left of those elfs.

On another front, Daryl decides it's business time. So he does what he does when it's business time and shoots walrus. I mean, who doesn't right? So he casually blasts their blubbery bodies with his sonic gun. For some reason, this time he's actually hitting them. He scatters the blubbery bits of one all over the snow and is working his way through another when along comes that showoff, Wi-Fi.

She's swinging one of the big elf magic hammers around like a toy - with her mind! But it's merely 25 pounds, no where near the smashing power the mutant egg head's powerful powers are capable of. Thankfully, they are battling in the arctic right next...a bunch of broken ice! She's able to whip a large chunk of ice out of the water and SMASH. Walrus pancake. SMASH. Another walrus pancake. SMASH, oh wait, that wasn't a walrus, that was a goofy axe-toting elf!

Ah! But you see, before they all got dead, those handgun elfs took some shots. They shot at Wi-Fi, they hit her, but her armor took most of it. They shot at Jay, and hit him in the face. Ouch. They shot at Webs, miraculously they hit him too. They did not hit Daryl. In fact. They shot the elf boss guy with the ice on his head and killed him. It wasn't pretty.

The last two of the boss elfs charge. One swings its electrified ball and chain at Wi-Fi and smacks her right in the chest. Thankfully the armored spandex magically distributes all that kinetic and electrical energy until it's harmless. Sensing by far that Daryl is the absolute, undeniable, undoubtably, biggest threat, the other electrified ball and chain wielding elf swings at him. But the spritely trenchcoated humanoid side steps out of the way effortlessly.

And there you go. Only two elfs left, each with an electrified ball and chain.

Scattered about are the remains of ginsu-ed elfs, shotgun blasted elfs, and elf with his head in ice whose spindly body is perforated with bullet holes, several pancakes that were walrus in a previous life, another elfs squashed, another missing his noggin, not to mention the melting snow-corpse of a snow-man. Lying on the field of battle is a giant axe with multiple blades on each side, a giant war hammer thing, and a multi-barreled multi-barreled machine gun that looks really wicked and plenty of smaller fire arms flung here and there willy-nilly.


Butcher's Bill

  • Wi-Fi: -44 Omega Suit SDC
  • Webs: -10 SDC/HP
  • Jay: -24 SDC/HP
  • Daryl:
  • Leroy the Snowman DEAD
  • Boss elfs 2 normal, 3 DEAD,
  • Walrus 4, 1. DEAD, 2. DEAD, 3.DEAD, 4. DEAD
  • Handgun elfs: 0



Combat posts you bastiches!
NOTE: REMEMBER, WHEN TARGETING GROUP ENEMIES - E.G. PUFFINS, ELFS - YOU JUST TARGET THE GROUP. THE MORE DAMAGE YOU DO THE MORE BAD GUYS YOU KILL.

What the frag are you doing?
A hard, cynical act for a hard, cynical world. - Tex Richman
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby DARYL » Mon May 01, 2017 3:02 pm

Perception: (1d20+12)-3 = 11
JIC: 1d20 = 14 , 1d100 = 18

Current Condition:
  • Evil Daryl Bad Karma Modifiers
    (-3 Perception , -10% all skills , -2 Initiative , -2 Strike , -4 Parry , -3 Auto-Dodge , -3 Disarm , -6 Roll , -6 save vs Toxins , -4 Save vs Magic , -6 save vs Lethal Poison , -6 save vs psionics , -10 SDC , His Critical hits only do normal damage)
  • Personal HP 17 SDC 39 Left
  • Personal Force Field(On): 13 SDC Left
  • Omega Suit: AR: 17 SDC 250
  • Stun Gun Amo: 5 / 10
  • Sonic Amo: 0/20 ClipA , 0/20 ClipB , 0/20 ClipC*
- - - - - - - -

Daryl has used his sonic pistol effectively so far against hostiles , but all good things come to and end .. and that's the end of this sonic pistol E-Clip Amo.

Now with the boss elf obliging Daryl's intent to close into Hand to Hand range Daryl continues against this hostile.

Thinking , Initiate Hand to Hand. Daryl is a whirlwind of hands and feet.

Initiative: (1d20+3)-2 = 21
APM: 8 + 8 Multi-Tasking (MT)

APM-1: Uppercut Punch Boss Elf
To Hit (1d20+8)-2 = 26 Damage: 1d4+5 = 7 Natural 20 .. per Bad Karma crit does normal damage.

MT-1: Maintain Personal Force Field

APM-2: Snap Kick Boss Elf
To Hit (1d20+8)-2 = 14 Damage: 1d6+5 = 11

MT-2: Holster now empty Sonic Pistol

APM-3: Back Hand Punch Boss Elf
To Hit (1d20+8)-2 = 10 Damage: 1d4+5 = 9

MT-3: Stay aware of conditions/environment

APM-4: Karate Kick Boss Elf
To Hit (1d20+8)-2 = 23 Damage: 2d4+5 = 9

MT-4: Stay aware of hostiles

APM-5: Jab punch
To Hit (1d20+8)-2 = 14 Damage: 1d4+5 = 7

MT-5: Stay aware of Non-hostiles

APM-6: Sweep/Snap Kick
To Hit (1d20+8)-2 = 21 Damage: 1d6+5 = 10

MT-6: Looks for patterns in hostiles behavior

APM-7: Uppercut Punch Boss Elf
To Hit (1d20+8)-2 = 9 Damage: 1d4+5 = 8

MT-7: Stay aware of further distant conditions

APM-8: Karate Style Kick Boss Elf
To Hit (1d20+8)-2 = 10 Damage: 2d4+5 = 11

MT-8: Stay aware of hostiles

Keenly perceptive of how his adversary is moving DARYL moves almost like it was scrypted in aadvance.
Side Step Auto-Dodge as needed:
Daryl's Auto-Dodge Bonus reduced from +15 (as listed bellow) to +10 to Auto-dodge Bullets and Energy Blasts.

(1d20+15)-3 = 16
(1d20+15)-3 = 24
(1d20+15)-3 = 29
(1d20+15)-3 = 30
(1d20+15)-3 = 26
(1d20+15)-3 = 29
(1d20+15)-3 = 22
(1d20+15)-3 = 32 Natural 20
DARYL
Current
HP 18 / 18 - - - SDC 52 [62] - - - Personal Force Field (Off) SDC 96
  • Heightened Sense of Recall -- Has no emotions -- High MA 88% Trust -- Heightened Sense of Awareness: Doesn't usually suffer from Surprise
  • Does not mentally tire - - Body tires normally per activity , only needs 3-4 hrs of rest per day.
  • Immune to Biological brain targeted Psionics: Telepathy, Empathy, etc .. Machine AI targeted Psionics work normally: Telemechanics, etc.
  • Karmic (Super Human Lucky) Opponents get no bonuses to Strike , Parry , Dodge Daryl .. They have straight unmodified rolls only.
    Opponents Critical does normal damage to Daryl and their Death Blow only stuns him
  • Sonic Blaster Pistol 80ft Dmg:3d6Special Amo(per-clip): 20 EClips 3 / A*(20) , B (20) , C (20)
  • Stun Pistol 100ft RoF:5 Dmg:Special Amo(per-clip): 9/10
  • (2)Pepper Spray Amo:20 Range:6ft Durration:4d4mel Effect: -6Strike,Parry,Dodge
  • Omega Suit A.R.: 17 SDC: 250
  • FW-170 Air Densifier Wrist Band -- Amo: 6 -- Range 12ft -- Size 1-4ft -- RoF 2 actions each -- Duration 2 Melees
    AR 15 -- SDC 50 -- Light or Sound based attacks immune to shield pass through
  • Unless otherwise posted IC for some other use .. Daryl is always Multi-Tasking + Speed-Tasking
    and using all 'down time' to toward his self improvement studies being tracked in tinker thread .. Link .. Manifesting EP Purchases 1st Priority
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Jay Sark » Mon May 01, 2017 10:39 pm

Percep: 1d20+5 = 24
JIC: 1d20 = 15 1d100 = 61
Attacks: 5
Init: 1d20+4 = 22

Conditions: AR 12

Frak, that freaking elf shot me in the face. At least the spider guy turned them into puree for their troubles. hehe Feeling more than a little worse for the wear, Jay falls back and leaves the remaining elves to the handy work of the other three mercs that have come to put Santa out of his misery.

As he moves back to a relatively safe distance, Jay loads the last two shotgun rounds he has, which happen to be microjet. He grins a little as he slings the shotgun but the grin quickly vanishes as he examines himself to see just how hurt he is.

After he's given himself the once over, Jay tries to patch himself up as best he can. After all, he wants to see the job done and get out of this frozen crap hole alive and with a nice payday.


1. moves and load shotgun, 2 rounds
2. move
3. First Aid 60%=1d100 = 86
4. First Aid 60%=1d100 = 35
5. First Aid 60%=1d100 = 94


If needed:
Auto-Dodge: 1d20 = 14, 1d20 = 2, 1d20 = 5, 1d20 = 19, 1d20 = 13
As needed Parry/Dodge: 1d20+6 = 7, 1d20+6 = 11, 1d20+6 = 13, 1d20+6 = 9, 1d20+6 = 17




Christmas Special Tracking



Jay Sark
AR: 12
HP: 63/63
SDC: 300/60

Worn on Person:
Brown Boots


Omega Suit
A.R.: 17
SDC: 250/184
Features:
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'


TI Riproar (CS p68)
Rate of Fire: single shot or both barrels (double damage)
Payload: 6 round tubular magazine: Microjet 6/2
-Stun Balls; Range: 40 ft / Dmg: 2D6 plus victim is -6 to initiative, strike, parry and dodge for 1 D4 melee rounds unless save vs poison
-Standard Rounds; Range: 100 ft / Dmg: 6d6
-Microjet Rounds; Range: 130 ft / Dmg: 1d6x10
-Explosive Rounds; Range: 100 ft / Dmg: 1d6x10

Utility Belt
1: Hand Cuffs
1: Flash Light
TI Riproar Ammo:
-0: Standard Rounds
-0: Microjet Rounds
TI .50 Ace Magazine: standard 9/9

Combat Knife
Dmg: 1d6 SDC

Holster
TI .50 Ace handgun (CS p68)
Range: 150 ft
Dmg: standard 6D6
Payload: 9 round magazine: standard 9/9
Jay Sark
Current Details
AR: 12
HP: 63/63
SDC: 300/300
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Wi-Fi » Tue May 02, 2017 8:37 am

Perception: 1d20+42 = 53
JiC d20/d100: 1d20 = 12 / 1d100 = 49

so glad the silver skin is intact..otherwise I'm wearing elf clothes...and they do not look my size. Seeing as her shield was low and her suit was taking damage it time to finish this quickly. and that would be a team effort knowing the fatman was not going to be easy. This would be disaster if they were to lose this close to the goal. she focused her efforts to make attack that would not not hit alles. there was no telling how deadly the fatman would be..

"When the fat man shows we take out...fast. disable legs and arms, head shots an if he falls in water we fry him with electricity. You like your Santa crispy or extra Crispy? Sark you look in rough shape..once the elves are dealt with I can heal you a bit. for now let those two finish the elves." she asked no on in particular sending what ever debris she had into the elves.

APM: 6
1)Extend shield around Sark

2)1d4*10 per 100 lbs (targets hostile)
Roll to Strike: 1d20+3 = 11 | Damage: 1d4*10 = 10
3)1d4*10 per 100 lbs (targets hostile)
Roll to Strike: 1d20+3 = 10 | Damage: 1d4*10 = 10
4)1d4*10 per 100 lbs (targets hostile)
Roll to Strike: 1d20+3 = 13 | Damage: 1d4*10 = 40
5)1d4*10 per 100 lbs (targets hostile)
Roll to Strike: 1d20+3 = 8 | Damage: 1d4*10 = 10
6)1d4*10 per 100 lbs (targets hostile)
Roll to Strike: 1d20+3 = 14 | Damage: 1d4*10 = 20

Dodge:
1d20+4 = 11 , 1d20+3 = 22 , 1d20+3 = 12 , 1d20+3 = 18, 1d20+3 = 15 1d20+3 = 13
Parry: Psychicly
1d20+5 = 21 ,1d20+5 = 21 ,1d20+5 = 7 ,1d20+5 = 12 ,1d20+5 = 22 , 1d20+5 = 25

Ignore these. upt the wrong damage in first time.
4d6*10 = 110
4d6*10 = 100
4d6*10 = 190
4d6*10 = 160
4d6*10 = 190
Last edited by Wi-Fi on Wed May 03, 2017 8:29 pm, edited 1 time in total.
OOC Comments
Wi-Fi's character sheet
[OOC]bonuses in green apply only when Force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6


Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
[/OOC]
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Spiderweb » Wed May 03, 2017 2:32 pm

Perception: 1d20+1 = 10
Initiative: 1d20 = 14
JIC: 1d20 = 9
JIC%: 1d100 = 88

OK, so cutting elves to bits is getting a bit boring. Time to try something cute. Barney aims a strand of ectoplasmic webbing at the swinging ball-and-chains. Optimal result will be catching both of the weapons and causing them to tangle together...next best result would be one Elf tangling himself in webbing and weapon. Still, Barney is going to stand back and try the trick to see what it does. There will be time later for killing the Elves...

Action 1) Aim for called shot
Action 2) Shoot Ectoplasmic Line (not sure of the called shot penalty) 1d20+5 = 7
Action 3) If missed, try again 1d20+5 = 22
Action 4 & 5 Reserved for dodge 1d20+4 = 19, 1d20+4 = 12
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Maniacal Laugh » Thu May 11, 2017 6:38 pm

IT'S THE NORTH POLE BITCHES!
Date: Saturday, December 24th
Time: C-10:59:45 (round 4)
Weather: It's the m*****f****** North Pole, what do you think the weather is like???

Really, at this point, was the outcome really in doubt? No, the only one who doesn't participate in the beat down of the last two top heavy boss elfs is Jay. He was doing a sensible thing and making sure he doesn't die. But the others, well with martial art mayhem, whacking with massive objects, and ectopasmic grabbiness, the elfs die before they can land any hits of their own. That leaves the frozen battle field clear of enemies for the moment.

A quick scout reveals their target:
Image
It's super creepy. It's like someone with photoshop and not a care in the world made a mash up of a photo of 150 Santa figures in the lawn of some crazy lady's house with a picture of one of those Santa shacks that pop up around the Holidays. And then messed with about 10 different adjustment layers to get it to look super weird. It may look like that, but no, this is REALLY what Santa's jolly house looks like.

It's probably bigger on the inside.

There's no clear path through the Santa statues. The door to the tiny house is about 100 feet away.


Butcher's Bill

  • Leroy the Snowman DEAD
  • Boss elfs 5 DEAD,
  • Walrus 4, 1. DEAD, 2. DEAD, 3.DEAD, 4. DEAD
  • Handgun elfs: 0




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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Spiderweb » Fri May 12, 2017 1:50 am

Perception: 1d20+1 = 18
Initiative: 1d20 = 14
JIC: 1d20 = 2
JIC%: 1d100 = 68

Spiderweb states, "I see three different possibilities. First, that these statues may be designed to attack any non-recognized personnel. Second, that the statues may be a hostility test, that attacking them may cause dire consequences. Finally, the target may be hiding among the statues, using the fact that there are hundreds of similar images to help fool our perceptions. I am uncertain which possibility or combination of possibilities to rate most highly."

He considers what should be done. If he were alone, he might try passing over the statues using his webbing.

While he is thinking, he starts rubbing his cracked exoskeleton, and is pleased to note the cracks vanishes as he touches them. He starts repairing his armor, though he estimates it will take several minutes to repair the entire thing and we probably lack sufficient time for a complete repair.
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby DARYL » Fri May 12, 2017 2:27 pm

Perception: (1d20+12)-3 = 25
JIC: 1d20 = 19 , 1d100 = 36

Current Condition:
  • Evil Daryl Bad Karma Modifiers
    (-3 Perception , -10% all skills , -2 Initiative , -2 Strike , -4 Parry , -3 Auto-Dodge , -3 Disarm , -6 Roll , -6 save vs Toxins , -4 Save vs Magic , -6 save vs Lethal Poison , -6 save vs psionics , -10 SDC , His Critical hits only do normal damage)
  • Personal HP 17 SDC 39 Left
  • Personal Force Field(On): 13 SDC Left
  • Omega Suit: AR: 17 SDC 250
  • Stun Gun Amo: 5 / 10
  • Sonic Amo: 0/20 ClipA , 0/20 ClipB , 0/20 ClipC*

- - - - - - -

With his Sonic Pistol Empty .. DARYL has his stun gun in one hand.

Looking at the layout before them .. Daryl suggests to the others, "Diversify , Attack all sides at once , Prevent any escape route."

Unless some reason not to is given .. Daryl than begins to cautiously walk toward the house .. staying on guard / watchful and ready for the attacks he expects to be coming shortly (Perception above).

Side Step Auto-Dodge as needed:
(1d20+15)-3 = 18
(1d20+15)-3 = 13
(1d20+15)-3 = 28
(1d20+15)-3 = 13

Daryl's bonuses above are only -5 to Side Step Bullets and Energy Blasts .. instead of the normal (no bonuses at all and a -8 on the dice roll) , vs bullets and energy blasts.
DARYL
Current
HP 18 / 18 - - - SDC 52 [62] - - - Personal Force Field (Off) SDC 96
  • Heightened Sense of Recall -- Has no emotions -- High MA 88% Trust -- Heightened Sense of Awareness: Doesn't usually suffer from Surprise
  • Does not mentally tire - - Body tires normally per activity , only needs 3-4 hrs of rest per day.
  • Immune to Biological brain targeted Psionics: Telepathy, Empathy, etc .. Machine AI targeted Psionics work normally: Telemechanics, etc.
  • Karmic (Super Human Lucky) Opponents get no bonuses to Strike , Parry , Dodge Daryl .. They have straight unmodified rolls only.
    Opponents Critical does normal damage to Daryl and their Death Blow only stuns him
  • Sonic Blaster Pistol 80ft Dmg:3d6Special Amo(per-clip): 20 EClips 3 / A*(20) , B (20) , C (20)
  • Stun Pistol 100ft RoF:5 Dmg:Special Amo(per-clip): 9/10
  • (2)Pepper Spray Amo:20 Range:6ft Durration:4d4mel Effect: -6Strike,Parry,Dodge
  • Omega Suit A.R.: 17 SDC: 250
  • FW-170 Air Densifier Wrist Band -- Amo: 6 -- Range 12ft -- Size 1-4ft -- RoF 2 actions each -- Duration 2 Melees
    AR 15 -- SDC 50 -- Light or Sound based attacks immune to shield pass through
  • Unless otherwise posted IC for some other use .. Daryl is always Multi-Tasking + Speed-Tasking
    and using all 'down time' to toward his self improvement studies being tracked in tinker thread .. Link .. Manifesting EP Purchases 1st Priority
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Wi-Fi » Sun May 14, 2017 6:51 am

Perception: 1d20+4 = 13
JiC d20/d100: 1d20 = 13 / 1d100 = 19

"Let me help with that healing, Sark. this might tingle" she stops and crouched near him placing a hand on his shoulder. If it looks like he need any Psychic surgery she does that as well. The mutant did not heal others often and only those she felt she could trust. In this case she was happy to heal Sark they work well together and he had several chances to take her out of the fight. plus with the big man near this would likely be a fight. So having all the help they could get was wiser than having people that could drop in a hit. Once done healing him she heals herself with bio-regeneration
Once Sark is healed..
"That should help a bit..." as the mutant focused the healing process worked and wounds, cuts, and abrasions healed "now give me a minute to heal up as well. then we we should be good to go." she crouched and focused. Once healed steps up and looks on.

"interesting..I'm not sure but telling by the Xmas theme...they could be mines or defenses. options to get past them? I can see fly, clear a path or telemechanicly scan to see if we can turn them off or get them to work for us. you guys have anything?" she asked.

ATM
1 Heal Sark
-Healing touch (6) Range: touch, Duration: Instant, Heals 2d6 SDC or Hitpoints (heals up to 8 times if needed)
heals sdc or Hitpoints based on priority
5d6 = 20
5d6 = 16
5d6 = 19
5d6 = 14
5d6 = 15
5d6 = 13
5d6 = 20
5d6 = 15

2 Bio-regen self (will do so for up to 6 as needed)
Bio-regeneration (6) Range: self, Duration: permanent, Heal 2d6 (HP) or 3d6 (SDC)
2d6 = 12
2d6 = 5
2d6 = 8
3d6 = 7
3d6 = 9
3d6 = 8
OOC Comments
Wi-Fi's character sheet
[OOC]bonuses in green apply only when Force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6


Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
[/OOC]
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Spiderweb » Sun May 14, 2017 7:31 am

(Rolls held over)

Barney says, "Well, I could create a large web over the entire area, so if they are robots or the like they will be held down. I could also build a web bridge for people to cross over the area without touching the statues for if they are mines or sensors. I probably can not do both, since if they are mines netting them may set them off and if they are robots crossing over them might awaken them."

His new power does not seem to grant any useful options here.
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Jay Sark » Tue May 16, 2017 5:06 pm

Percep: 1d20+5 = 25
JIC: 1d20 = 3 1d100 = 93
Attacks: 5
Init: 1d20+4 = 14

Conditions: AR 12

When they come up on what should be the Big Man's house, Jay sighs and says, "What the crap is all this." He stand looking out at the assorted mess when Wi-Fi comes up and offers to heal him. "I'm all yours beautiful." He stands still and lets her heal him up. Not a bad trick to have around. You know, the more I hang around with these guys the less I want to kill them when the job's done. Could be we could work together, take on bigger jobs than I could work alone.

Jay smile at Wi-Fi as his bruises fade and wounds close. When she's done, Jay still isn't one hundred percent, but he's a hell of a lot better than he was. "Thanks"

Turning to the others, Jay says, "You've all seen just about all my tricks, though I can get us through just about any wall or door we come across too. I'm thinking Webs there can clear a path with his....welll, web lines. Won't hurt to try any other tricks we got to get to the house. If you want I could just call some lightning down on the statues or the house for that matter and we can just burn him out. Make him come to us. Though I suggest we stick together. If there are anymore elves left they could overwhelm us if we're alone. Hold on."

Jay reaches out with his electrical sensing and tries to see if the little statues have some sort of electrical mechanism.


If needed:
Auto-Dodge: 1d20 = 12, 1d20 = 7, 1d20 = 4, 1d20 = 16, 1d20 = 3
As needed Parry/Dodge: 1d20+6 = 11, 1d20+6 = 8, 1d20+6 = 10, 1d20+6 = 22, 1d20+6 = 22



Christmas Special Tracking



Jay Sark
AR: 12
HP: 63/63
SDC: 300/60 (192 after healing)

Worn on Person:
Brown Boots


Omega Suit
A.R.: 17
SDC: 250/184
Features:
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'


TI Riproar (CS p68)
Rate of Fire: single shot or both barrels (double damage)
Payload: 6 round tubular magazine: Microjet 6/2
-Stun Balls; Range: 40 ft / Dmg: 2D6 plus victim is -6 to initiative, strike, parry and dodge for 1 D4 melee rounds unless save vs poison
-Standard Rounds; Range: 100 ft / Dmg: 6d6
-Microjet Rounds; Range: 130 ft / Dmg: 1d6x10
-Explosive Rounds; Range: 100 ft / Dmg: 1d6x10

Utility Belt
1: Hand Cuffs
1: Flash Light
TI Riproar Ammo:
-0: Standard Rounds
-0: Microjet Rounds
TI .50 Ace Magazine: standard 9/9

Combat Knife
Dmg: 1d6 SDC

Holster
TI .50 Ace handgun (CS p68)
Range: 150 ft
Dmg: standard 6D6
Payload: 9 round magazine: standard 9/9
Jay Sark
Current Details
AR: 12
HP: 63/63
SDC: 300/300
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Maniacal Laugh » Sun May 21, 2017 9:29 pm

IT'S THE NORTH POLE BITCHES!
Date: Saturday, December 24th
Time: C-10:57
Weather: It's the m*****f****** North Pole, what do you think the weather is like???

Spiderweb's initial assessment is probably accurate. He spends a few moments using his Mark I eyeball to scan over the field of Santas. From where he stands, he sees nothing that looks like a hiding Santa, which likely rules out one of his options.

Web's suggestion of a hidden Santa results in a "don't think of an elephant" type reaction from Daryl. He looks for a hidden Santa and also comes up negatory. He continues to process data as he walks, and it is highly unlikely that a full grown human sized man of Santa's purported girth could maneuver in a building of that size, let alone make it his residence. He notices a very subtle indistinct movement through the windows, but it is impossible to determine what it is. The statues seem to be what they appear to be, cheap plastic representations of the typical secular depiction of the highly commercialized figure known as Santa with a cheap internal illumination that barely produces light sufficient enough to penetrate the plastic casing that is only translucent do to the low quality of the material. His approach to the house is uneventful... at least until he reaches the edge of the statues.

Wi-Fi spends her time on this world gabbing away, but for the moment, she is also healing Sark quite effectively. Maybe even making friends in the process. Her entirely useful suggestions seem to go unheeded, which is a shame, they probably would have saved a lot of trouble.

Webs as well makes some suggestions that are pretty cool. Does anyone listen? Nope.

Hmmm. They might have to rely on their own initiative! Or, just wait for the things to start exploding.

Once Wi-Fi is done with her healing help, Jay acts like a leader and bosses everyone around. Will the other wily mercs listen to him? Only time will tell. What time does tell right now is that when Jay reaches out to sense the electricity in the plastic lawn ornaments, they are drawing WAY too - they are drawing a whopping 60amps each.

So of course they explode when Daryl gets close.

He manages to avoid much of the blast as six of the ugly things blow up in a ball of lightning and molten plastic. Multi-tasking as usual, he estimates that the proximity for triggering an explosion is approximately four to eight feet, with a likely chain reaction of some sort set off. The energy discharge extended approximately ten feet out from the center of the Santa bomb.


Butcher's Bill

  • Daryl dodges 4/6 Santa Bombs: 20SDC to force field, remainder to Omega Suit



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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby DARYL » Tue May 23, 2017 3:00 pm

Perception: (1d20+12)-3 = 15
JIC: 1d20 = 4 , 1d100 = 72

Current Condition:
  • Evil Daryl Bad Karma Modifiers
    (-3 Perception , -10% all skills , -2 Initiative , -2 Strike , -4 Parry , -3 Auto-Dodge , -3 Disarm , -6 Roll , -6 save vs Toxins , -4 Save vs Magic , -6 save vs Lethal Poison , -6 save vs psionics , -10 SDC , His Critical hits only do normal damage)
  • Personal HP 17 SDC 39 Left
  • Personal Force Field(OFF): 0 SDC Left
  • Omega Suit: AR: 17 SDC 243 Left
  • Stun Gun Amo: 5 / 10
  • Sonic Amo: 0/20 ClipA , 0/20 ClipB , 0/20 ClipC*

- - - - - - -

Kabloowie the santa statues explode .. He manages to avoid some of it , on his way back out away from the Santas .. but what hits him 1st takes out the last of his Force Field , than a 2nd scorches his armor a little as well.

Quickly moving back away from the field of ore Santas he states to the others , "Trap located .. 8 feet."

Daryl looks around for rocks / debris / etc .. something he can try and use to detonate the Santa Bombs from a safe distance.

Mutli-Tasking (of course;) ) Daryl stays aware .. to make sure target is not escaping / etc .. and keeping a careful eye on 'non-hostiles' , should one or more again turn hostile.

Recalling Jay's previous offer , and Web's previous offer .. Daryl states "Bridge or Burn , better."

Side Step Auto-Dodge as needed:
(1d20+15)-3 = 15
(1d20+15)-3 = 17
(1d20+15)-3 = 23
(1d20+15)-3 = 18
DARYL
Current
HP 18 / 18 - - - SDC 52 [62] - - - Personal Force Field (Off) SDC 96
  • Heightened Sense of Recall -- Has no emotions -- High MA 88% Trust -- Heightened Sense of Awareness: Doesn't usually suffer from Surprise
  • Does not mentally tire - - Body tires normally per activity , only needs 3-4 hrs of rest per day.
  • Immune to Biological brain targeted Psionics: Telepathy, Empathy, etc .. Machine AI targeted Psionics work normally: Telemechanics, etc.
  • Karmic (Super Human Lucky) Opponents get no bonuses to Strike , Parry , Dodge Daryl .. They have straight unmodified rolls only.
    Opponents Critical does normal damage to Daryl and their Death Blow only stuns him
  • Sonic Blaster Pistol 80ft Dmg:3d6Special Amo(per-clip): 20 EClips 3 / A*(20) , B (20) , C (20)
  • Stun Pistol 100ft RoF:5 Dmg:Special Amo(per-clip): 9/10
  • (2)Pepper Spray Amo:20 Range:6ft Durration:4d4mel Effect: -6Strike,Parry,Dodge
  • Omega Suit A.R.: 17 SDC: 250
  • FW-170 Air Densifier Wrist Band -- Amo: 6 -- Range 12ft -- Size 1-4ft -- RoF 2 actions each -- Duration 2 Melees
    AR 15 -- SDC 50 -- Light or Sound based attacks immune to shield pass through
  • Unless otherwise posted IC for some other use .. Daryl is always Multi-Tasking + Speed-Tasking
    and using all 'down time' to toward his self improvement studies being tracked in tinker thread .. Link .. Manifesting EP Purchases 1st Priority
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Wi-Fi » Wed May 24, 2017 10:33 am

Perception: 1d20+4 = 8
JiC d20/d100: 1d20 = 4 / 1d100 = 88

"Sark, I like you plan..any chance we can use the bombs to take out our enemies as they run out the house?" she asked looking over the scene and plotting a good way to use the mines if they could be moved, The mutant was much healthier and back in fighting form. she did have enough to heal a bit and to use some TK, but was going to be much more careful with her energy. The problem with psychic abilities was that they were limited by mental energy. It made them more or less restricted in fights unless they had back up weapons or powers. Her plan was probably similar to Sarks, but Webs had a point..a bridge and the resident flyer could get them across if the needed. better to see what Sark found first then decide.
OOC Comments
Wi-Fi's character sheet
[OOC]bonuses in green apply only when Force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6


Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
[/OOC]
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Spiderweb » Wed May 24, 2017 2:14 pm

Perception: 1d20+1 = 14
Initiative: 1d20 = 2
JIC: 1d20 = 4
JIC%: 1d20 = 7

Barney says, "Can we use them as a weapon? Well, that depends on what sets them off. Let me target one near the house with a web and pull it. It it goes off when touched by my web, or when my web get close, then we can not move them where we want them...but can clear a path relatively easily."

He finds as high a place as he can to fire from so his webbing will not (hopefully) set off too many of the closer Santa statues. He Takes the time to aim and fires a web line at a a Santa on the other side of the house. If he hooks it without it going off, he will pull it toward the house.

Strike with web line 1d20+3 = 8
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Jay Sark » Wed May 24, 2017 9:32 pm

Percep: 1d20+5 = 17
JIC: 1d20 = 2 1d100 = 16

Jay grins over at Daryl, "The bombs are electrical. Well, they are at least pulling way too much juice for that crappie little light that's in them. About 60 amps each. If they are all electric, I can shut them down inside of a 20 foot circle centered on myself. Though that will shut down everything electrical, plus it'll leave the minefield out here and active without me to shut it down."

He looks around the small group, "I don't know about you but I'm more inclined to roast the house and draw the creep fat man out than to go into his home turf and try and sniff him out."

Jay looks at the other one more time before shrugging and calling some lightning down. He glares at the little house as he focuses the two lightning strikes on it and hopes that it starts a fire and make Santa come to them.

1-2. Draw Lightning, strike house: 1d20 = 4 Dmg: 8d6 = 26
3-4. Draw Lightning, strike house: 1d20 = 18 Dmg: 8d6 = 29
5. save for Dodge: 1d20+6 = 18
Jay Sark
Current Details
AR: 12
HP: 63/63
SDC: 300/300
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Wi-Fi » Fri May 26, 2017 10:02 am

Perception: 1d20+4 = 16
JiC d20/d100: 1d20 = 18 / 1d100 = 11

"Torch the house? I like that less loot but the pay will still be there. If can we lock or bar the door and keep them in there that might be easier and expose the fatman to the fire longer for more damage. We can throw the dead walrus in front of it maybe, it looks heavy.." she nods agreeing. This one has potential. now if he cook nice and do the dishes once in a while...she thought. then it occurred they could use the mines to zap the hell out the man. but better to play it safe and keep it simple. Wi-Fi did not know the targets limits or powers if he was immune then the mines would only harm them..
OOC Comments
Wi-Fi's character sheet
[OOC]bonuses in green apply only when Force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6


Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
[/OOC]
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Spiderweb » Fri May 26, 2017 10:51 am

(Rolls Held Over)

Barney points out, "Actually, it is quite likely that this house is nothing but another gate, burning it down may do nothing but close the gate so we can not reach the final destination to finish our assignment."

After all, this looks to be no larger than a "Santa's house" at a shopping mall. There should be a huge workshop, not to mention a stable for reindeer
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Maniacal Laugh » Thu Jun 01, 2017 9:44 pm

IT'S THE NORTH POLE BITCHES!
Date: Saturday, December 24th
Time: C-10:57
Weather: It's the m*****f****** North Pole, what do you think the weather is like???

It all happens so fast! And the results are so unexpected, I'm sure!

Wait, is Wi-Fi kind of hitting on Jay? No, no, that's not possible, she's just friendly is all.

Barney launches a sticky string into the forest of plastic Santas. Nabbing one is easy enough, the angles involved make it hard to get a clean arc back towards the house. He does manage to get the little plastic prisoner momentarily airborne and it lands close to the house, with out a satisfying kaboom. Apparently they don't set each other off. Which is very good to know. Also convenient: there is a sticky web lying right across the doorway.

Also taking decisive action, Jay calls a couple lightning bolts down. One misses the house entirely. Apparently a lightning bolt has enough juice to set off the Santas. In an area about 15 feet in diameter near the house all the Santas go boom. Big badda boom. The next lightning bolt slams right down the tiny chimney. The faux painted plywood blows apart in huge splinters, which do not set off the plastic Santas.

The resulting events validate Spiderwebs apprehensions, but the consequences are not as dire as his prediction. Hundreds of elfs come streaming out the door. Many trip on the sticky line and are immobilized. They crowd in the small circle where there are no Santa bombs. Moments after five of the elfs with highly improbably weapons push their way through. A handful of the mook elfs get shoved into the plastic field of deadliness. And the bombs explode.

Image
Then, a giant of a man, nearly nine feet tall and probably 500 pounds squeezes up through the ruined chimney and leaps down into the center of the elfs, scattering even more of them into the exploding yard ornaments. He is in a short sleeve shirt with a red vest and red velvety pants with white fur trim. The fur trim already has blood on it. His bare arms are like tree trunks. He is wielding a big ass kukri knife.

"Who the frak are you bastiches? I'm going to frak you up!

And with surprising agility, Santa leaps over the diminutive dopplegangers and lands in the midst of the assassins. The elfs scramble to follow however they can.


Butcher's Bill

  • Santa
  • 50 elfs
  • 5 boss elfs (No-dachi, Giant Future Gun, Big Spiked Brass Knuckles, Twin Giant Handguns, Triple bladed sword)



Combat posts you bastiches!
NOTE: REMEMBER, WHEN TARGETING GROUP ENEMIES - E.G. PUFFINS, ELFS - YOU JUST TARGET THE GROUP. THE MORE DAMAGE YOU DO THE MORE BAD GUYS YOU KILL.

What the frag are you doing?
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Spiderweb » Fri Jun 02, 2017 5:19 pm

Perception: 1d20+1 = 3
Initiative: 1d20 = 19
JIC: 1d20 = 7
JIC%: 1d100 = 37

Normally Barney would handle the Elves first, but they are still over THERE while Santa is HERE. He attacks Santa with his spear...it is a powerful enchanted weapon, it can harm nearly anything.

Actions 5, Strike with spear +6, Parry with spear +7, Damage with spear 5d6+32
Action 1: Attack 1d20+6 = 15, Damage 5d6+32 = 55, Parry 1d20+7 = 13
Action 2: Attack 1d20+6 = 25, Damage 5d6+32 = 50, Parry 1d20+7 = 17
Action 3: Attack 1d20+6 = 14, Damage 5d6+32 = 45, Parry 1d20+7 = 15
Action 4: Attack 1d20+6 = 24, Damage 5d6+32 = 52, Parry 1d20+7 = 12
Action 5: Attack 1d20+6 = 17, Damage 5d6+32 = 49, Parry 1d20+7 = 20
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby DARYL » Sat Jun 03, 2017 8:27 am

Perception: (1d20+12)-3 = 23
JIC: 1d20 = 5 , 1d100 = 74

Current Condition:
  • Evil Daryl Bad Karma Modifiers
    (-3 Perception , -10% all skills , -2 Initiative , -2 Strike , -4 Parry , -3 Auto-Dodge , -3 Disarm , -6 Roll , -6 save vs Toxins , -4 Save vs Magic , -6 save vs Lethal Poison , -6 save vs psionics , -10 SDC , His Critical hits only do normal damage)
  • Personal HP 17 SDC 39 Left
  • Personal Force Field(OFF): 0 SDC Left
  • Omega Suit: AR: 17 SDC 243 Left
  • Stun Gun Amo: 5 / 10
  • Sonic Amo: 0/20 ClipA , 0/20 ClipB , 0/20 ClipC*
- - - - - -

Proximity Alert .. Primary Target Located

Daryl attacks Santa as he is the closest and most imminent threat .. First shot with stun Gun in hopes of making him an easier target later .. Than following up with a whirlwind of hands and feet.

Initiative: (1d20+3)-2 = 4
APM: 8 + 8 Multi-Tasking (MT)

APM-1: Shoot Santa with Stun Gun
To Hit (1d20+3)-2 = 17
Damage: Special Save vs Toxin or Suffer -10 Strike , -10 Parry , and -10 Dodge for 2d4 = 3 Melees

MT-1: Stay Aware of Hostiles

APM-2: Called Strike Snap Kick Santa in the nuts :twisted:
Per EU Melee Rules Link Melee called strike only one action but a natural roll with no bonuses.
To Hit 1d20-2 = 10 Damage: 1d6+5 = 7

MT-2: Stay Aware of Non-Hostiles

APM-3: Punch Santa
To Hit (1d20+8)-2 = 8 Damage: 1d4+5 = 6

MT-3: Stay aware of conditions / environment

APM-4: Karate Style Kick Santa
To Hit (1d20+8)-2 = 26 Damage: 2d4+5 = 12
Natural 20! .. .but no 2x damage and no KO .. per Bad Karma

MT-4: Move so DARYL doesn't get in the way of others also attacking Santa at the same time .. such as one person in front , one in back , one on right one on left .. Daryl doesn't care which location he is in around Santa.

APM-5: Punch (UpperCut) Santa
To Hit (1d20+8)-2 = 8 Damage: 1d4+5 = 6

MT-5: Move so DARYL doesn't get in the way of others also attacking Santa at the same time .. such as one person in front , one in back , one on right one on left .. Daryl doesn't care which location he is in around Santa.

APM-6: Snap Kick Santa
To Hit (1d20+8)-2 = 21 Damage: 1d6+5 = 11

MT-6: Stay aware of Hostiles

APM-7: Punch (BackHand) Santa
To Hit (1d20+8)-2 = 18 Damage: 1d4+5 = 7

MT-7: Stay aware of Conditions/Environment

APM-8: Karate Style Kick Santa
To Hit (1d20+8)-2 = 13 Damage: 2d4+5 = 8

MT-8: Stay aware of Non-Hostiles

Side Step Auto-Dodge as needed:
(1d20+15)-3 = 24
(1d20+15)-3 = 27
(1d20+15)-3 = 20
(1d20+15)-3 = 13
(1d20+15)-3 = 26
(1d20+15)-3 = 21
(1d20+15)-3 = 16
(1d20+15)-3 = 14
DARYL
Current
HP 18 / 18 - - - SDC 52 [62] - - - Personal Force Field (Off) SDC 96
  • Heightened Sense of Recall -- Has no emotions -- High MA 88% Trust -- Heightened Sense of Awareness: Doesn't usually suffer from Surprise
  • Does not mentally tire - - Body tires normally per activity , only needs 3-4 hrs of rest per day.
  • Immune to Biological brain targeted Psionics: Telepathy, Empathy, etc .. Machine AI targeted Psionics work normally: Telemechanics, etc.
  • Karmic (Super Human Lucky) Opponents get no bonuses to Strike , Parry , Dodge Daryl .. They have straight unmodified rolls only.
    Opponents Critical does normal damage to Daryl and their Death Blow only stuns him
  • Sonic Blaster Pistol 80ft Dmg:3d6Special Amo(per-clip): 20 EClips 3 / A*(20) , B (20) , C (20)
  • Stun Pistol 100ft RoF:5 Dmg:Special Amo(per-clip): 9/10
  • (2)Pepper Spray Amo:20 Range:6ft Durration:4d4mel Effect: -6Strike,Parry,Dodge
  • Omega Suit A.R.: 17 SDC: 250
  • FW-170 Air Densifier Wrist Band -- Amo: 6 -- Range 12ft -- Size 1-4ft -- RoF 2 actions each -- Duration 2 Melees
    AR 15 -- SDC 50 -- Light or Sound based attacks immune to shield pass through
  • Unless otherwise posted IC for some other use .. Daryl is always Multi-Tasking + Speed-Tasking
    and using all 'down time' to toward his self improvement studies being tracked in tinker thread .. Link .. Manifesting EP Purchases 1st Priority
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Wi-Fi » Sat Jun 03, 2017 2:35 pm

Perception: 1d20+4 = 6
JiC d20/d100: 1d20 = 7 / 1d100 = 49

Wi-Fi as always was looking at targets and opportunity. Low on ISP and needing to conserve she looked for two things..some thing she could use to turn elves into paste and once the elves were in range of the Santa mines to set some them off with a an area charge provided her allies were not in the radius. The mutant was pretty sure Santa was not going to go down easy. seeing the numbers it was good to see Darryl and Spiderweb head for the bigman.

"Sark, when the elves get in range of the mines can you set them off safely with out hitting Webs or Darryl? I'll see about mashing a few up at a distance.my self. Then we help with fatman. That a sound good to you?" she asked lifting something to hit the elves with. Webs and Darryl were allies and still quite handy..and for mercs and crooks fairly reliable too. Why waste a good asset like them? besides that Santa looked mean..and she wanted that knife he had...it looked shiny..

APM:7

1) Activate force aura

2) Telekinesis (Super)
Range: 100' per lvl Damage: 1d4*10 per 100 lbs
Duration: 2 minutes per lvl
ISP:10+ ISP per 100 lbs

3) Mash some elves up (hit as many as she can in a sweep.
(with lifted up object..)
(+3 w/Telekinesis items)
Strike: 1d20+3 = 5
Damage: 1d4*10 = 30

4)
Mash some elves up (hit as many as she can in a sweep.
(with lifted up object..)
(+3 w/Telekinesis items)
Strike: 1d20+3 = 23
Damage: 1d4*10 = 20

5)
Mash some elves up (hit as many as she can in a sweep.
(with lifted up object..)
(+3 w/Telekinesis items)
Strike: 1d20+3 = 19
Damage: 1d4*10 = 30

6) take cover
- Parry Bonus: +5 (+7 Parry w/Telekinesis or TK'd item)
1d20+5 = 16, 1d20+5 = 13, 1d20+5 = 13, 1d20+5 = 24, 1d20+5 = 6, 1d20+5 = 24 and 1d20+5 = 25

-Dodge
Dodge Bonus: +5
1d20+5 = 21, 1d20+5 = 9, 1d20+5 = 11, 1d20+5 = 13, 1d20+5 = 23, 1d20+5 = 9 and 1d20+5 = 25
OOC Comments
Wi-Fi's character sheet
[OOC]bonuses in green apply only when Force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6


Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
[/OOC]
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Jay Sark » Mon Jun 05, 2017 7:58 pm

Percep: 1d20+5 = 17
JIC: 1d20 = 10 1d100 = 77
Attacks: 5
Init: 1d20+4 = 15

Conditions: AR 12

Sark's eye narrow as the Big Man fligs himself to the ground from the chimney. Even amongst the scattering elves the giant of a man is an easy target. Grinning, Jay lines up his shotgun on the big man and fires off the last two rounds he has for the weapon.

With the shotgun now empty, Jay slings it back on his shoulder as he quibs to Wi-Fi, "I can set them off, but not safely. Why don't you start tossing them with that TK you got."

Jay then turns to his best trick and calls some more lightning down. This time its focused on the masses of normal elves. Can't have these little turds stampeding us. Jay's grin holds as the lightning is called down and directed by his hand at the crowd of little elves.


1. shotgun at Santa strike: 1d20+3 = 23 (NAT 20) Dmg: 1d6*10 = 60*2=120
2. shotgun at Santa strike: 1d20+3 = 18 Dmg: 1d6*10 = 20
3. sling shotgun
4-5. Draw Lightning, strike elves: 1d20 = 17 Dmg: 8d6 = 25


If needed:
Auto-Dodge: 1d20 = 16, 1d20 = 14, 1d20 = 11, 1d20 = 8, 1d20 = 9
As needed Parry/Dodge: 1d20+6 = 20, 1d20+6 = 9, 1d20+6 = 10, 1d20+6 = 24, 1d20+6 = 17



Christmas Special Tracking



Jay Sark
AR: 12
HP: 63/63
SDC: 300/192

Worn on Person:
Brown Boots


Omega Suit
A.R.: 17
SDC: 250/184
Features:
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'


TI Riproar (CS p68)
Rate of Fire: single shot or both barrels (double damage)
Payload: 6 round tubular magazine: Microjet 6/2
-Stun Balls; Range: 40 ft / Dmg: 2D6 plus victim is -6 to initiative, strike, parry and dodge for 1 D4 melee rounds unless save vs poison
-Standard Rounds; Range: 100 ft / Dmg: 6d6
-Microjet Rounds; Range: 130 ft / Dmg: 1d6x10
-Explosive Rounds; Range: 100 ft / Dmg: 1d6x10

Utility Belt
1: Hand Cuffs
1: Flash Light
TI Riproar Ammo:
-0: Standard Rounds
-0: Microjet Rounds
TI .50 Ace Magazine: standard 9/9

Combat Knife
Dmg: 1d6 SDC

Holster
TI .50 Ace handgun (CS p68)
Range: 150 ft
Dmg: standard 6D6
Payload: 9 round magazine: standard 9/9
Jay Sark
Current Details
AR: 12
HP: 63/63
SDC: 300/300
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Maniacal Laugh » Tue Jun 06, 2017 11:24 pm

IT'S THE NORTH POLE BITCHES!
Date: Saturday, December 24th
Time: C-10:56:45
Weather: It's the m*****f****** North Pole, what do you think the weather is like???

Yeah! Let's get the big man!

Webs is on top of it! He leaps into action and lands a couple impressive hits on the jolly old man. He's quick though, and able to bring the knife up to block the magic spear with disturbing ease. He's also quite disturbing in his strength. He wields that wicked kukri like a blur, a blur that hits hard. Webs reals from the blows, bone armor cracked, blood streaming from his body. It doesn't help him when two of the boss elfs leap into the fray and start wailing on Webs as well. The first boss elf is literally a blur, but that doesn't help him get through Web's defenses with the giant samurai sword. The other boss elf has turned himself to what looks like glass and he rams as slicing glass blade right through an exposed part of Web's throat, blood goes everywhere.

Leaping into the fray with Santa after the stun shot failed - the big man shook it off - Daryl puts up a good show. His snap kick catches Santa in the nuts and the backhand gets him in the face as he doubles over momentarily. Needless to say, getting hit in your jinglebells is aggravating, and it's just humiliating then to get smacked in the noggin. So Santa retaliates HARD. He slashes Daryl in the gut, cutting through the armor and leaving a blood gash on Daryl's gut. Have you heard of Nearly Headless Nick? Well, we almost had Nearly Headless Daryl after Santa's chopping blow towards Daryl's head. He only just ducked in time to keep his head attached to his body. Leaping up from behind, the boss elf with the big brass knuckles strikes a glancing blow, leaving Daryl's left arm all tingly with shooting pain.

Wi-Fi is the elf killer extraordinaire. She lifts up the jolly welcome sign from the porch and starts smashing elfs left and right. Squash, smoosh, squish. It's pretty effective. They retaliate. It is not effective. What is effective, unfortunately for the cheerful mutant is the hand gun barrage from the tentacled boss elf who literally has eight handguns firing her way. Eouch.

Jay splits his attacks. He catches Santa in the face with his shotgun, and the rage is evident in the bearded one's face as he shakes the pain away. Santa is less effective against Sark with his retaliation, but it hurts nonetheless. One strike catches Jay's armor and the other nearly takes his arm off. To add insult to injury the fifth boss elf, the one with the goofy three bladed sword joins the fight. Jay handedly avoids his strikes. But when Santa lays the smackdown on Jay, the boss elf stabs him in the back! Not only does it catch him off guard, but that triple blade really hurts!

Stumbling out of the way, Jay calls the lightning down and decimates a large group of the minion elfs. Between his attack and the squashing from Wi-Fi, those elfs numbers have been drastically reduced.

It should be noted that Santa looks like absolute shit. He's bleeding all over, his beard is half blown off and his good eye is all black (nobody wants to know how his nuts are after Daryl's kick).



Butcher's Bill

  • Webs -88
  • Daryl - 102
  • Wi-Fi -75
  • Jay -71 Armor -33
  • Santa -242
  • 13 elfs
  • 5 boss elfs (No-dachi, Giant Future Gun, Big Spiked Brass Knuckles, Twin Giant Handguns, Triple bladed sword)



Combat posts you bastiches!
NOTE: REMEMBER, WHEN TARGETING GROUP ENEMIES - E.G. PUFFINS, ELFS - YOU JUST TARGET THE GROUP. THE MORE DAMAGE YOU DO THE MORE BAD GUYS YOU KILL.

What the frag are you doing?
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Wi-Fi » Wed Jun 07, 2017 12:57 pm

Perception: 1d20+4 = 23
JiC d20/d100: 1d20 = 14 / 1d100 = 100

"damn that took out my force aura and chunks of armor. better be real careful now and take out the boss elves." she was thinking fast and since the Telekinetic already had the sign she was armed. her next sweep for elves would include hitting the boss elves she could safely hit with out smacking her allies. he boss elves with any luck might be pushed in the mines and they could use them on the elves as well. the tactics might be a shocking revelation to them. Two attempts to knock them back for now would do.

If she could eliminate the mob it would be good. Should they get removed then santa would need to be dealt with. for that she was going to need to be more precise. Targeting him from an angle that her allies were safe would not be easy. to that end the sign might be a good shield or wall for Darryl to slam santa into..if the elves die fast then that is what it might bed good for. she looks from cover and directs her welcome sign as best she can. while dusting santa might be nice..it was still a team effort at this point. So she would deal with the elves first then the big man himself.

1) target elf boss (to knock them into elves)
Roll to Strike: 1d20+3 = 20 | Damage: 1d4*10 = 40

2)target elf & elf bosses if they are in a bunch or Elf boss if he wasn't knocked into the rest of the elves
Roll to Strike: 1d20+3 = 19 | Damage: 1d4*10 = 30

3) target elves & elf bosses if they are in a bunch
Roll to Strike: 1d20+3 = 4 | Damage: 1d4*10 = 20

4) target elves & elf bosses if they are in a bunch
Roll to Strike: 1d20+3 = 17 | Damage: 1d4*10 = 40

5)target elves & elf bosses if they are in a bunch
Roll to Strike: 1d20+3 = 10 | Damage: 1d4*10 = 30

6)target elves & elf bosses if they are in a bunch
Roll to Strike: 1d20+3 = 15 | Damage: 1d4*10 = 40

Dodge:
1d20+5 = 15, 1d20+5 = 10, 1d20+5 = 23, 1d20+5 = 15, 1d20+5 = 21, 1d20+5 = 14
Parry: +2 if using an item TK'd or TK
1d20+5 = 16, 1d20+5 = 8, 1d20+5 = 8, 1d20+5 = 18, 1d20+5 = 16, 1d20+5 = 20
Last edited by Wi-Fi on Wed Jun 07, 2017 2:28 pm, edited 3 times in total.
OOC Comments
Wi-Fi's character sheet
[OOC]bonuses in green apply only when Force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6


Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
[/OOC]
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby DARYL » Wed Jun 07, 2017 2:17 pm

Perception: (1d20+12)-3 = 18
JIC: 1d20 = 20 , 1d100 = 100

Current Condition:
  • Evil Daryl Bad Karma Modifiers
    (-3 Perception , -10% all skills , -2 Initiative , -2 Strike , -4 Parry , -3 Auto-Dodge , -3 Disarm , -6 Roll , -6 save vs Toxins , -4 Save vs Magic , -6 save vs Lethal Poison , -6 save vs psionics , -10 SDC , His Critical hits only do normal damage)
  • Personal HP 17 SDC 39 Left
  • Personal Force Field(OFF): 0 SDC Left
  • Omega Suit: AR: 17 SDC 143 Left
  • Stun Gun Amo: 4 / 10
  • Sonic Amo: 0/20 ClipA , 0/20 ClipB , 0/20 ClipC*

OOC: I'm interpenetrating the 'cutting through armor' to mean that the 102 damage goes to Daryl's Omega Suit .. If I'm wrong let me know.

- - - - - - - - -

The Miscreant (Selfish) Evil Daryl seemingly in mortal danger , protects his own hide.

Initiate Self Preservation.

Initiative: (1d20+3)-2 = 5
APM: 8 + 8 Multi-Tasking (MT)

MT-1,2 .. Flee , Withdrawing away out of range of hostiles .. His own Spd24 .. Anti-Gravity Assist 3x up to Spd72.

APM 1,2 : Activate 4 foot Diameter Solid Air defense shield to block attacks and pursuit toward him.
AR: 15 SDC: 50 Duration : 2 Melees

MT-3 : Stay aware of Hostiles
MT-4: Stay aware of Non-Hostiles

APM 3,4: Fire Aimed Shoot (Stun Gun) At closest elf
To Hit ((1d20+3)+3)-2 = 12
Damage: Special Save vs Toxin or Suffer -10 Strike , -10 Parry , and -10 Dodge for 2d4 = 6 Melees

MT-5,6 : Flee , Withdrawing away out of range of hostiles .. His own Spd24 .. Anti-Gravity Assist 3x up to Spd72.

APM 5,6: Fire Aimed Shoot (Stun Gun) At closest elf
To Hit ((1d20+3)+3)-2 = 22
Damage: Special Save vs Toxin or Suffer -10 Strike , -10 Parry , and -10 Dodge for 2d4 = 7 Melees

MT-7,8: Stay aware of Environment/Conditions

APM-7,8: Fire Aimed Shoot (Stun Gun) At closest elf
To Hit ((1d20+3)+3)-2 = 5
Damage: Special Save vs Toxin or Suffer -10 Strike , -10 Parry , and -10 Dodge for 2d4 = 7 Melees

Side Step Auto-Dodge as Needed
(1d20+15)-3 = 22
(1d20+15)-3 = 24
(1d20+15)-3 = 27
(1d20+15)-3 = 24
(1d20+15)-3 = 21
(1d20+15)-3 = 17
(1d20+15)-3 = 23
(1d20+15)-3 = 21
DARYL
Current
HP 18 / 18 - - - SDC 52 [62] - - - Personal Force Field (Off) SDC 96
  • Heightened Sense of Recall -- Has no emotions -- High MA 88% Trust -- Heightened Sense of Awareness: Doesn't usually suffer from Surprise
  • Does not mentally tire - - Body tires normally per activity , only needs 3-4 hrs of rest per day.
  • Immune to Biological brain targeted Psionics: Telepathy, Empathy, etc .. Machine AI targeted Psionics work normally: Telemechanics, etc.
  • Karmic (Super Human Lucky) Opponents get no bonuses to Strike , Parry , Dodge Daryl .. They have straight unmodified rolls only.
    Opponents Critical does normal damage to Daryl and their Death Blow only stuns him
  • Sonic Blaster Pistol 80ft Dmg:3d6Special Amo(per-clip): 20 EClips 3 / A*(20) , B (20) , C (20)
  • Stun Pistol 100ft RoF:5 Dmg:Special Amo(per-clip): 9/10
  • (2)Pepper Spray Amo:20 Range:6ft Durration:4d4mel Effect: -6Strike,Parry,Dodge
  • Omega Suit A.R.: 17 SDC: 250
  • FW-170 Air Densifier Wrist Band -- Amo: 6 -- Range 12ft -- Size 1-4ft -- RoF 2 actions each -- Duration 2 Melees
    AR 15 -- SDC 50 -- Light or Sound based attacks immune to shield pass through
  • Unless otherwise posted IC for some other use .. Daryl is always Multi-Tasking + Speed-Tasking
    and using all 'down time' to toward his self improvement studies being tracked in tinker thread .. Link .. Manifesting EP Purchases 1st Priority
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Jay Sark » Wed Jun 07, 2017 8:45 pm

Percep: 1d20+5 = 25 (NAT 20)
JIC: 1d20 = 7 1d100 = 76
Attacks: 5
Init: 1d20+4 = 13

Conditions: AR 12

Sense of Balance 69%=1d100 = 21 (to avoid mines)

Sark glares at the elf that stuck him in the back and takes off running, putting some distance between himself, Santa and the elves. Santa is a beast. Gotta keep this at range.

Once Sark is 20 or so feet away, he turns around and the grin is back on his face as he brings his pistol to bare on the boss elves and fires off a blast before turning the firearm on the big man. Gotta spread the pain around or we're gonna get pummeled by one group or another. Maybe if the big guy does down the elves will disband.

With Santa now in his sites, Sark fires off three more rounds from the large caliber pistol at the big guy. You're looking rough big man. Its time you get put to bed.

1. pull pistol and move away
2. strike boss elves: 1d20+3 = 13 Dmg: 6d6 = 19
3. strike Santa: 1d20+3 = 7 Dmg: 6d6 = 24
4. strike Santa: 1d20+3 = 21 Dmg: 6d6 = 23
5. strike Santa: 1d20+3 = 15 Dmg: 6d6 = 27


If needed:
Auto-Dodge: 1d20 = 16, 1d20 = 6, 1d20 = 14, 1d20 = 11, 1d20 = 4
As needed Parry/Dodge: 1d20+6 = 24, 1d20+6 = 20, 1d20+6 = 8, 1d20+6 = 19, 1d20+6 = 12





Christmas Special Tracking
Jay Sark
AR: 12
HP: 63/63
SDC: 300/121

Worn on Person:
Brown Boots


Omega Suit
A.R.: 17
SDC: 250/151
Features:
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'


TI Riproar (CS p68)
Rate of Fire: single shot or both barrels (double damage)
Payload: 6 round tubular magazine: Microjet 6/0
-Stun Balls; Range: 40 ft / Dmg: 2D6 plus victim is -6 to initiative, strike, parry and dodge for 1 D4 melee rounds unless save vs poison
-Standard Rounds; Range: 100 ft / Dmg: 6d6
-Microjet Rounds; Range: 130 ft / Dmg: 1d6x10
-Explosive Rounds; Range: 100 ft / Dmg: 1d6x10

Utility Belt
1: Hand Cuffs
1: Flash Light
TI Riproar Ammo:
-0: Standard Rounds
-0: Microjet Rounds
TI .50 Ace Magazine: standard 9/9

Combat Knife
Dmg: 1d6 SDC

Holster
TI .50 Ace handgun (CS p68)
Range: 150 ft
Dmg: standard 6D6
Payload: 9 round magazine: standard 9/9
Last edited by Jay Sark on Fri Jun 09, 2017 10:54 am, edited 2 times in total.
Jay Sark
Current Details
AR: 12
HP: 63/63
SDC: 300/300
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Jay Sark
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Spiderweb » Thu Jun 08, 2017 2:19 pm

Perception: 1d20+1 = 17
Initiative: 1d20 = 8
JIC: 1d20 = 6
JIC%: 1d100 = 41

Barney is damaged, only he knows how badly. Another round like that, possibly two, and he will be as dead as the Elves they left behind them. Running away is not his thing...creatures like this you have to keep beating on them until they go down, because the odds are they will heal way faster than you and if you do not press your attack and put them down fast, they will be back again as strong as ever while you are still weakened.

Barney suits actions to words and slams mega-Claus with his spear as fast and hard as he can.

Actions 5, Strike with spear +6, Parry with spear +7, Damage with spear 5d6+32
Action 1: Strike with Spear 1d20+6 = 11, Parry with Spear 1d20 = 5, Damage with spear 5d6+32 = 54
Action 2: Strike with Spear 1d20+6 = 8, Parry with Spear 1d20 = 11, Damage with spear 5d6+32 = 46
Action 3: Strike with Spear 1d20+6 = 23, Parry with Spear 1d20 = 20, Damage with spear 5d6+32 = 54
Action 4: Strike with Spear 1d20+6 = 12, Parry with Spear 1d20 = 15, Damage with spear 5d6+32 = 48
Action 5: Strike with Spear 1d20+6 = 8, Parry with Spear 1d20 = 18, Damage with spear 5d6+32 = 49
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Maniacal Laugh » Mon Jun 19, 2017 7:57 pm

IT'S THE NORTH POLE BITCHES!
Date: Saturday, December 24th
Time: C-10:56:30
Weather: It's the m*****f****** North Pole, what do you think the weather is like???


Another brutal assault by Wi-Fi swinging her TK WMD around. She smashes elfs and elf bosses left and right. But she loses grip on the smasher! It goes sailing through the air and if Jay hadn't ducked it would have smashed his face! She reacquires control and gets back to business though and by the time she pauses for a breath three of the boss elfs are squashed. Most of the minion elfs are done for as well, only a handful running around totally confused at the moment. One of the bosses, a guy wielding about eight enormous pistols blazes away at he TK wizard. He hits, some of the shots absorbed by her armor, but one gets painfully through.

Analyzing the situation Daryl decides on a prudent course of action: RUN AWAY!!! He hastily advances to the rear while setting up all his protective barriers. Not content though to just sit and hide he snipes at the boss elfs with his stun gun. He is successfully in hitting one of them, the goofy looking elf even more ridiculous as it jitters and twitches. It's attempts to stay in the fight are pitiful.. except for on miraculous hit that smashes into his air shield!

Jay and Webs have a similar experience fighting Santa. He's tough. Very tough. They attack him, some landing, but few seeming to do any good. Jay manages to shoot him in the face, which clearly enrages the bearded, jolly man. But it's Webs that really pisses him off. Anazasi's Fang finally finds its way past the formidable defenses and bites deep into the cheerfully belly. He cries out and launches an all out assault on the black-clad anti-hero. He hits Webs a few time ineffectively, but does land two wicket chopping blows with big knife. He's enraged and attacking with reckless abandon. He trips over his own feet and crashes down into the elf-bombs. Which blow up. And blow him up.

He does not get up.

The remaining elfs and elf bosses run away screaming.

The portal is lit up and looks like it will take them back.

Leaving the mercenaries with a tough question: who gets the Santa Kill Bonus?



Butcher's Bill

  • Webs -61
  • Daryl - 40 air shield
  • Wi-Fi -30 Armor -60
  • Jay -0
  • Santa DEAD
  • 13 elfs
  • 2 boss elfs (No-dachi DEAD, Giant Future Gun DEAD, Big Spiked Brass Knuckles STUNNED, Twin Giant Handguns -19, Triple bladed sword DEAD)



Combat posts you bastiches!
NOTE: REMEMBER, WHEN TARGETING GROUP ENEMIES - E.G. PUFFINS, ELFS - YOU JUST TARGET THE GROUP. THE MORE DAMAGE YOU DO THE MORE BAD GUYS YOU KILL.

What the frag are you doing?
A hard, cynical act for a hard, cynical world. - Tex Richman
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Wi-Fi » Mon Jun 19, 2017 10:14 pm

Perception: 1d20+5 = 11
JiC d20/d100: 1d20 = 17 / 1d100 = 43

"I would suggest we get out of here and get our pay while we still can. I'll do what I can to heal once we're through the portal." The mutant spoke getting up and moving to the portal and looks to the knife. Considering the rest of the weapons were tied to here that knife of St. Nicks is too likely. Waiting on her team and considering how things went she was reasonably pleased. Still careful..but pleased. She could be in better shape..but was alive. most of the damage was cuts and surface damage..she was going to have to close up wounds once through the portal.

In case the elves hand any other ideas to go after her or her current team she was ready to send her TKd item at them. Largely though her effort was to keep them and her safe then follow them through the portal.

ATM (in case elves attack. otherwise escape.)


1) go through portal or Target elves
Roll to Strike: 1d20+3 = 18 | Damage: 1d4*10 = 30
2)go through portal or Target elves
Roll to Strike: 1d20+3 = 7 | Damage: 1d4*10 = 40
3)go through portal or Target elves
Roll to Strike: 1d20+3 = 9 | Damage: 1d4*10 = 20
4)go through portal or Target elves
Roll to Strike: 1d20+3 = 21 | Damage: 1d4*10 = 10
5)go through portal or Target elves
Roll to Strike: 1d20+3 = 4 | Damage: 1d4*10 = 20
6)go through portal or Target elves
Roll to Strike: 1d20+3 = 17 | Damage: 1d4*10 = 40

Dodge: (if needed)
1d20+5 = 7, 1d20+5 = 17, 1d20+5 = 14, 1d20+5 = 20, 1d20+5 = 10, 1d20+5 = 11
Parry (if needed)
1d20+5 = 15, 1d20+5 = 20, 1d20+5 = 18, 1d20+5 = 14, 1d20+5 = 13, 1d20+5 = 12
Last edited by Wi-Fi on Thu Jun 29, 2017 11:06 pm, edited 4 times in total.
OOC Comments
Wi-Fi's character sheet
[OOC]bonuses in green apply only when Force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6


Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
[/OOC]
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Wi-Fi
 
Posts: 487
Joined: Sat Jan 11, 2014 3:28 am

Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Spiderweb » Tue Jun 20, 2017 1:49 am

Perception: 1d20+1 = 14
Initiative: 1d20 = 3
JIC: 1d20 = 13
JIC%: 1d100 = 87

Barney is pleased to see Santa fall, it is what they are being paid to do. Get the job done, get proof, get out.

Proof is the question. Barney will try using his ectoplasmic line to snag the Kukri, (that way he does not have to wade through the mine field to get it) as proof of a kill it is easier to carry and less incriminating than cutting off the head and bringing it back.

Once he has that, he will head out through the portal.

+3 to strike with ectoplasmic line, 5 attacks per round, Parry +7 with spear
Action 1: Strike 1d20+3 = 21, Parry if needed 1d20+7 = 15
Action 2: Strike if needed 1d20+3 = 4, Recover knife if strike succeeded last action, Parry if needed 1d20+7 = 20
Action 3: Strike if needed 1d20+3 = 9, Recover knife if strike succeeded last action, escape through portal if knife is recovered, Parry if needed 1d20+7 = 14
Action 4: Strike if needed 1d20+3 = 14, Recover knife if strike succeeded last action, escape through portal if knife is recovered, Parry if needed 1d20+7 = 14
Action 5: Strike if needed 1d20+3 = 8, Recover knife if strike succeeded last action, escape through portal if knife is recovered, Parry if needed 1d20+7 = 10
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby DARYL » Tue Jun 20, 2017 4:55 pm

Perception: (1d20+12)-3 = 21
JIC: 1d20 = 4 , 1d100 = 52

Holiday Special
Conditions
  • Evil Daryl Bad Karma Modifiers (-3 Perception , -10% all skills , -2 Initiative , -2 Strike , -4 Parry , -3 Auto-Dodge , -3 Disarm , -6 Roll , -6 save vs Toxins , -4 Save vs Magic , -6 save vs Lethal Poison , -6 save vs psionics , -10 SDC , His Critical hits only do normal damage)
  • Personal HP 17 SDC 39 Left
  • Omega Suit: AR: 17 SDC 143 Left
  • Stun Gun Amo: 1 / 10
  • Air Shield Duration 1 mel AR 15 SDC 10 --- 1 of 6 used


Primary target deleted .. Ammunition depleted .. Armor failing .. Exit identified .. proceed to payment.

Daryl heads to and then goes through the exit portal .. Anti-Gravity Ring Assisted (Spd 3x = 72)

Once he gets through he will quickly look around the area for any signs of additional hostiles and/or to figure out where the portal has taken him.

Side-Step Auto-Dodge as needed:
(1d20+15)-3 = 30
(1d20+15)-3 = 16
(1d20+15)-3 = 20
(1d20+15)-3 = 32
DARYL
Current
HP 18 / 18 - - - SDC 52 [62] - - - Personal Force Field (Off) SDC 96
  • Heightened Sense of Recall -- Has no emotions -- High MA 88% Trust -- Heightened Sense of Awareness: Doesn't usually suffer from Surprise
  • Does not mentally tire - - Body tires normally per activity , only needs 3-4 hrs of rest per day.
  • Immune to Biological brain targeted Psionics: Telepathy, Empathy, etc .. Machine AI targeted Psionics work normally: Telemechanics, etc.
  • Karmic (Super Human Lucky) Opponents get no bonuses to Strike , Parry , Dodge Daryl .. They have straight unmodified rolls only.
    Opponents Critical does normal damage to Daryl and their Death Blow only stuns him
  • Sonic Blaster Pistol 80ft Dmg:3d6Special Amo(per-clip): 20 EClips 3 / A*(20) , B (20) , C (20)
  • Stun Pistol 100ft RoF:5 Dmg:Special Amo(per-clip): 9/10
  • (2)Pepper Spray Amo:20 Range:6ft Durration:4d4mel Effect: -6Strike,Parry,Dodge
  • Omega Suit A.R.: 17 SDC: 250
  • FW-170 Air Densifier Wrist Band -- Amo: 6 -- Range 12ft -- Size 1-4ft -- RoF 2 actions each -- Duration 2 Melees
    AR 15 -- SDC 50 -- Light or Sound based attacks immune to shield pass through
  • Unless otherwise posted IC for some other use .. Daryl is always Multi-Tasking + Speed-Tasking
    and using all 'down time' to toward his self improvement studies being tracked in tinker thread .. Link .. Manifesting EP Purchases 1st Priority
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DARYL
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Re: SPECIAL HOLIDAY GAME!!!!!!

Postby Jay Sark » Mon Jun 26, 2017 4:58 pm

Percep: 1d20+5 = 24
JIC: 1d20 = 10 1d100 = 60
Attacks: 5
Init: 1d20+4 = 11

Conditions: AR 12


Sark grins as the fat man goes down, "About damn time." Then he starts making his way to the portal, pausing a few times to take a pot shot at the fleeing elves and bosses. No sense letting them think we're done. Keep them from having ideas about coming back around at us.

When he gets to the portal he glances sideways at the others with a look of consideration in his eyes. Then he shrugs, holsters his pistol and steps through.



1. strike elves: 1d20+3 = 19 Dmg: 6d6 = 25
2. move
3. strike boss elves: 1d20+3 = 13 Dmg: 6d6 = 19
4. move
5. strike elves: 1d20+3 = 16 Dmg: 6d6 = 28


If needed:
Auto-Dodge: 1d20 = 19, 1d20 = 14, 1d20 = 20, 1d20 = 20, 1d20 = 17
As needed Parry/Dodge: 1d20+6 = 19, 1d20+6 = 22, 1d20+6 = 26, 1d20+6 = 20, 1d20+6 = 15





Christmas Special Tracking
Jay Sark
AR: 12
HP: 63/63
SDC: 300/121

Worn on Person:
Brown Boots


Omega Suit
A.R.: 17
SDC: 250/151
Features:
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'


TI Riproar (CS p68)
Rate of Fire: single shot or both barrels (double damage)
Payload: 6 round tubular magazine: Microjet 6/0
-Stun Balls; Range: 40 ft / Dmg: 2D6 plus victim is -6 to initiative, strike, parry and dodge for 1 D4 melee rounds unless save vs poison
-Standard Rounds; Range: 100 ft / Dmg: 6d6
-Microjet Rounds; Range: 130 ft / Dmg: 1d6x10
-Explosive Rounds; Range: 100 ft / Dmg: 1d6x10

Utility Belt
1: Hand Cuffs
1: Flash Light
TI Riproar Ammo:
-0: Standard Rounds
-0: Microjet Rounds
TI .50 Ace Magazine: standard 9/9

Combat Knife
Dmg: 1d6 SDC

Holster
TI .50 Ace handgun (CS p68)
Range: 150 ft
Dmg: standard 6D6
Payload: 9 round magazine: standard 5/9
Jay Sark
Current Details
AR: 12
HP: 63/63
SDC: 300/300
User avatar
Jay Sark
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Posts: 98
Joined: Fri Sep 02, 2016 10:09 pm
Location: HU2: CS

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