The Doom of Nxla, Act 2: Discovery

The Spook Squad & the Roughnecks team up to tackle a dangerous, high stakes mission in the Federation of Magic.

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The Doom of Nxla, Act 2: Discovery

Postby Augur » Tue Jan 22, 2019 7:26 am

Recap
On the way to the cave Wak addresses the group, "Roughnecks, let's do this by the numbers. Any number of things could be in there. John go check it out, and we'll wait here." Wak smiles and closes his helmet and finishes, "John you lead us in and Jack back him up. Will, a little light please? Mercedes follow Jack, Will and I will take the rear. Spooks where are you going?"

Lahz exits his power armor, and takes off his armor to give to Ronan. Noticing the uncomfortable nature of the spooks he has met, Seymour puts his camera away and attempts to erase all the pictures he had taken. While Lahz is disrobing, Seymour comes back to the group and addresses his concerns, "I was looking for a team members of the Spooks--a mutant named Kroota Groot. I had planned on asking some questions, but I ran into this lady. He nods at Meirin. "She said she had a delivery to make to the Spooks, so I came in hopes of finding Kroota. No not impervious to anything except other peoples B.S. My apologies on the lack of proper gear, but I was not planning on leaving MT for awhile. This is a spontaneous decision. I am here. What do you need?"

Lahz offers Seymour his force field and tells him, "You want to come along? We can use someone who can document both the large obstacles and demise of the necromancers and enemies of significance so we can show and recruit others. This is a loan. iI is worth around two hundred thousand credits--about the same as three sets of good armor. If you take off with it, I may be cross with you. Your Cargonaut nuclear? We are headed for Psyscape and have other stops. It would be kind of dumb to have to leave your vehicle in the Magic Zone because you ran out of gas. What's your range?"

Seymour replies, "I will catch up. Oh, and my rig will do 300 miles on anything from gas to moonshine."

Ronan accepts the offer of the armor, "It'll work, if some of--whoever you call bad guy--breaks it, I'll make them pay for it," then shyly ducks behind one of the vehicle to change. Once changed, he asks, "Not to push my luck, but does anyone have a spare melee weapon? Mine was destroyed with the rest of my pod and equipment unfortunately but I am quite good at up close, might be good to save what little ammo I have." At Ronan's request, Lahz taps his radio, "Ray, leave the APC on hover and bring your hammer out to loan to the new guy. Purple hair, calls himself Ronan, not that I'm accusing him of anything."

Accepting the hammer from Ray, Ronan says to Lahz, "This should do well while I get my bearings about me. I'll follow your lead."

When the group arrives at the cave they find John Atfield in pebble form. Startled, Lahz levels his weapon without hesitation, but holds his fire long enough for John to begin speaking. Tony, Ronan, and Mierin follow suit and raise their rifles at John as well.

John says, "Oh! New people! Me am Flint. John go scout other noises more farther, tell me to help here. John say to tell you he hear loud noises from cave! He no tell what it is!"

Jack immediately replies, "Nice shock there, mate. The cave is natural, be careful hitting the walls or roofs it might cause a cave in. You all got that. Back in Aussieland, opal mines are small. Some of the others are a bit larger. Maybe dingoes in some of the smaller ones. Nice shelter for survival."

Seeing that Jack is familiar with the rock creature Lahz says, "Speedy the giant is gone? Wak? You guys know this thing? Did not see it in town or on the APC."

Wak replies quickly to alleviate the surprise and avoid the group opening fire on John, "Yes, that creature operates with John. More competent than it sounds too, saved an important contact from a Sploog Mothership." "Thanks Will. I don't see an ambush, though this would be a perfect spot for one." What in the spirits is that noise?

Hearing the others discuss going in and what the noise may be, Seymour clears his throat and says, "If I may? I have a sound amplifier. Maybe I can get a better read on the sound so it may be easier to ID," then takes a closer look only to realize there is a talking mound of pebbles and says, "Ummm? Who? What?"

Will walk up to the front of the cave, "Egunez Bola! There's your light, boss." Will casts Globe of Daylight and has it hover at the head of the group. Taking his position at the rear, he asks Wakiza, "Did I overhear that we might be heading to Dweomer? I should be able to get us in." When the light brightens the tunnel Wak says, "Thanks Will. I don't see an ambush, though this would be a perfect spot for one."

Inside the cave of Doom…
Skill Checks
Seymour
T.V./Video -- 42% / 1d100 = 96 - erase any footage of JTFA - Seymour feels he has erased everything.
Photography -- 47% / 1d100 = 30 - erase any footage of JTFA - Seymour feels he has erased everything.
Computer Programming 40% / 1d100 = 8 - erase any footage of JTFA - Seymour feels he has erased everything.
Ronan
Intelligence [24%]:1d100 = 47 Ronan is unable to make sense of the group hierarchy.
Radio, Basic [79%]: 1d100 = 30 Ronan's Radio is functional.
Wakiza
Detect Ambush-- 1d100 = 43 / 78% Wakiza sees no signs of an ambush setup. It is obvious though this would be as good a place as any for one.
Detect Concealment-- 1d100 = 40 / 73% Wakiza does not see anything concealed or any signs of concealment.
John Atfield
Wilderness Survival: 1d100 = 79 / 71% - The cave looks like a perfect comfortable and safe place.
Lore: Faeries & Creatures of Magic: 1d100 = 74 / 51% - He feels like it sounds like a small field mouse.
Lore: Demons & Monsters: 1d100 = 99 / 76% - Could be the bellow of a three sided wilder beast.

The team enters the cave prepared, ready, and stealthy. The bellow is amplified greatly as they pass through the entrance. Inside they take a sharp turn to the right and an immediate turn left again. The globe of day light allows them to see down the deep cavern in front of them. It seems to go on for three or four hundred feet and maintains a continuous slope downward. The hall seems to narrow more as it extends deeper and deeper into the cave. Unable to see the full distance the group continues deeper into the cave and the earth as they make their way down the increasingly steep slope. As they descend into the hollow, they can feel the damp all around them intensify.

When they finally reach what seems to be the end, they find the corridor makes another sharp turn right, around which turn they find a massive brown bear sleeping. The bear's incredibly loud snoring is the obvious cause of the "bellow" heard near the cave entrance. The stealthy efforts of the team keep the bear from waking up. Behind the bear Will can see what seems to be a nook with a leather pouch sitting on a ledge. Having just enough room to move around the bear without waking it, Will makes his way behind and grabs the pouch. Not wanting to waste any more time or risk waking the bear he heads back quickly without checking what is inside the pouch.

The team then follows the only other two branches off the main cavern and find nothing other than the bear. While returning to the main entrance they notice what might have been the remnants of an impromptu camp. Having missed this detail on the way in, they take a moment to look it over. There is a place where an obvious fire ring had once been, but the coals are long cold. They can tell that someone other than the bear had called the cave home, and not too long ago. Feeling confident there is nothing else in the cave to find, the team regroups outside and discusses plans for moving forward. Outside, Will feels an internal urge of sorts. A deep need to reach into his pocket and hold the new found object washes over him. At the same time his left eye begins to itch. Not an intense itch, but enough to cause him to rub it.

On to greener pastures, or so they hope…
Conditions:
Date: Summer, Friday, June 2, 111 P.A.
Time: 1800
Environmental Effects: None; 90°, dead calm
Location: village of Cave-In Rock, along the Ohio River

Order of Battle
John is blazing the trail afoot.
Minerva leading NE-ATRV on her MBT-300 Black Talon Motorcycle
NE-ATRV (2/18 tons so far)
  • Ray Robot is piloting the ATRV
  • Sil, Sshir, Slithn are in the cargo bay with Whisper's Mecha Knight PA
  • Jack
  • William
  • Mercedes
  • Wakiza
  • Whisper
  • Mierin
Seymour is following in his Cargonaut, Ronan riding shotgun
Vheld, Brokswa, & Bel'Dar are flying alongside the ATRV
Lahz is following ATRV in his Marauder PA
Tony the Tiger-Bot is shadowing Lahz

Current Mission Goals
  • Recruit help from The True Federation--Achievement Unlocked
  • Recruit help from Magestar--Achievement Unlocked
  • Recruit help from MercTown (Mercs; Another group that's in town even?)
  • Recruit help from Dweomer
  • Recruit help from Stormspire
  • Recruit help from Psyscape
  • Investigate rumors of a band of demons in the area.


The Roughnecks and Spook Squad have some ways to go before they split up as it's believed that both Stormspire and Psyscape are farther east. They discover an old road after trailblazing for an hour through dense forest to make their way away from Cave-In Rock. The sun is still high and hot, though now sloping quickly toward the treeline. They've been following an ancient road that looks somewhat maintained and which approximately follows the course of the river along the south bank. The trees begin to thin out quite suddenly and the forest looks more managed. They follow the bend and immediately see signs of a small settlement in the distance. There are only three structures in the clearing, though they're sizable and look to be of far sturdier construction than those back at Cave-In Rock. The sound of a weapon discharge followed by screams fill the ears and audio pick-ups of the team, and those who are able to sense the opening of a rift. Finally rounding the bend, they see a number of lone figures (most armed) encircling a crowd of villagers who seem to be huddled together, but being pushed toward the open rift by the corralling actions of the lone figures. It's hard to make out any details from a distance with the naked eye, but the sounds and commotion clearly indicate that the villagers are in distress from an aggressive outside party.

Map Reveal 1 (Southern half; open in a new tab)
Map Reveal 2 (Northern half; open in a new tab)
Composite Map (there's some area missing from the top)

Hannibal Note: The next GM post will be posted by Tuesday, July 9th by midnight.

What are your intentions?

Butcher's Bill
Butcher's Bill
Tracks damage & ammo/ISP/PPE spent

ATRV:
Jack Killian: -10 I.S.P.
John Altfeld:
Lahz:
Mercedes:
Minerva:
Ronan:
Wakiza: -40 I.S.P.
Vheld:
Whisper:
William Summers: -7 P.P.E.
"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
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The Doom of Nxla, Act 1: Investigation

Postby Vheld » Tue Jul 02, 2019 12:08 pm

JIC: 1d20 = 6, 1d100 = 1
PER: 1d100 = 82 vs. 51%
Conditions
  • At a ley line (x2 range, duration, damage of spells/magic effects; can draw 10 PPE per round).
  • Energy fields have 120 MDC and a duration of 80 minutes after ley line boost.
  • Invincible armor from talismans has 220 MDC, 54m remaining, regenerates 1d6 MDC/melee, takes half damage from all magical or mundane energy attacks, is fully environmental, and conveys -15% to physical skills.
  • Storm staff remains active for 20 melee rounds, can fire four lightning bolts per melee.

Intelligence- 1d100 = 6 vs. 91%
To try and identify a high-ranking or otherwise knowledgeable enemy for Slithn to take prisoner

Vheld largely ignores the remaining confusion regarding this 'Flint' being and its relationship to John. If the other Roughnecks say it's an ally or minion of the scout's, well... Vheld is hardly in a position to judge. It isn't hostile, and that's all the shifter needs to know. Satisfied that the new recruits are integrating well enough with the team, and their allies aren't about to turn on them in response to Minerva's... incident Vheld rides along to the cave impassive.

Inside the cave itself, Vheld hangs towards the middle or rear of any scouting group that goes in. He's not there to see in darkness or identify terrain- just to (hopefully) give the team some warning of any magic and/or dimensional shenanigans that pop up. When none do, Vheld concludes that the cave holds little of interest to them and departs without so much as a backwards glance. Should Vheld notice, or Will mention, the object picked up in the cave Vheld will express his curiosity and try to examine it. Otherwise, he will re-mount Bel’Dar and follow the rest of the team when they move out.

As they near the village, Vheld will cut Bel’Dar’s altitude so that they aren’t seen from far away, but will remain mounted unless the teams decide to land for a face-to-face before approaching. Assuming they don’t, Vheld will consider the villagers’ situation and decide that this is a good time to try and earn back some of his allies’ good will. No doubt the cyber-knight will want to rescue the civilians, among others. Perhaps being proactive will help convince these Roughnecks of our intentions. Assuming the rest of the team is amenable to engaging the attackers, Vheld considers the tactical situation before barking a few quick orders to his minions. ”Sil, Sshir remain here and protect the vehicle. Slithn, follow me but wait for my order to engage- I want you to take one prisoner. Brokswa” Vheld smiles thinly ”with me- time to show these miscreants what you can do. Bel’Dar, prepare to do a strafing run while I see about protecting those villagers.” As if there’s any chance they’ll last a year in the Magic Zone. What a waste of time. Before departing for battle Vheld, Bel’Dar, and Brokswa will each activate their invincible armor talismans ((-1 charge each)).

Vheld and his three minions will fly off towards the area- not really waiting for the others but not flying so fast that they can’t be overtaken. Vheld’s priority will be creating shelters for the villagers, so that they can’t be shot but also can’t be herded into the rift. Bel’Dar, as usual, will concentrate on flying defensively while Brokswa will pick the nearest hostile target and begin lobbing plasma bolts at it. Once the villagers are safe, Vheld will add his offensive spellcasting to the battle; as targets he will prioritize (in order) a) anyone who looks determined to punch through his energy fields and molest the villagers, b) anyone who attacks Vheld himself, and c) anyone who looks to be particularly threatening. Should Vheld identify a high-ranking opponent (or otherwise surmise that a particular individual is worth interrogating), he will point them out to Slithn.

Vheld
Initiative: 1d20 = 9
APM: 7

Action 1: Cast energy field on the closest group of villagers -10 PPE
Action 2: Cast energy field on the next closest group of villagers -10 PPE
Actions 3-4: Cast targeted deflection -15 PPE
Action 5: Activate storm staff -30 PPE
Action 6: Lightning bolt targeting as above. 1d20+3 = 14 to strike, 12d6 = 45 MD.
Action 7: Lightning bolt targeting as above. 1d20+3 = 21 to strike, 12d6 = 43 MD.

Auto-parries (energy attacks only); with targeted deflection active, rolls above 13 will return to strike the attacker: 1d20+9 = 23, 1d20+9 = 23, 1d20+9 = 11, 1d20+9 = 28, 1d20+9 = 14, 1d20+9 = 28, 1d20+9 = 17,
Contingency 1: Starting with action 3, replace listed actions as needed with additional castings of energy field over any other groups of villagers Vheld’s aerial maneuverings reveal.
Contingency 2: Vheld will re-activate his invincible armor talisman if the first spell is depleted.


Bel’Dar
Initiative: 1d20+6 = 17
JIC: 1d20 = 8, 1d100 = 52
APM: 6

Actions 1-6: Reactivate invincible armor if it is depleted.

Bel’Dar will do a straight pass over the group, giving the rift as wide a berth as possible without leaving the area of engagement (from SE to NE on map 2); if it has time it will come around and do a second pass before zeroing-in on Vheld’s target of choice and following it. Bel’Dar will focus on flying defensively only.

Auto-dodges (please add +8): 6d20:
8, 20, 1, 6, 15, 19


Brokswa
Initiative: 1d20+5 = 25
JIC: 1d20 = 19, 1d100 = 78
APM: 5

Unlike the others, Brokswa will dive right into the thick of it and begin shooting plasma bolts at anything that looks hostile.

Action 1: Fire plasma bolt at closest target. 1d20+5 = 21, 5d6 = 23 MD.
Action 2: Fire plasma bolt at closest target. 1d20+5 = 16, 5d6 = 9 MD.
Action 3: Fire plasma bolt at closest target. 1d20+5 = 19, 5d6 = 16 MD.
Action 4: Fire plasma bolt at closest target. 1d20+5 = 20, 5d6 = 17 MD.
Action 5: Fire plasma bolt at closest target. 1d20+5 = 25, 5d6 = 23 MD.

Contingency: Brokswa will re-activate his invincible armor talisman if the first spell is depleted.


Slithn
Initiative: 1d20+3 = 22
JIC: 1d20 = 4, 1d100 = 84
APM: 4

Intelligence: 1d100 = 68 vs. 98%
To try and identify a high-ranking or otherwise knowledgeable enemy to take prisoner

While she can’t match Bel’Dar’s speed or maneuverability, the intangible wraith doesn’t really need to either- it will follow along after Vheld, impatient to join the mayhem. Should Vheld or Slithn identify a high-ranking target among the opposition (or someone whose actions otherwise indicate that they might be worth interrogating), she will move in and attempt to use bio-manipulation: paralysis to immobilize them. Slithn will make up to two attempts to do so, if they fail she will look for another target.

Action 1: Bio-manipulation: paralysis (contingent)
Action 2: Bio-manipulation: paralysis (contingent)
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
PPE: 217/327 (Vheld), 83/83 (Sil), 121/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion), 214/230 (Slithn).
Talismans: -1 charge to invincible armor talismans for Vheld, Brokswa, Bel'Dar.
Energy Spheres: 1000/1000 PPE (30d; floating behind Vheld)
Weapon in Hand- TW Storm Staff.
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Re: The Doom of Nxla, Act 2: Discovery

Postby Ronan » Wed Jul 03, 2019 9:44 am

JiC: 1d100 = 84 / 1d20 = 5
Perc [19%]: 1d100 = 15

Detect Ambush [54%]: 1d100 = 2 (Crit?) (Determine if being ambushed or snuck up on while inside or approaching the building)
Prowl [54%]: 1d100 = 39 (Sneak inside the building)
Intelligence [54%]: 1d100 = 87 (Processing new stuff)
Military Etiquette [69%]: 1d100 = 12 (Coordinate with team)

New armor checks out, thin design; it doesn't feel like it can take much but that is apparently more than ADF Standard. I'm sure I can get that armor modified to be more applicable while I am here. Speakers are bit overtuned on this helm, are the people of this planet have muffled hearing and in need of the star to see? The voids of space are darker. He thinks to himself then recounts the crash course given by Vheld and Lahz regarding the Spooks Hierarchy. Once the threat is identified, Ronan will hop out of the vehicle and sling his KLS rifle on his back, drawing the hammer and queuing his radio.

"Duece, Going to do a quick sweep of the two buildings then meet you on the other side. I'll call if it gets hot in there. Anyone want to take my six?" Ronan states and will get a comfortable grip on the hammer. As he nears the buildings, he will glance towards the ground to see if he can spot any shards of glass on the ground and, if found, use it to peek in the windows. Otherwise, he will do a quick spot on the windows to do a count or perception check on anyone inside before staying low and moving to the closest entrance. [Military Etiquette]

When Ronan stacks on the door, he'll listen [Detect Ambush], and whisper "Knock, knock?" with a grin as his grip tightens.

Ronan will check the handle and if it's open, proceed in slowly. [Prowl]He will clear the first area the same way, spotting each corner. Once immediate area is clear, he will move to the closest door and repeat. He will engage any armored figure that resembles the ones outside with extreme prejudice and will defend any civilians he sees inside. He will not hesitate to call if needs backup.

If it is locked, he'll move to listen for a moment then proceed to kick the door open and moving to clear. He will button-hook in each room, going the direction of the door but spotting each corner before proceeding. He will engage any armored figure that resembles the ones outside with extreme prejudice and will defend any civilians he sees inside. He will not hesitate to call if he needs backup (2+ Hostiles).

Combat Contingency
APM: 6
Initiative: 1d20+2 = 15
Parries (for meleers): 1d20+8 = 26 | 1d20+8 = 24 | 1d20+8 = 14 | 1d20+8 = 17
Dodges (for shooters): 1d20+8 = 27 | 1d20+8 = 24 | 1d20+8 = 20 | 1d20+8 = 26

A1: Stack on and check door to first building, if open, open.
A2: If locked, breach aggressively with a kick. Strike: 1d20+5 = 18| DMG: 2d6+37 = 46 M.D.C.
A3: Button-hook around the door. Ready to parry (above) with his hammer and return strike with a right fist to identified aggressors. Strike: 1d20+5 = 10 | DMG: (1d6*10)+37 = 57 M.D.C.
A4: Continue to clear, will continue to button hook per door, but spot and clear each room before moving on. Ready to parry (above) with his hammer and return strike with a right fist to identified aggressors. Strike: 1d20+5 = 20 | DMG: (1d6*10)+37 = 57 M.D.C.
A5: Continue to clear, will continue to button hook per door, but spot and clear each room before moving on. Ready to parry (above) with his hammer and return strike with a right fist to identified aggressors. Strike: 1d20+5 = 10 | DMG: (1d6*10)+37 = 97 M.D.C.
A6: Continue to clear, will continue to button hook per door, but spot and clear each room before moving on. Ready to parry (above) with his hammer and return strike with a right fist to identified aggressors. Strike: 1d20+5 = 23 | DMG: (1d6*10)+37 = 87 M.D.C.

*Contingency 1: If he encounters two or more hostiles, or any civilians he will radio the group. "Friendlies/Hostiles confirmed in building one." Alternate as needed
**Contingency 2: Dodge/Parries -- He will attempt to dodge/parry up to six different attacks, 3 melee and 3 ranged; He will attempt to counter each enemy attack as per Paired Weapons.


Invulnerability
☞ Invulnerable to: Cold/Fire/Heat/Elec/Lasers and other energy attacks, along with bullets, punches, falls, etc do no damage.
☞ Supernatural melee attacks do half-damage, Extraordinary and Super-human strength do no damage
☞ Gases, drugs, chemicals, poisons, toxins and radiation will affect the invulnerable person, but are reduced to half their usual potency (half damage, duration, effect)
☞ The character is only, truly, vulnerable to psionics, magic, and magic weapons, all of which have full effect.
☞ ☞ However, energy type spells, such as Fireball, do no damage.
☞ Basic Punch does 1d6 MD, basic kick does 2d6 MD base + PS unless restrained
☞ Hold breath for 12 minutes || Survive without food for 80 days
☞ Regenerate 1d6x10 MDC per minute

Ronan Deshe | EP Ledger | Other PCs: Culter (CS 40-4th)
Constant Stats and Supers
M.D.C.: 293/293
Active Abilities:
Invulnerability: Invuln to: All Energy Damage Types (to include magic energy), Bullets, punches, falls, etc. | SN Melee does Half-DMG | Gases/Radiation/Drugs: Half-effective | Regen 1d6x10 MDC per min | Hold Breath for 12 minutes | Survive 80 days without food
Supernatural SN: Fatigues 1/10th normal rate.
Fleshworks: Sense Health of Flesh Active: Will declare in post if being used | Range: 15ft away LOS | No cost | Undetectable | Determine general flesh health of another being. | Reveals D-Bee, Human, Mutant and if suffering sick/diseased flesh | Reveals if little or many HP/SDC/MDC and if any magic/psionic/super effect is currently affecting the subject physically, though cannot identify.

Active Gear:
Worn: [NG-RA5 Arrow Ride Armor [b]M.D.C. || Helm: 35|| Arms: 14ea || Legs: 18ea || MB: 30
Carried: [NG-B50 ‘Thunderer’ BigBore Combat Hammer] || DMG: 2d6 + P.S. (37) M.D.C.
Slung over Back: [KLS-RG-15X Manpack Electromagnetic Rail Gun] || Range: 5,000m | DMG: 1d12x10 MD v. Organic, No-Regen // 1d12x10 MD v Non-Org, Roll Optional Robot DMG Table (UE, pg 353) // 1d8x10 + 1d8 SDC to HP v Organic, + Bleed // 1d12x10 SDC v Non-Organic, Roll on Optional Robot DMG Table. || RoF: 2 APM || Modifiers: +1 Strike || Payload: 12/12
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Re: The Doom of Nxla, Act 2: Discovery

Postby John Altfeld » Wed Jul 03, 2019 2:45 pm

Perception: 1d100 = 72 / 67%
JiC d20/d100: 1d20 = 1 / 1d100 = 50

... I always thought the Magic Zone's dangers were overhyped. This is too much!


"No more kidnapping today!" says John, under his breath and springs into action.

Still holding his sword, John run/sneaks between the two buildings to the northwest of the team
Prowl: 1d100 = 73 / 84%

Once he has a wall between himself and the Spooks, he changes to rock form and sucks his equipment inside himself. If the people kidnapping the villagers haven't noticed him and combat hasn't started, he takes the next moment to grow to full size. And then, it's on.

Combat Stuff
Initiative: 1d20+13 = 31
Action 1: Charge nearest enemy target, trying to knock him/her/it into the rift Strike: 1d20+10 = 26 Damage: 1d4 = 1 + Knockdown. OR grow to full size if combat starts/John is spotted before growing (don't forget to make enemy Horror Factor checks)
Action 2: Slash nearest target with sword. Strike: 1d20+12 = 29 / Damage: (1d6*10)+82 = 102
Action 3: Slash nearest target with sword. Strike: 1d20+12 = 28 / Damage: (1d6*10)+82 = 112
Action 4: Slash nearest target with sword. Strike: 1d20+12 = 30 / Damage: (1d6*10)+82 = 132 CRIT
Action 5: Slash nearest target with sword. Strike: 1d20+12 = 13 / Damage: (1d6*10)+82 = 112 FUMBLE
Action 6: Slash nearest target with sword. Strike: 1d20+12 = 13 / Damage: (1d6*10)+82 = 122 FUMBLE
Action 7: Slash nearest target with sword. Strike: 1d20+12 = 18 / Damage: (1d6*10)+82 = 122
Action 8: Slash nearest target with sword. Strike: 1d20+12 = 22 / Damage: (1d6*10)+82 = 132
Action 9: Slash nearest target with sword. Strike: 1d20+12 = 20 / Damage: (1d6*10)+82 = 92

CONTINGENCY: If John is ever able to move to where he's within 20 feet of three targets or a high-value target (leader, dangerous monster or similar), his next 2 actions are spent on a landslide attack (see Pebbles power). Strike: 1d20+10 = 13 - if this can't be performed against more than 1 target at once, he will only use it against a high-value target. From the description it seems like it can be used on multiple targets? Especially in consideration of Growth.

Parries: 1d20+16 = 30, 1d20+16 = 26, 1d20+16 = 23, 1d20+16 = 35, 1d20+16 = 17 FUMBLE, 1d20+16 = 27, 1d20+16 = 19, 1d20+16 = 25, 1d20+16 = 20, 1d20+16 = 19, 1d20+16 = 20

Auto-Dodges: 1d20+1 = 7, 1d20+1 = 19, 1d20+1 = 5, 1d20+1 = 11, 1d20+1 = 17, 1d20+1 = 14, 1d20+1 = 13, 1d20+1 = 10, 1d20+1 = 18, 1d20+1 = 18

Resistance Rolls (+12 vs. Magic; +6 vs. Psionics): 1d20 = 11, 1d20 = 11, 1d20 = 17, 1d20 = 4, 1d20 = 5, 1d20 = 10, 1d20 = 3, 1d20 = 7
Last edited by John Altfeld on Mon Jul 08, 2019 9:27 pm, edited 1 time in total.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 90/90
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 9
Initiative Bonus: +12
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+17/+17/+13/+13)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
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Re: The Doom of Nxla, Act 2: Discovery

Postby Seymour Ruiz » Wed Jul 03, 2019 8:00 pm

JIC: 1d20 = 19 / 1d100 = 74
Init: 1d20 = 19
Perc: 27% / 1d100 = 36
Charm/Impress: 5% / 1d100 = 63
Invoke Trust/Intimidate: 10% / 1d100 = 88


Conditions:
Identify scents: 62% 1d100 = 91

Skills
Surveillance -- 44% /1d100 = 40 - find right spot for camera use
Radio: Basic -- 57% / 1d100 = 51 - talk to group
Prowl 72% /1d100 = 29 - sneak around
Identify scents: 62% / 1d100 = 49 - find scent
Track by scent: 58% / 1d100 = 74 - follow into cave
Tv/Video -- 37% 1d100 = 79 - use camera
Intelligence 32% 1d100 = 97 - to fiqure out good camera angles


Post -
”How did I get here? Started looking for a story, now i am a propaganda machine.’ He looks beside him. ”with an alien along for the ride.” With a quick head shake to clear silly thoughts, seymour slows the cargonaut to an idle. He waits to see what the others will do. Hearing Ronan’s plan, Seymour moves the rig closer to the first building. ”I will go with you. Let me park this beast and we are gone.”

Parking it, and shutting it down, Seymour grabs his camera. As he reached for his hat, ”nope. Not the hat. I don't need to advertise what I do.” With a grunt, he drops his hat and exits the rig. Checking his gear quickly, he decides he is good to go and follows Ronan into the building.

((OOC - IRL i have no experience in military or police tactics besides what i see on tv, i apologize if any of this is wrong. ))

Seymour follows behind Ronan. When he sees ronan at the door, Seymour gets in stack up position behind him. Then with a tap on Ronan’s shoulder, he signals all good. As they enter, Seymour stays a few steps back with camera on shoulder, ready to record if something happens. As he waits, he uses his natural abilities as well as his skills to see what’s around, if anything. ’okay. This guy is obviously military. I am not. This is all streets, baby. *giggle* Now if i was clearing a place, how would I do it?” He waits till Ronan clears the first room, then Seymour moves up and just inside the doorway.
As he waits for the next room to be cleared, he glances out the window. ’Still not good enough. I need clear images of these assholes.’ He continues on to the next room. He will continue this till he finds the right spot for his camera magic.
Seymour Ruiz
OOC Comments
S.D.C.: 34/34
Hit Points: 22/22
P.P.E.: 8/8

Armor Worn: N-F50A Superheavy Force Field
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M.D.C. by Location:
  • Force Field: 160
Weight: 15 lbs.
Modifiers: none
Features:
  • 6 hour duration per E-clip
Book Reference: p.122, DB2

Weapon(s) Carried and Locations: “BigBore” Derringer (on CAF Elite Corps Load-Bearing Chest Rig)
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Re: The Doom of Nxla, Act 2: Discovery

Postby Jack Killian » Thu Jul 04, 2019 10:32 am

Perception: 64% 1d100 = 8
JIC d20: 1d20 = 15
JIC: 1d100 = 52
INIT: 1d20+2 = 22

Jack speaks up on the radio, “Volcano here, Boss swing the vehicle over to the roof of the building nearest us. I can get on top the roof and take the high ground."

Jack take the roof and heads to the far edge to cover the action. He grabs the CP -50 and stays low as he moves closer to the far edge of the rooftop. He waits for someone to start happening before. Uses the rooftop as cover.
"Got to try to take those guys down north of the ley line to give the civilians a chance to make a break for it to the building."
Sense of Balance 71% 1d100 = 3
Combat Action (6)
Action 1: brings up force field (105 MDC, ISP 30)
Action 2: looks over edge to find a target. Crit 18, 19, 20 Burst CP-50
Action 3: Strike, 1d20+3 = 22 Damage, 6d6 = 19 x2=38 (the one closest to the side of building with civilians in it" W")
Action 4: Strike, 1d20+3 = 21 Damage, 6d6 = 16 x2= 32 (the one closest to the side of building with civilians in it" W")
Action 5: Strike, 1d20+3 = 20 Damage, [ dice]8[/dice] x2 = 40 (the one closest to the side of building with civilians in it" W")
Action 6: Strike, 1d20+3 = 12 Damage, 6d6 = 23 (the one closest to the side of building with civilians in it" W")
6d6 = 20
Last edited by Jack Killian on Mon Jul 08, 2019 10:47 am, edited 3 times in total.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.


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Re: The Doom of Nxla, Act 2: Discovery

Postby Minerva » Thu Jul 04, 2019 3:14 pm

Perception: 1d100 = 17/51%
JIC: 1d20 = 9/1d100 = 37

Conditions
  • H.P.: 104/104
  • S.D.C.: 177/177
  • I.S.P.: 365/366
    Harvester
  • 1:00/1:00 minute
  • +1 on initiative
  • +1 to dodge
  • +1 to strike
  • +2 to parry
  • Cannot be surprised by sneak attacks
  • Damages creatures vulnerable to magic
  • Fire, heat, electrical and all energy attacks, including magic, do half damage.
    Psionic Crystal Armor
  • 35/35 MDC
  • Psionic Forcefield (Active)
  • 70/70 MDC
  • 3/4 Activations
    Stalker Suit
  • 12/12 MDC
    Cloak of Protection
  • 50/50 MDC
  • AR: 12
  • Impervious to Fire
    Ring of Invisibility (Inactive)
  • 0/10 minutes
  • 3/3 Activations
    Ring of Resist Fire (Inactive)
  • 0/2 hours
  • 3/3 Activations


Leading the pack behind John's trailblazing/scouting, Minerva enjoys the sounds of cutting through the forest on her silent Black Talon motorcycle. The smell of the trees, the sounds of the animals scattering away from the ATRV, the sun high in the sky. This is truly peaceful. As the trees clear and thin out, her focus is shifted. Another village? Hopefully better off than the last. She brings her motorcycle to a stop when she hears the weapons fire. Peace was never made to last. Assuming danger ahead based on what she's heard, Minerva bolsters herself for battle by activating the body field on her armor and activating Harvester (-1 ISP/minute) before dismounting her motorcycle. Following John's lead, she charges her way to the nearest target and begins slashing at them with Harvester. I'll show them no quarter, just like they have done to these villagers! She starts with the target closest to the NE corner of the building just below the rift. If they're occupied, she'll continue heading East with her selections until she finds someone who hasn't been matched with yet.

APM: 6
Initiative: 1d20+4 = 23

Action 1: Slash at nearest target with Harvester. Strike: 1d20+11 = 22 Damage: 6d6+6 = 31
Action 2: Slash at nearest target with Harvester. Strike: 1d20+11 = 15 Damage: 6d6+6 = 20
Action 3: Slash at nearest target with Harvester. Strike: 1d20+11 = 15 Damage: 6d6+6 = 29
Action 4: Slash at nearest target with Harvester. Strike: 1d20+11 = 19 Damage: 6d6+6 = 31
Action 5: Slash at nearest target with Harvester. Strike: 1d20+11 = 24 Damage: 6d6+6 = 36
Action 6: Slash at nearest target with Harvester. Strike: 1d20+11 = 13 Damage: 6d6+6 = 28

Parry: 1d20+7 = 261d20+7 = 201d20+7 = 221d20+7 = 101d20+7 = 81d20+7 = 14

CONTINGENCY: If Minerva's Integrated Psionic Force Field goes down, she will sacrifice an action to renew it.
CONTINGENCY: If Minerva runs out of IPFF charges, she will activate her Supernatural Transformation, becoming an MDC being.
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Re: The Doom of Nxla, Act 2: Discovery

Postby William Summers » Sat Jul 06, 2019 11:55 am

Perception: 1d100 = 85/48%
JIC: 1d20 = 6/1d100 = 33


Emerging from the cave with the pouch in hand, Will reaches his hand into it. He spends some time twirling the sphere in his left hand as the group makes its way down the river. When Will notices Vheld's interest in what he's found, he almost doesn't reveal it. He's a brother in magic. He'll... he'll give it back. Don't be paranoid, William. Will lets Vheld take a look at the item. "Any clue what it is? I feel like it belongs with me. Like, it wants to be with me for the duration. But I don't know what it is." He thinks back to his studies at Battle School to see if he can identify this obviously important item. (Lore: Magic - 1d100 = 93/65%) Eye's getting a little itchy. No reason for that. Will have to think on that later.

Will spends the time in the ATRV meditating, pondering the nature of this new item he's found and what this Nxla character could mean for the fate of the world (should be enough time to recover full PPE). His rest is interrupted when the vehicle comes to a stop and the Roughnecks begin to depart. He stands up, stretches and takes a look out to see what's going on. "Oh. Fighting time already? Is that a rift? Oh, this is going to be fun." Will secures his utility belt, strapping his two guns in and sliding his Draining Blade in to his backscabbard. "I'm going long, Wak." Getting on his wing board, Will pumps some PPE into it, starting it up (-3 PPE). In a high pitched voice, he says "Ni!", causing a shining magical armor to envelope his person (Invincible Armor, -15 PPE). Taking off from the ATRV, he flies to the far end of the battle field and takes on the target furthest west on the map. On the way to them and once fully in the ley line, he draws upon the magical energy of the rift (+10 PPE, useable this round only). He whispers "Pērkona streiks" and his hands start glowing with electrical energy (Lightning Arc, -15 PPE). He begins tossing bolt after bolt of lightning into his target, moving East, to the next target, if they fall. ”Move away from the villagers, lay down your weapons and we may spare your lives!”

Conditions
PPE: 155/178
Invincible Armor:
  • 200/200 MDC
  • 48/48 minutes
  • Complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply
  • Regenerates damage at the rate of 1D6 M.D.C. per melee round
  • All energy attacks, magic or mundane, inflict only half their usual damage to the armor!
  • -15% to prowl, climb, swim or perform other physical skills
Lightning Arc:
  • Damage: 4d6+16 MD
  • 4/4 minutes
  • +4 to strike vs targets 200 feet or closer. +1 to strike vs all other targets.
Amulet of See The Invisible:
  • See The Invisible
8th Ring of Elder:
  • Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
  • Doubles the duration of any magic feat, ability or spell.
  • Doubles the range of any magic feat, ability or spell.


Initiative: 1d20+10 = 19
APM: 9 when using all magic blasts.

Actions 1-2: Fly over to target/cast Lightning Arc
Action 3: Fire Lightning Arc. Strike: 1d20+4 = 6 Damage: 4d6+16 = 32 MD
Action 4: Fire Lightning Arc. Strike: 1d20+4 = 10 Damage: 4d6+16 = 35 MD
Action 5: Fire Lightning Arc. Strike: 1d20+4 = 5 (FAIL) Damage: 4d6+16 = 34 MD
Action 6: Fire Lightning Arc. Strike: 1d20+4 = 24 (CRIT) Damage: 4d6+16 = 27x2=54 MD
Action 7: Fire Lightning Arc. Strike: 1d20+4 = 19 Damage: 4d6+16 = 31 MD
Action 8: Fire Lightning Arc. Strike: 1d20+4 = 19 Damage: 4d6+16 = 31 MD
Action 9: Fire Lightning Arc. Strike: 1d20+4 = 11 Damage: 4d6+16 = 28 MD

Contingency: If Will's Invincible Armor goes down, he will sacrifice actions to cast it again.
The Man in Black
William Summers
HP: 55/55
SDC: 62/62
PPE: 142/157


TW Infiltrado Armor:
M.D.C. by Location
• Helmet: 18/40 • Main Body: 55/55
• Left Leg: 35/35 • Right Leg: 35/35
• Left Arm: 25/25 • Right Arm: 25/25

Features: Thermokinetic (thermal and kinetic attacks do 25% less damage), Forearm-Mounted Retractable Silver-Plated Vibro-Blades (1 each forearm): +1d6 M.D. to Punch Damage
TW Enhancements: Sigilo, Percatación, Cuerpo, Bravura. See sheet for descriptions.

Iron Sword: 5D6 MD.
Kisentite Sword: 2D6+6 MD. +2 to strike and parry.
TW Thundergun Revolver: 3D6 SDC to mortals, 5D6 MD to magic beings, 1D6x10 MD to supernatural beings. 6/6. Range: 200'. Recharge: 10 PPE.
MP-3 MageFire Bolt Pistol: 3D6+3 MD. 8/8. Range: 500'. Recharge: 12 PPE.
TW Horde Buster Rifle: 1D6*10 or 1D6 per projectile. +1 to strike. 5/5. Range: 1100'. Recharge: 20 PPE.

Grenade Bandoleers (2): 1 Seeker Bat Grenade, 1 Void Grenade, 3 Flashfire Grenades, 1 Acid Grenade, 1 Plasma Grenade, 1 Heavy HE Grenade, 1 Flash Freeze Grenade, 1 Smoke Grenade.

Wing Board Turbo

8th Ring of Elder
☞ Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
☞ Doubles the duration of any magic feat, ability or spell.
☞ Doubles the range of any magic feat, ability or spell.


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William Summers
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Re: The Doom of Nxla, Act 2: Discovery

Postby Lahz » Sat Jul 06, 2019 1:10 pm

Perception [42%]: 1d100 = 24 [+15% involving Electronics or Machines]
JiC D20: 1d20 = 19
JiC D100: 1d100 = 3

Conditions: Telemechanics (0 ISP, Constant, 5ft, 98%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1600ft if using magical or psionic powers, 600ft if NOT using powers), Radiate Nature [Wary], Marauder PA

ISP: 179/211
Telemechanics [98%]: 1d100 = 83
Weapons Systems [83%]: 1d100 = 14




The Psi-Tech's stomach knots momentarily as he takes in the scene and he wrestles with the dilemma, *What in the blazes do they want the villagers for? Labor? Some kind of Zombie army?* He drops a bit lower and moves North and activates his Forcefield with his radio live to issue orders to those who might need, "Seymour? Camera. Tony, ranged fire, assist Wakiza. Ray. Pop the Door but keep distance and evade.". He then opens fire with his Laser Cannon while trying to maintain a distant profile and fire using a couple heavy barrages to start, then stepping down a bit to quad-shots.

Lahz will sacrifice an action to Dodge anything that seems particularly ominous.

"Lahz"
APM [8 +1]: 9
Init [+2]: 1d20+2 = 4

1 ~~ Move ~120ft and activate Forcefield [160/160 MD]
2 ~~ Fire on designated Targets (Red, then Green, then White) 1d20+6 = 17, 5d6*10 = 150.
3 ~~ Fire on designated Targets (Red, then Green, then White) 1d20+6 = 23, (1d6*10)+30 = 40.
4 ~~ Fire on designated Targets (Red, then Green, then White) 1d20+6 = 12, (1d6*10)+30 = 70..
5 ~~ Fire on designated Targets (Red, then Green, then White) 1d20+6 = 21, (1d6*10)+30 = 70..
6 ~~ Fire on designated Targets (Red, then Green, then White) 1d20+6 = 20, (1d6*10)+30 = 60.
7 ~~ Fire on designated Targets (Red, then Green, then White) 1d20+6 = 17, (1d6*10)+30 = 80.].
8 ~~ Fire on designated Targets (Red, then Green, then White) 1d20+6 = 16, (1d6*10)+30 = 70.
9 ~~ Fire on designated Targets (Red, then Green, then White) 1d20+6 = 20, (1d6*10)+30 = 80.

Dodge [+8]: 1d20+8 = 10, 1d20+8 = 26, 1d20+8 = 9


20190627.AA2.jpg
Lahz's Firing Targets


"Tony"
APM [8 +1 (tentacles)]: 8+1
Init [+4]: 1d20+4 = 5, 1d20+2 = 4

1 ~~ Locate Wakiza and shadow.
2 ~~ Trilaser at whomever Wakiza is attacking, or anything that appears to be approaching him for an opportune strike 1d20+4 = 18 6d6 = 20
3 ~~ Trilaser at whomever Wakiza is attacking, or anything that appears to be approaching him for an opportune strike 1d20+4 = 6 6d6 = 26
4 ~~ Trilaser at whomever Wakiza is attacking, or anything that appears to be approaching him for an opportune strike 1d20+4 = 9 6d6 = 20
5 ~~ Trilaser at whomever Wakiza is attacking, or anything that appears to be approaching him for an opportune strike 1d20+4 = 20 6d6 = 23
6 ~~ Trilaser at whomever Wakiza is attacking, or anything that appears to be approaching him for an opportune strike 1d20+4 = 20 6d6 = 25
7 ~~ Trilaser at whomever Wakiza is attacking, or anything that appears to be approaching him for an opportune strike 1d20+4 = 13 6d6 = 18
8 ~~ Trilaser at whomever Wakiza is attacking, or anything that appears to be approaching him for an opportune strike 1d20+4 = 7 6d6 = 24
9 ~~ Electro-Tentacle anything that comes within Melee Range (10'), 1d20+11 = 12, Damage: 3d6 = 11 M.D. + Chance of Stunning Victim for 1d4 = 3 Melees (See Warlords of Russia Pg 126, victim drops to 2 APM, -70% Skill performance and speed, No Initiative, -8 all combat rolls)


"Ray"
Ray receives the orders from Lahz and taps the button to open the door on the ATV, gives it a few seconds of dodging any incoming fire, then moves South ~500ft (or some distance that seems safe).

APM: 9
Init [+4]: 1d20+4 = 15

Dodge [+13]: 1d20+13 = 22, 1d20+13 = 22, 1d20+13 = 19, 1d20+13 = 22, 1d20+13 = 32, 1d20+13 = 20, 1d20+13 = 22, 1d20+13 = 33, 1d20+13 = 25
Lahz D'Gemmel
OOC Comments
ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Location: Rifts: Spook Squad

Re: The Doom of Nxla, Act 2: Discovery

Postby Wakiza » Sun Jul 07, 2019 11:02 pm

Perception: 1d100 = 73 / 82% (+15% for either cybernetic hearing or vision if applicable)
JiC: 1d20 = 7 1d100 = 72

Conditions: Advanced Combat Awareness (All Opponents are -2 to strike Wakiza, -2 to dodge his attacks, and lose one attack per melee); Cloud Targeting Computers and Other Weapon Systems (negate any built-in bonuses and adds a -2 strike penalty with any modern or advanced weaponry) Cloud Sensors (If someone is in PA, Robot or a Vehicle); Combat Acrobatics. Every couple of minutes Wak shifts his MOE to thermal to see if he can spot anything invisible.

Wak looks around, "Spirits here we go again, Roughnecks you know what to do. Watch your six Will. Pilot drop Jack where he wants." Wak jumps out the back with his wingboard, activates his armor's force field and flies into the air. Wak yells over the loudspeaker, "Drop your weapons and throw your hands up immediately or we wipe you out." He starts shooting at those armed targets near the back that no one has engaged with. Time to try out this new rifle, hope it works. He'll fire on one target till it goes down then move to the next. He stays a couple of hundred feet up to make anyone shooting at him look up, which should keep them distracted from ground attacks. If they throw down there weapons Wak will stop firing.

APM: 9 (with Rifle)
Init: 1d20+13 = 28

Attack 1: Fire rifle at a target further away. Strike: 1d20+8 = 12; Damage: 2d4*10 = 30
Attack 2: Fire rifle at a target further away. Strike: 1d20+8 = 13; Damage: 2d4*10 = 40
Attack 3: Fire rifle at a target further away. Strike: 1d20+8 = 22; Damage: 2d4*10 = 60
Attack 4: Fire rifle at a target further away. Strike: 1d20+8 = 13; Damage: 2d4*10 = 50
Attack 5: Fire rifle at a target further away. Strike: 1d20+8 = 27 CRIT; Damage: 2d4*10 = 50 x2= 100 MD
Attack 6: Fire rifle at a target further away. Strike: 1d20+8 = 12; Damage: 2d4*10 = 50
Attack 7: Fire rifle at a target further away. Strike: 1d20+8 = 24; Damage: 2d4*10 = 40
Attack 8: Fire rifle at a target further away. Strike: 1d20+8 = 18; Damage: 2d4*10 = 30
Attack 9: Fire rifle at a target further away. Strike: 1d20+8 = 11; Damage: 2d4*10 = 50

Focuses his auto dodge vs tech on the one he is firing on and the one nearest him without a foe.
1d20+11 = 21 1d20+11 = 31 1d20+11 = 28 1d20+11 = 15 1d20+11 = 25 1d20+11 = 19 1d20+11 = 16 1d20+11 = 20 1d20+11 = 27

Contigency: If his FF goes down he'll activate Storm Rider Armor with his suits PPE

FF: 75/75 MDC
Storm Rider Armor 120/120 MDC (Energy attacks do half damage.)
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 111/115
H.P.: 74/74
S.D.C.: 110/110
MDC from Psychic Body Field: 90/90 (Not Active)

Constant Effects
Advanced Combat Awareness
Sixth Sense (2)
Character is Very Difficult to See w/ Thermal (see Zen Combat, Naruni & Stalker armor)

Armor
NE-BA-26 Modified Special Body Armor
M.D.C. by Location
• Main Body: 90/90; Force Field: 75
• Helmet: 50; Arms: 40 each; • Legs: 50 each
• Masks Infrared & Thermal Emissions (Only 1-25% chance of showing up a thermal scan, even if deteced scan will be unclear)
• Kinetic Dampening & Cushioning System [1/2 Damage from Explosions, High Spd Impacts (rail guns, arrows, bullets)]
• 1/2 Damage from MD Fire/Heat/Plasma (Magic Included)
• Language Translator (American, Dragonese, Euro, French, Spanish, Techno-Can, Demongogian & Chinese)
• PPE Battery: 100 / 100

NG Stalker Suit (under clothes and armor) - 12/12 MDC
• Thermal detection systems suffer a penalty of -20% to the Read Sensory Equipment skill.

Cyber Armor Regenerates 1d6 mdc/hr
A.R.: 17, Main Body: 73, Upper Legs: 21 each, Forearms: 16 each, Shoulders: 14 each, Back/Shoulder Plate: 21 each

"If men make war in slavish obedience to rules, they will fail."

Some soldier name of Grant said this over 450 years ago

Soundtrack:
Blues Saraceno – Dogs of War
Man of Constant Sorrow
Nick Nolan - Life of Sin
Soul of a Man
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Location: Roughnecks PC

Re: The Doom of Nxla, Act 2: Discovery

Postby Hannibal » Tue Jul 09, 2019 8:51 am

Conditions:
Date: Summer, Friday, June 2, 111 P.A.
Time: 1801 - 1 minute has passed
Environmental Effects: None; 90°, dead calm
Location: village of Cave-In Rock, along the Ohio River

Order of Battle
John is blazing the trail afoot.
Minerva leading NE-ATRV on her MBT-300 Black Talon Motorcycle
NE-ATRV (2/18 tons so far)
  • Ray Robot is piloting the ATRV
  • Sil, Sshir, Slithn are in the cargo bay with Whisper's Mecha Knight PA
  • Jack
  • William
  • Mercedes
  • Wakiza
  • Whisper
  • Mierin
Seymour is following in his Cargonaut
Vheld, Brokswa, & Bel'Dar are flying alongside the ATRV
Lahz is following ATRV in his Marauder PA
Tony the Tiger-Bot is shadowing Lahz

Current Mission Goals
  • Recruit help from The True Federation--Achievement Unlocked
  • Recruit help from Magestar--Achievement Unlocked
  • Recruit help from MercTown (Mercs; Another group that's in town even?)
  • Recruit help from Dweomer
  • Recruit help from Stormspire
  • Recruit help from Psyscape
  • Investigate rumors of a band of demons in the area.

Posted Players
  • Seymour-Spook
  • Ronan-Spook
  • Whisper-Spook
  • Lahz-Spook
  • Minerva-Spook
  • Mierin-Spook
  • Vheld-Spook
  • John-Roughneck
  • William-Roughneck
  • Jack-Roughneck
  • Mercedes-Roughneck
  • Wakiza-Roughneck


A new hope for humanity? Or just dumb luck?
Hearing the order, Brokswa takes off like the demon out of hell that he is. Not waiting for anyone else, he blasts a skeletal figure (8) just to the corner of the building.

John yells out, "No more kidnapping today!" as he runs to the other side of the building where 6 more bad guys are waiting for him. He charges the Xombie in front of him and knocks it down.

Not wanting to miss the action, Wakiza quickly exits the ATRV, "Spirits here we go again, Roughnecks you know what to do. Watch your six, Will. Pilot, drop Jack where he wants." Wak takes up a firing position and yells out, "Drop your weapons and throw your hands up immediately or we wipe you out." and immediately fires his at his only clear target, but the shot's evaded by its movement. The crowds of villagers and their aggressors don't initially respond. It seems as though the Spooks and Roughnecks have caught the lot of them by surprise.

Minerva joins the team and makes her way to the closest target to get into position to strike with harvester.

Jack activates his force field.

Slithn scans the battlefield unsuccessfully for a potential prisoner. The demonic beast is a bit flummoxed as everything present looks like it fits the bill.

Seymour takes out his camera and prepares to film the action.

Will jumps out of the ATRV and says, "I'm going long, Wak." he charges his TW board, and flies into action looking for an ideal place from which to strike.

Ronan checks in with the team on the radio, "Deuce, going to do a quick sweep of the two buildings then meet you on the other side. I'll call if it gets hot in there. Anyone want to take my six?" He quickly runs up to the building directly in front of the group and looks inside the large window as there's no apparent door on the south-facing wall. He sees a large, empty multi-occupant bedroom reminiscent of a barracks room. It's then that he notices the rat-thing, Seymour, is directly on his six.

Arriving at the scene Vheld dives head first into action. ”Sil, Sshir remain here and protect the vehicle. Slithn, follow me but wait for my order to engage. I want you to take one prisoner. Brokswa--with me. Time to show these miscreants what you can do. Bel’Dar, prepare to do a strafing run while I see about protecting those villagers.” Vheld, Bel’Dar, and Brokswa each activate their invincible armor talismans. Vheld flies in on Bel' dar and casts energy fields on two crowds (7 & 8) adjacent the rift. He then casts a defensive spell for his own protection, then targets the two nearest skeletal warriors--both of whom appear to have simple, blunt melee weapons, and, activating his storm staff, zaps each of them with lightning.

Getting into action a bit later than the rest, Lahz calls over the radio, "Seymour--camera. Tony--ranged fire, assist Wakiza. Ray--pop the door, but keep distance and evade." Lahz moves into position as he activates his force field.

As the group exits the ATRV, Ray follows Lahz's orders and drives it a bit further west.

Some of the aggressors appear to be common folk like the villagers, but with vacant, soulless eyes, and open, drooling mouths. They're not armed, but they look no less dangerous for it as anyone who's ever faced a mindless drone would know.
Image
A few of the aggressors are humanoid men of a very distinct aesthetic theme. Everything about their persons is death-themed from the skulls and bones adorning their black attire to the ghoulish war paint on their faces and upon their brows.
Image
Some of the aggressors appear to be the animated skeletal remains of former warriors. Most carry a weapon of one sort or another, and each of them wears a crude buckler over one forearm. Most have a short sword-like bladed weapon in addition to their bucklers, but a couple have heavy blunt weapons, and a couple have some wicked-looking pole arms.
Image

Brokswa pours plasma bolts across the nearest skeletal warrior, and while it's certainly brutalized by the experience, it appears quite resilient.

As John runs between the two structures, he sees that inside each is a crowd of villagers attempting to brace the north-facing doors shut against the evil outside. Facing down two skeletal warrior and two zombies to keep them from gaining access, he wields his strength and his blade with equal measure. The powerful blows from his sword, however, seem to do no more than wreck the cheap armor worn by the warriors, and knock back the skeletal figures and drooling villager-drones around him.

Wakiza is irritated that the field is cluttered from his drop-off point with not a single clear shot in sight, so he takes off running to the north for a better firing position. Once in a position where he can fire without the high probability of hitting a teammate, he finds himself momentarily stunned by the sight of people totally stripped of their agency and acting as pawns of evil (H.F. check fail), he selects his targets from among the aggressors. The drooling drones might be able to be redeemed, so he looks instead for the necromancers and, finding them to be swiftly moving for cover, takes aim instead at the skeletal warriors. After landing numerous shots on the damnable undead, he quickly realizes that the particle beams have no discernible effect upon the fearless skeletal warriors, though their homespun armor is in ruins.

Minerva is undaunted by the appearance of the undead or their wicked pawn-movers, and dashes in courageously with Harvester in hand and begins to mete out punishment with the magic blade. In conjunction with the lightning rained from above, and the ruination of their armor from multiple sources, two of the skeletal warriors fall to inanimate bones strewn across the ground to her dazzling blade as she pursues one of the necromancers.

Jack leaps from the ATRV's open hatch to the top of the structure below. He is undaunted by the appearance of the undead or their wicked pawn-movers. He finds the idea of killing the soulless who could be redeemed and restored troubling, and they seem the least threat, so he pours forth plasma fire from his CP-30 rifle at the skeletal due north of the structure on which he's crouched. It's not as effective a weapon as he'd like, but he can tell that it's still battering the distant warriors, especially given all the other punishment they're receiving.

Slithn drifts to the north grumbling under its breath and glaring at those mortal and undead around it. Slithn shouts in Vheld's mind as it points at Will's back as he flies west. This one looks ripe...and it has such interesting trinkets! You pathetic weakling, do you not know what this ignorant being has in its possession!? Release me! I'll kill him, and trade you his trinkets for my release!

Seymour, despite his appearance and affect, is utterly fearless in the face of a horde of undead monstrosities. He's so bold as to entirely forsake even the thought of taking appropriate defensive measures! He simply follows stealthily behind Ronan, his camera ever-vigilant and documenting the shit-show which surrounds him.

William is undaunted by the appearance of the undead or their wicked pawn-movers, and flies from east to west smashing magic arcs of lightning down upon the aggressors on by one. A bit of wobble in his flight causes the one intended for a nercomancer to miss, but all others strike true and to great effect.

The trio of drooling and soulless-eyed villagers shamble and converge upon one of the crowds (7) of villagers.

Ronan proceeds west along the south face of the structure until he rounds the corner and spies a crowd of villagers within through a wesst-facing window. All are gathered in a mass at the door, bracing it to keep the zombies and skeletal warrior out. It's then that he sees John knock back a skeletal warrior, who stands in Ronan's way between himself and the north facing door. He closes in and engages the warrior in close combat, and while the skeleton parries and counterattacks like a sloppy, if trained, professional, Ronan's blows have no discernible effect.

Looking at the small building to his left Will sees a humanoid figure appear from the north side. The figure seems to be casting some sort of magic but Will can not tell what. In a moment the man's feet lift from the ground and he is floating. To the left he sees nets fly from behind the building. The nets fly with super efficiency and very quickly all six villagers in the crowd are trapped by individual nets.

To the left of Minerva and Jack, one of the death themed men pulls a rifle and quickly fires off 4 shots. Two fly toward Minerva and two toward Jack. Minerva is truck by both brutal blasts. The first finishing off her psionic body field and the second inflicting critical damage to her crystal armor. Jack is only stuck by one of the plasma blasts, the second flying wide to his right and over the building without touching him. Luckily his armor protects against the plasma and the damage is reduced. After the man finishes firing, Minerva and Jack can plainly see the man's feet lift from the ground as he begins to fly.

The skeletal warriors manage to strike John once with one of those wicked looking pole arms, Ronan's armor takes one lucky slash from a vibro-sabre, Minerva's struck no less than five times, Wak's force field is struck with a simple mace & once again with a pole arm of some sort, and Lahz's power armor's force field is truck a handful of times by a warrior with a mace.

Lahz finds himself momentarily paralyzed with fear at the sight of the multitude of animated, soulless horrors on the field (H.F. check fail). Once he swallows his fear and opens up with his custom-built laser cannon, he feels much better. Huge volumes of coherent light beams stab out across the baked open meadow, instantly sending up a cloud of ionized particles in the air and creating a heady aroma of ozone which anyone not in an environmental suit could likely smell from a hundred yards away. His hands shake slightly after multiple bursts and he sees the three nearby skeletal warriors seem entirely unphased, save that the homespun armor each is wearing is in tatters.

Tony pours laser fire downrange at targets as Wakiza picks them out, but to no discernible effect beyond punishing the scraps of armor worn by the skeletal warriors.

Skill Checks
Seymour


Ronan
Detect Ambush [54%]: 1d100 = 2 (Crit?) (Determine if being ambushed or snuck up on while inside or approaching the building) – You get no sense of being snuck up on.
Prowl [54%]: 1d100 = 39 (Sneak inside the building)- You feel pretty stealthy
Intelligence [54%]: 1d100 = 87 (Processing new stuff) - Your mind is blown at the sites you see which makes processing things very difficult
Military Etiquette [69%]: 1d100 = 12 (Coordinate with team) – You get a sense you are doing it right, you just don’t see the same military type of execution from your counterparts

Seymour
Charm/Impress: 5% / 1d100 = 63 - You are neither charming nor impressive.
Invoke Trust/Intimidate: 10% / 1d100 = 88 - Definitely not intimidating in the current environment
Identify scents: 62% 1d100 = 91- beyond sulfur and smoke it is near impossible to smell anything
Surveillance -- 44% /1d100 = 40 - find right spot for camera use - you heft the camera to the perfect spot on your shoulder
Radio: Basic -- 57% / 1d100 = 51 - talk to group - you operate the radio well enough
Prowl 72% /1d100 = 29 - sneak around - You feel very stealthy in your actions
Identify scents: 62% / 1d100 = 49 - find scent - you can smell sulfur and smoke
Track by scent: 58% / 1d100 = 74 - follow into cave - There is no cave, you are unable to smell anything above the smoke an sulfur
Tv/Video -- 37% 1d100 = 79 - use camera - You believe you have turned it on and are filming
Intelligence 32% 1d100 = 97 - to fiqure out good camera angles - You believe you are capturing everything perfectly


Map Reveal (open in a new tab)
Map Note: dead enemies have a skull & crossbones icon on their token; energy field represented by a transparent bubble
Schedule Note: The next GM post will be posted by Tuesday, July 16th by midnight.
GM NOTES: Too many moving pieces for blow-by-blow, so we went with narrative style post. John, Wak--PM me the math for your initiative bonuses, please. Changing forms, reloading (most) weapons, doing a 180 turn-around, dis/mounting, and lots of other physical acts--each costs an action. Be mindful of such & account for them in your listed actions (when in doubt, IM either of us). Skills that are purely mental/observational do not cost actions.


What are your intentions?

Butcher's Bill
Butcher's Bill
Tracks damage & ammo/ISP/PPE spent

ATRV:
Jack Killian: -30 M.D.C. to armor, -40 I.S.P., CP-30: 21 shots/-12 shots,
John Altfeld: -17 M.D.
Lahz: Marauder LPC: 240 shots/-28 shots
  • Tony:
Mercedes:
Mierin:
Minerva: -30 M.D.C. to crystal armor, -2 I.S.P., body field refreshed
Ronan: -15 M.D.C. to armor
Seymour:
Wakiza: -40 I.S.P.; Liberator PB: 50 shots/-7 shots; -38 M.D.C. from FF
Vheld: -65 P.P.E.; -1 charge to invincible armor talisman
  • Minions: -1 charge each to minion invincible armor talismans
Whisper:
William Summers: -38 P.P.E.
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Re: The Doom of Nxla, Act 2: Discovery

Postby Vheld » Tue Jul 09, 2019 11:11 am

JIC: 1d20 = 19, 1d100 = 79
PER: 1d100 = 87 vs. 76%
Conditions
  • At a ley line (x2 range, duration, damage of spells/magic effects and +50% range/duration of psychic powers, all factored in below; can draw 10 PPE or 1d6+1 ISP per round).
  • Energy fields have 120 MDC and a duration of 80 minutes after ley line boost.
  • Invincible armor from talismans has 220 MDC, 53.75/54m remaining, regenerates 1d6 MDC/melee, takes half damage from all magical or mundane energy attacks, is fully environmental, and conveys -15% to physical skills.
  • Storm staff remains active for 19 melee rounds, can fire four lightning bolts per melee.
  • Targeted deflection, 20 melees remaining, see auto-parries.
  • Throwing stones, 4 melees remaining, can create/throw one stone per action, 2d6+8 MD, +6 to strike
Lore: Magic- 1d100 = 64 vs. 94% (-15% for unknown or alien items)
To try and identify Will’s artifact
Lore: Demon and Monster- 1d100 = 92 vs. 99%
Lore: Faeries and Creatures of Magic- 1d100 = 2 vs. 94%
Lore: Psychics and Psionics- 1d100 = 5 vs. 94%
All to try and identify their foes, in particular the bone fiends and the nature of their resistance to some of the attacks leveled against them.

William Summers wrote:"Any clue what it is? I feel like it belongs with me. Like, it wants to be with me for the duration. But I don't know what it is."
Prior to the battle, Vheld will examine the artifact but with a certain reluctance, given the compulsion Will describes. If he doesn’t recognize the item or any of its properties, the shifter will shake his head and hand it back. ”I don’t recognize it. But from that feeling you describe, it’s either destiny at work or some kind of curse brewing. Either way, tread carefully.”

Later, Vheld acknowledges Ronan’s signal as he begins his attack run, but otherwise stays off the comms. He needs to concentrate. Having completed his first pass, Vheld takes stock of the battlefield.
Slithn wrote:This one looks ripe...and it has such interesting trinkets! You pathetic weakling, do you not know what this ignorant being has in its possession!? Release me! I'll kill him, and trade you his trinkets for my release!
I will let you know if I decide to take it from him. Now focus on the task at hand. If you require an outlet for your frustrations, I suggest one of the necromancers over there. Vheld mentally directs Slithn to Harvester 1 and/or 3; satisfied that this order will be obeyed and that the rest of his minions can direct themselves easily enough, Vheld draws a few basic conclusions about the nature of their foes. Could be related to Nxla. Could be just a random predator. Either way, from the lurching we are dealing with some sort of undead. Logic dictates that disrupting the necromancers’ control of their horde will end this engagement the fastest. And so, Vheld sets out to do just that. With a few murmured words to Bel’Dar, he directs his mount on another strafing run and prepares a few more spells.
Vheld
Initiative: 1d20 = 13
APM: 7

Action 1: Fire a lightning bolt at the nearest target of opportunity while Bel’Dar flies overhead; 1d20+3 = 23 to strike, 12d6 = 38 MD
Actions 2-3: Cast barrage (-15 PPE) on harvester 2 (13 blasts * 4 MD/blast = 52 MD plus penalties; 1d20+3 = 21 to strike if applicable.
Actions 4-5: Cast barrage (-15 PPE) on harvester 2 (13 blasts * 4 MD/blast = 52 MD plus penalties; 1d20+3 = 18 to strike if applicable.
Action 6-7: Cast barrage (-15 PPE) on harvester 2 (13 blasts * 4 MD/blast = 52 MD plus penalties; 1d20+3 = 18 to strike if applicable.

Auto-parries (energy attacks only); with targeted deflection active, rolls above 13 will return to strike the attacker: 1d20+9 = 13, 1d20+9 = 19, 1d20+9 = 17, 1d20+9 = 22, 1d20+9 = 16, 1d20+9 = 18, 1d20+9 = 29
Contingency 1: Replace listed actions as needed with additional castings of energy field over any other groups of villagers that get too close to the rift (as close as crowds 7 or 8).
Contingency 2: Vheld will re-activate his invincible armor talisman if the first spell is depleted.
Sil
Initiative: 1d20+1 = 15
JIC: 1d20 = 15, 1d100 = 58
APM: 5

Sil will remain where she is, crouching defensively and keeping an eye (and nose) out for any trouble. She will dodge any attacks that come her way, and should she feel the least bit threatened she will shift to her phantom form.

Actions 1-5: Reserved for dodges/shifts to phantom form.

Auto-dodges (please add +6): 5d20:
20, 7, 18, 15, 13
Sshir
Initiative: 1d20 = 10
JIC: 1d20 = 14, 1d100 = 74
APM: 6

Pursuant to his orders, Sshir will remain where he is save for moving a little closer to Sil. He won’t engage much in the fighting, but does take opportunities that present themselves to provide long-range spell support. He will also draw what energies he can from the ley line to keep his reserves up.

Action 1: Cast sheet of ice (BoM P. 85) on the ground centered roughly around Bone Fiend 3 (with range boost it should encompass fiends 2-4, 6, 12, and maybe 1; -15 PPE).
Action 2: Draw PPE from the ley line ((+10 PPE)).
Actions 3-4: Reserved for dodges; 1d20+4 = 9, 1d20+4 = 11

Contingency: If any enemy forces get too close to Sil or the ARTV, Sshir will cast wall of ice between the enemy and the vehicle ((-20 PPE)).
Bel’Dar
Initiative: 1d20+6 = 26
JIC: 1d20 = 3, 1d100 = 19
APM: 6

Following Vheld’s instructions, Bel’Dar takes flight for the central structure (containing crowd #5)- when he arrives there he will remain flying above the building unless attacked (in which case he will take evasive maneuvers), or if Vheld needs to maintain line-of-sight on any of the three necromancers. While Bel’Dar’s top priority will be defense and evasion, he will cast throwing stones upon himself and hurl magical rocks at any targets of opportunity that present themselves (primarily lesser minions that get too close).

Action 1: Cast throwing stones on self (-4 PPE)
Action 2: Throw a stone; 1d20+6 = 9 to strike, 2d6+8 = 13 MD.
Action 3: Throw a stone; 1d20+6 = 9 to strike, 2d6+8 = 15 MD.
Action 4: Throw a stone; 1d20+6 = 10 to strike, 2d6+8 = 11 MD.
Action 5: Throw a stone; 1d20+6 = 17 to strike, 2d6+8 = 12 MD.
Action 6: Throw a stone; 1d20+6 = 24 to strike, 2d6+8 = 11 MD.


Contingency 1: Reactivate invincible armor if it is depleted.
Contingency 2: If Bel’Dar has a free action it will draw 10 PPE from the ley line to replenish the casting cost of throwing stones.

Auto-dodges (please add +8): 6d20:
9, 19, 17, 14, 4, 1
Brokswa
Initiative: 1d20+5 = 9
JIC: 1d20 = 14, 1d100 = 13
APM: 5

Brokswa grins as the warrior before him withstands his assault. So much the better. Been too long without some action. Hefting his enchanted hammer Al Bolga, he leaves his closest opponent to Lahz and charges towards the group of three at the ley line behind them. Flying so fast that he seems but a blur, Brokswa will proceed to smash all three bone fiends into jelly, one by one.

Action 1: Hammer strike. 1d20+6 = 25 to strike, 2d12 = 17 + 4d6 = 15 = 32 MD
Action 2: Hammer strike. 1d20+6 = 17 to strike, 2d12 = 12 + 4d6 = 14 = 26 MD
Action 3: Hammer strike. 1d20+6 = 11 to strike, 2d12 = 13 + 4d6 = 13 = 26 MD
Action 4: Hammer strike. 1d20+6 = 24 to strike, 2d12 = 15 + 4d6 = 16 = 31 MD
Action 5: Hammer strike. 1d20+6 = 18 to strike, 2d12 = 13 + 4d6 = 16 = 29 MD


Contingency: Brokswa will re-activate his invincible armor talisman if the first spell is depleted.
Slithn
Initiative: 1d20+3 = 7
JIC: 1d20 = 17, 1d100 = 59
APM: 4

Hissing her frustration with her ‘master’, Slithn does as ordered and flies towards the central building (same as Vheld/Bel’dar). Once she is in range (240 ft) and has sighted the two necromancers Vheld pointed her towards (Harvesters 1 and 3) she will use bio-manipulation to attack them. She will otherwise not engage in combat unless explicitly ordered to do so.

Action 1- Draw 1d6+1 = 4 ISP from the ley line
Action 2- Use bio-manipulation: pain on Harvester 1 ((-10 ISP))
Action 3- Use bio-manipulation: pain on Harvester 3 ((-10 ISP))
Action 4- Reserved for dodge/movement
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
PPE: 217/327 (Vheld), 83/83 (Sil), 121/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion), 214/230 (Slithn).
Talismans: -1 charge to invincible armor talismans for Vheld, Brokswa, Bel'Dar.
Energy Spheres: 1000/1000 PPE (30d; floating behind Vheld)
Weapon in Hand- TW Storm Staff.
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Re: The Doom of Nxla, Act 2: Discovery

Postby Ronan » Wed Jul 10, 2019 7:50 am

JiC: 1d100 = 81 / 1d20 = 13
Perception [19%]: 1d100 = 78
Recognize Weapon Quality [39%]: 1d100 = 18 (Assess Quality of Skeletal Warriors Weapon)
Intelligence [54%]: 1d100 = 54(Assess weight of and possible distance he can throw the skeleton.)


When Ronan's powerful punches leave no discernible effect on the skeletal warrior, the space warrior mentally slaps himself. This might be what they meant by needing special weapons, let's block try something else! [Intelligence] He thinks with a frown and will attempt to grapple the Skeletal warrior's weapon hand and will relatively ignore it if it strikes him with its other arms as he strikes at the skeletal warriors head with the hammer. He will try to save the weapon from being flung. "Easiest way to kill skeletons?" He comments over the radio.

He'll check the weapon quality to see if it might be something worth grabbing [Weapons Quality] and if so, add "I don't think you'll need this."

If the Skeletal Warrior's head survives, he will keep bashing it's head while maintaining the grapple until it falls and will grab its weapon and wield them both, continuing to head towards the buildings to get to the civilians and make sure they are safe inside.

To John, he'll add "Yeah, thanks. First time with Skeletons and I gotta say, not a fan."

Damn, I may need to get my hands wet with this. Ronan thinks jokingly to himself and will extend his senses to try and determine if there is a reasonable source of water within 1,000ft of him (or underground) that he can control. [Actively using Control Water Super Ability to determine this; free]

Combat
Note to GM: Disregard P.S. DMG bonuses included in rolls for heavy punch and strikes.

APM: 5 (Parried Weapons APM: 10)
Initiative: 1d20+2 = 13
(NOT Auto-)Parries: [One hand free] 1d20+8 = 14 | 1d20+8 = 20 | 1d20+8 = 10 | 1d20+8 = 26 | 1d20+8 = 23 (One parry is extra, don't count)

A1: Grapple Skeletal Warriors Weapon Arm. Strike towards Head WITH Big Bore Hammer: 1d20+5 = 24 DMG: 1d6*10 = 10 | Grapple Weapon Wrist: 1d20+5 = 15
A2: Forcibly remove weapon from skeleton's hand (not focused on catching weapon). Strike: 1d20+5 = 19 | DMG: (1d6*10)+37 = 97
A3: Attempt to disarm: 1d20+1 = 8 ||
A4: Strike with hammer again. Strike: 1d20+5 = 18 DMG: 1d6*10 = 10
A5: Recover the weapon and radio. [Recognize Weapon Quality]

Contingency: If the hammer has no effect, he will instead attempt to disarm focus on recovery of the weapon to use against it. (the Vibrosabre)

A1: Grapple Skeletal Warriors Neck and Weapon Arm. Neck: 1d20+5 = 16 | Weapon Wrist: 1d20+5 = 8
A2-3: Maintain grip on weapon hand, release neck, and disarm weapon hand. 1d20+1 = 18. (If Unsuccessful, maintain grapple on wrist and attempt to break skeletal arm (and armor, if applicable) with heavy attack. Strike: 1d20+5 = 8 | DMG: (2d6*10)+37 = 107
A4: Recover the weapon [Recognize Weapon Quality]. Body check skeleton to move it back. Strike: 1d20+5 = 7 | DMG: 1d6*10 = 30
A5: Cut Skeleton with its weapon. Strike: 1d20+5 = 18 (+2 if sword) | DMG: 2d6+37 = 42
Ronan Deshe | EP Ledger | Other PCs: Culter (CS 40-4th)
Constant Stats and Supers
M.D.C.: 293/293
Active Abilities:
Invulnerability: Invuln to: All Energy Damage Types (to include magic energy), Bullets, punches, falls, etc. | SN Melee does Half-DMG | Gases/Radiation/Drugs: Half-effective | Regen 1d6x10 MDC per min | Hold Breath for 12 minutes | Survive 80 days without food
Supernatural SN: Fatigues 1/10th normal rate.
Fleshworks: Sense Health of Flesh Active: Will declare in post if being used | Range: 15ft away LOS | No cost | Undetectable | Determine general flesh health of another being. | Reveals D-Bee, Human, Mutant and if suffering sick/diseased flesh | Reveals if little or many HP/SDC/MDC and if any magic/psionic/super effect is currently affecting the subject physically, though cannot identify.

Active Gear:
Worn: [NG-RA5 Arrow Ride Armor [b]M.D.C. || Helm: 35|| Arms: 14ea || Legs: 18ea || MB: 30
Carried: [NG-B50 ‘Thunderer’ BigBore Combat Hammer] || DMG: 2d6 + P.S. (37) M.D.C.
Slung over Back: [KLS-RG-15X Manpack Electromagnetic Rail Gun] || Range: 5,000m | DMG: 1d12x10 MD v. Organic, No-Regen // 1d12x10 MD v Non-Org, Roll Optional Robot DMG Table (UE, pg 353) // 1d8x10 + 1d8 SDC to HP v Organic, + Bleed // 1d12x10 SDC v Non-Organic, Roll on Optional Robot DMG Table. || RoF: 2 APM || Modifiers: +1 Strike || Payload: 12/12
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Re: The Doom of Nxla, Act 2: Discovery

Postby Jack Killian » Wed Jul 10, 2019 11:32 am

Perception: 64% 1d100 = 65
JIC d20: 1d20 = 6
JIC: 1d100 = 56
INIT: 1d20+2 = 6

Jack sees a huge evil army in front of him he knows it is now the time to bring in the big guns. He brings up his power of See Aura. He wants to make sure that he won’t hurt any of his group. He sees a group of bone demons advancing in a line. To his left and far from people he sees what looks like someone in charge hovering above the ground. He decides this is his first. (Harvester 1 and Bone Fiend 6)

See Aura ISP 6 , range 90 Fee about 1 min


Jack calls out on the radio, “Volcano is bringing the Heat! don’t get to close to the fire.”
The Heat rises inside, He gains control not letting it cover him. He tries to calculate where to put his flames. He doesn’t want to touch the building but wants to cover two targets, if possible. One second the figure is surveying his troop then next he is covered in a large area of fire.

ley line
OOC Comments
: The influence of ley line energy: The duration and range of the Burster's pyrokinetic and other psychic powers are increased by 50% whenever on or near (within one mile/1.6 km) a ley line. The duration, range, and damage of his powers are doubled when at or near (one mile/l.6 km) a ley line nexus point!


When you're Hot you're Hot. When you're not, you're Toast!
Action One:
See Aura and looking at the field.

Action Two:
Fire Eruption 6d6 M.D 20 ISP, Range: 220 feet, Duration 10 Mins, Area 50 square feet(15 min, 75 feet, about 8.6 x 8.6)
Bonus Strike: 72% 1d100 = 43
Damage:6d6 = 27 Bonus: then if any take double damage 54

Action Three: the next second!
Super Fuel 8 ISP x10 Increasing Damage, size 750 (About 27 x 27) Damage: 270 / 540 MD for double Damage
)

(Damage: Increased proportional to the size of the fire; G.M. discretion. I.S.P. Cost: 8.)
Post note : Jack has his flame going away from the building.
Last edited by Jack Killian on Fri Jul 12, 2019 7:15 pm, edited 2 times in total.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.


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Re: The Doom of Nxla, Act 2: Discovery

Postby Wakiza » Wed Jul 10, 2019 9:29 pm

Perception: 1d100 = 5 / 82% (+15% for either cybernetic hearing or vision if applicable)
JiC: 1d20 = 18 1d100 = 22

Conditions: Advanced Combat Awareness (All Opponents are -2 to strike Wakiza, -2 to dodge his attacks, and lose one attack per melee); Cloud Targeting Computers and Other Weapon Systems (negate any built-in bonuses and adds a -2 strike penalty with any modern or advanced weaponry) Cloud Sensors (If someone is in PA, Robot or a Vehicle); Combat Acrobatics. Every couple of minutes Wak shifts his MOE to thermal to see if he can spot anything invisible.

Wak looks in anguish over what has been done to these poor people. Damn, you'd think I'd be use to this by now. Those poor bastards. It pulls him back to the helpless feeling that filled him with dread during the war. He shakes it off before he goes to far down that dark path and moves on. Wak looks annoyed as the skeletons seem unfazed by his rifle, but he has seen this before, and says over the radio, "Normal weapon fire may not work well on these critters. Switch to magic or psi if you can. John try to grab at least one of those bastard mages. Spirits Jack, that was hot!" Wak drops the rifle, pulls Derilian, and and activates a Psi sword.

APM: 8
Init: 1d20+11 = 14 removed two as it doesn't look like anyone actually has modern weapons.

Attack 1 & 2: Drops rifle draws Derilian and activates a psi sword. Damage is from Psi Sword, Derilian is use for parrying.
Attack 2: Attack the nearest skeleton. Strike: 1d20+16 = 26; Damage: 8d6+4 = 23
Attack 3: Attack the nearest skeleton. Strike: 1d20+16 = 22; Damage: 8d6+4 = 34
Attack 4: Attack the nearest skeleton. Strike: 1d20+16 = 26; Damage: 8d6+4 = 21
Attack 5: Attack the nearest skeleton. Strike: 1d20+16 = 24; Damage: 8d6+4 = 33
Attack 6: Attack the nearest skeleton. Strike: 1d20+16 = 21; Damage: 8d6+4 = 28
Attack 7: Attack the nearest skeleton. Strike: 1d20+16 = 36 CRIT; Damage: 8d6+4 = 26 x2= 52 MD
Attack 8: Attack the nearest skeleton. Strike: 1d20+16 = 28; Damage: 8d6+4 = 37

Focuses his auto dodge vs tech on anyone that has a modern weapon.
1d20+11 = 15 1d20+11 = 27 1d20+11 = 14 1d20+11 = 25 1d20+11 = 30 1d20+11 = 27 1d20+11 = 19 1d20+11 = 18

Parry:
1d20+24 = 44 1d20+24 = 32 1d20+24 = 25 1d20+24 = 38 1d20+24 = 43 1d20+24 = 37 1d20+24 = 33 1d20+24 = 44

Contigency: If his FF goes down he'll sacrifice an action to activate Storm Rider Armor with his suits PPE

FF: 37/75 MDC
Storm Rider Armor 120/120 MDC (Energy attacks do half damage.)
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 111/115
H.P.: 74/74
S.D.C.: 110/110
MDC from Psychic Body Field: 90/90 (Not Active)

Constant Effects
Advanced Combat Awareness
Sixth Sense (2)
Character is Very Difficult to See w/ Thermal (see Zen Combat, Naruni & Stalker armor)

Armor
NE-BA-26 Modified Special Body Armor
M.D.C. by Location
• Main Body: 90/90; Force Field: 75
• Helmet: 50; Arms: 40 each; • Legs: 50 each
• Masks Infrared & Thermal Emissions (Only 1-25% chance of showing up a thermal scan, even if deteced scan will be unclear)
• Kinetic Dampening & Cushioning System [1/2 Damage from Explosions, High Spd Impacts (rail guns, arrows, bullets)]
• 1/2 Damage from MD Fire/Heat/Plasma (Magic Included)
• Language Translator (American, Dragonese, Euro, French, Spanish, Techno-Can, Demongogian & Chinese)
• PPE Battery: 100 / 100

NG Stalker Suit (under clothes and armor) - 12/12 MDC
• Thermal detection systems suffer a penalty of -20% to the Read Sensory Equipment skill.

Cyber Armor Regenerates 1d6 mdc/hr
A.R.: 17, Main Body: 73, Upper Legs: 21 each, Forearms: 16 each, Shoulders: 14 each, Back/Shoulder Plate: 21 each

"If men make war in slavish obedience to rules, they will fail."

Some soldier name of Grant said this over 450 years ago

Soundtrack:
Blues Saraceno – Dogs of War
Man of Constant Sorrow
Nick Nolan - Life of Sin
Soul of a Man
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Re: The Doom of Nxla, Act 2: Discovery

Postby Jack Killian » Thu Jul 11, 2019 9:51 am

Jack replies to Wak, "Yea it's a giant bug zapper. Just toss them in and watch them Fitzzs!"
Last edited by Jack Killian on Thu Jul 11, 2019 12:21 pm, edited 1 time in total.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.


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Re: The Doom of Nxla, Act 2: Discovery

Postby John Altfeld » Thu Jul 11, 2019 10:44 am

Perception: 1d100 = 21 / 70%
JiC d20/d100: 1d20 = 15 / 1d100 = 13

Great, now I'm going to have to blow my Flint cover. Hopefully the Spooks aren't looking or I can get them to not blab it around MercTown. It'll be a lot harder to go down air vents and kill Coalition if everyone knows that there's only one of me.


What even are these people?
Lore: Demons & Monsters (trying to ID the Xombies): 1d100 = 48 / 81%
Lore: Magic (trying to ID the Xombies): 1d100 = 71 / 76%

Glancing at Ronan, he sees he's having issues with the skeleton. "Hey Space Beef. That giant silver hammer you're toting will take the skeletons down."


So Much Combat
Initiative/First 2 Actions
1d20+13 = 32
Action 1: Turn to Pebbles/suck equipment inside my body.
Action 2: Grow to Maximum Size - flail around and roar.

If Harvester 3 is Not Flying Above 200 Feetish
Actions 3/4: John charges to Harvester 3/does Landslide Attack - Strike: 1d20+10 = 12
Action 5: If Harvester 3 is not pinned inside John, try to grapple Harvester 3 the normal way - Strike 1d20+10 = 14 / If Havester 3 is pinned inside John, move back to Bone Fiend 10 and attack with Silver Ripper Sword - Strike: 1d20+13 = 25 / Damage: (1d6*10)+82 = 92
Action 6: If Harvester 3 is free, try to grapple Harvester 3 the normal way - Strike 1d20+10 = 15 / If Harvester 3 is grappled, John says - "No hands, no casting!" crush hands - Strike 1d20+10 = 13 / If Harvester 3 is pinned inside John, move to nearest standing Bone Fiend and attack with Silver Ripper Sword Strike: 1d20+13 = 33 / Damage: (1d6*10)+82 = 112
Action 7: If Harvester 3 is free, try to grapple Harvester 3 the normal way - Strike 1d20+10 = 28 / If Harvester 3 is grappled, crush hands - Strike 1d20+10 = 25 / If Harvester 3 is pinned inside John, move to nearest standing Bone Fiend and attack with Silver Ripper Sword Strike: 1d20+13 = 26 / Damage: (1d6*10)+82 = 142
Action 8: If Harvester 3 is free, try to grapple Harvester 3 the normal way - Strike 1d20+10 = 30 / If Harvester 3 is grappled, crush hands - Strike 1d20+10 = 11 / If Harvester 3 is pinned inside John, move to nearest standing Bone Fiend and attack with Silver Ripper Sword Strike: 1d20+13 = 16 / Damage: (1d6*10)+82 = 102
Action 9: If Harvester 3 is free, try to grapple Harvester 3 the normal way - Strike 1d20+10 = 15 / If Harvester 3 is grappled, crush hands - Strike 1d20+10 = 24 / If Harvester 3 is pinned inside John, move to nearest standing Bone Fiend and attack with Silver Ripper Sword Strike: 1d20+13 = 25 / Damage: (1d6*10)+82 = 102

The goal track is: Pin or grapple Harvester, make sure Harvester can't cast (accomplished if Pinned, otherwise crush hands), Kill Bone Fiend 10, Kill Bone Fiend 9. Then move on to Xombies and Landslide Attack them one by one until they're safely Pinned.

Landslide attacks take 2 actions each, so if John is going after Xombies, he'll lose some actions off of the end. The "grapple" Strikes have the same bonus as Landslide Attack.

If Harvester 3 is out of reach, but Harvester 1 is in reach, go after Harvester 1 instead. If all Harvesters are out of reach, start on Bone Fiend killing.

Parries: 1d20+16 = 27, 1d20+16 = 31, 1d20+16 = 28, 1d20+16 = 18, 1d20+16 = 22, 1d20+16 = 28, 1d20+16 = 34, 1d20+16 = 34, 1d20+16 = 19, 1d20+16 = 29, 1d20+16 = 22, 1d20+16 = 28, 1d20+16 = 22

Auto-Dodges: 1d20+1 = 19, 1d20+1 = 16, 1d20+1 = 4, 1d20+1 = 15, 1d20+1 = 3, 1d20+1 = 19

Saves (+12 vs. Magic, +6 vs. Psionics): 1d20 = 19, 1d20 = 18, 1d20 = 12, 1d20 = 1, 1d20 = 18, 1d20 = 19, 1d20 = 1, 1d20 = 18
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 90/90
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 9
Initiative Bonus: +12
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+17/+17/+13/+13)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
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Re: The Doom of Nxla, Act 2: Discovery

Postby Lahz » Fri Jul 12, 2019 11:00 pm

Perception [42%]: 1d100 = 63 [+15% involving Electronics or Machines]
JiC D20: 1d20 = 18
JiC D100: 1d100 = 79
Save vs HF: 1d20+5 = 8

Conditions: Telemechanics (0 ISP, Constant, 5ft, 98%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1600ft if using magical or psionic powers, 600ft if NOT using powers), Radiate Nature [Wary], Marauder PA

ISP: 179/211
Telemechanics [98%]: 1d100 = 67
Weapons Systems [83%]: 1d100 = 55




Lahz glances down at the little skeleton-man-thing in front of him with borderline contempt, and shoots the thing without further hesitation, *Wak's calling out orders and doing ok, Tony can come back my way.*

"Tony! Back on Me."

Taking 3-4 steps back the Lahz casts his gaze around the field for a moment before he chooses a few targets to open fire while Tony deals with the rattling bones in the immediate local area. He puts 2 heavy barrages into a couple flying targets, then shifts to quad-shots for a few rounds before stowing the Cannon in its shoulder clamps and grabbing a 50lb-Silver-plated Mace off his hip, *No point in burning through too much of the Cannon's ammo. Who knows when that damn Dragon pop up again.*

"I miss Vinograd. It was nice having our own damn Dragon!"

Lahz will sacrifice an action to Dodge anything that seems particularly ominous, or Parry once he gets his Mace into play.

"Lahz"
APM [8 +1]: 9
Init [+2]: 1d20+2 = 8

1 ~~ Fire on designated Targets [Triangles: White, then Orange, then Pink] 1d20+6 = 14, 5d6*10 = 150.
2 ~~ Fire on designated Targets [Triangles: White, then Orange, then Pink] 1d20+6 = 15, 5d6*10 = 200.
3 ~~ Fire on designated Targets [Triangles: White, then Orange, then Pink] 1d20+6 = 20, (1d6*10)+30 = 60.
4 ~~ Fire on designated Targets [Triangles: White, then Orange, then Pink] 1d20+6 = 25, (1d6*10)+30 = 90*2=180.
5 ~~ Fire on designated Targets [Triangles: White, then Orange, then Pink] 1d20+6 = 19, (1d6*10)+30 = 80.
6 ~~ Fire on designated Targets [Triangles: White, then Orange, then Pink] 1d20+6 = 7, (1d6*10)+30 = 40.
7 ~~ Step back and strap Cannon
8 ~~ Pull out Electro-Mace
9 ~~ Strike with Mace at closest on-foot opponent 1d20+11 = 19, 4d6 = 10.

Parry [+11]: 1d20+11 = 29, 1d20+11 = 20, 1d20+11 = 13
Dodge [+8]: 1d20+8 = 27, 1d20+8 = 24


Tony draws his 5ft Ripper-vibro-blade and swings it in a glittering silver Arc at the local enemies (beginning with Orange Oval), parrying with the fluid grace of a true feline. He will also move to parry any attacks coming in or towards Lahz using his sword.

"Tony"
APM [8 +1 (tentacles)]: 8+1
Init [+4]: 1d20+4 = 9

1 ~~ Pull out Sword and move and to stand by Lahz
2 ~~ Strike with Sword 1d20+13 = 20, 5d6 = 24 MD
3 ~~ Strike with Sword 1d20+13 = 14, 5d6 = 19 MD
4 ~~ Strike with Sword 1d20+13 = 33, 5d6 = 21*2=42 MD
5 ~~ Strike with Sword 1d20+13 = 31, 5d6 = 13*2=26 MD
6 ~~ Strike with Sword 1d20+13 = 16, 5d6 = 17 MD
7 ~~ Strike with Sword 1d20+13 = 30, 5d6 = 21 MD
8 ~~ Strike with Sword 1d20+13 = 21, 5d6 = 29 MD
9 ~~ Electro-Tentacle a local that comes within Melee Range (10'), 1d20+11 = 13, Damage: 3d6 = 13 M.D. + Chance of Stunning Victim for 1d4 = 1 Melees (See Warlords of Russia Pg 126, victim drops to 2 APM, -70% Skill performance and speed, No Initiative, -8 all combat rolls).

Parry [+14]: 1d20+14 = 18, 1d20+14 = 26, 1d20+14 = 29, 1d20+14 = 29, 1d20+14 = 24, 1d20+14 = 26, 1d20+14 = 30, 1d20+14 = 27, 1d20+14 = 32, 1d20+14 = 20, 1d20+14 = 20


"Ray"
Ray continues driving defensively dodging as needed.

APM: 9
Init [+4]: 1d20+4 = 13

Dodge [+13]: 1d20+13 = 28, 1d20+13 = 24, 1d20+13 = 21, 1d20+13 = 23, 1d20+13 = 31, 1d20+13 = 17, 1d20+13 = 33, 1d20+13 = 20


07.09.19.LahzR2.jpg
Last edited by Lahz on Sat Jul 13, 2019 9:17 pm, edited 1 time in total.
Lahz D'Gemmel
OOC Comments
ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Location: Rifts: Spook Squad

Re: The Doom of Nxla, Act 2: Discovery

Postby Seymour Ruiz » Sat Jul 13, 2019 4:29 am

JIC: 1d20 = 20 / 1d100 = 52
Init: 1d20 = 9
Perc: 27% / 1d100 = 91
Charm/Impress: 5% / 1d100 = 9
Invoke Trust/Intimidate: 10% / 1d100 = 13


Conditions:
Identify scents: 62% 1d100 = 65

Skills
Surveillance -- 44% /1d100 = 44 - rig mini cam
Radio: Basic -- 57% / 1d100 = 66 - use radio
Prowl 72% /1d100 = 66 - get sneaky
Identify scents: 62% / 1d100 = 5 - are these people “people”
Tv/Video -- 37% 1d100 = 33 - film the mayhem
Intelligence 32% 1d100 = 67 - copy Ronan
Charm/Impress: 5% /1d100 = 50 - schmooze
Invoke Trust/Intimidate: 10% /1d100 = 55 - schmooze
Climb 85% /1d100 = 1-enterbuilding



Post -
Seymour will follow Ronan like a shadow, until Ronan decides to get physical with a walking corpse. Looking through the camera, ”Seems like soldier boy has this well in hand.” He peeks in the window he is near. ”Fuck!! Those are regular people.” He looks back to Ronan. ”Still busy.” Then Seymour does the unthinkable. ”YOU KICK THAT BONE RACK’S ASS WHILE I SAVE THE PEOPLE.” He climbs in the window, using his tail to carry to camera, as he enters. [[Prowl , Climb]]

He quietly lowers himself into the room, drawing his derringer as he does. After leaving the camera on the sil, still on record, he using his natural agility to move to the wall across from him. From there, he leans out and peeks back towards the door. Seeing nothing, he turns back to the crowd at the door. Crouching low, with his back to the wall. Clearing his throat Seymour says ”Excuse me please? !Hola. My name is Seymour. If you mind coming this way, it is clear. My team is kicking the bad guys asses.” He will use his tail to point to the front door. ’I will stay here and cover your butts.” [Charm / Trust]

Using his radio ”Seymour here. I am with a group of people (group 5) that were trapped in a house. I am guiding them out the front door to my Rig. Is there anyone who can play guard?”

APM [4]:
Init [+4]: 1d20+4 = 15

All actions reserved for dodge

Dodge [+6]: 1d20+6 = 7, 1d20+6 = 15, 1d20+6 = 16 1d20+6 = 9,
Seymour Ruiz
OOC Comments
S.D.C.: 34/34
Hit Points: 22/22
P.P.E.: 8/8

Armor Worn: N-F50A Superheavy Force Field
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M.D.C. by Location:
  • Force Field: 160
Weight: 15 lbs.
Modifiers: none
Features:
  • 6 hour duration per E-clip
Book Reference: p.122, DB2

Weapon(s) Carried and Locations: “BigBore” Derringer (on CAF Elite Corps Load-Bearing Chest Rig)
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Re: The Doom of Nxla, Act 2: Discovery

Postby William Summers » Sat Jul 13, 2019 12:38 pm

Perception: 1d100 = 98/48%
JIC: 1d20 = 12/1d100 = 2

Conditions
PPE: 165/178
Invincible Armor:
  • 200/200 MDC
  • 95:45/96 minutes
  • Complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply
  • Regenerates damage at the rate of 1D6 M.D.C. per melee round
  • All energy attacks, magic or mundane, inflict only half their usual damage to the armor!
  • -15% to prowl, climb, swim or perform other physical skills
Lightning Arc:
  • Damage: 8d6+32 MD
  • 7:45/8 minutes
  • +4 to strike vs targets 400 feet or closer. +1 to strike vs all other targets.
Amulet of See The Invisible:
  • See The Invisible
8th Ring of Elder:
  • Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
  • Doubles the duration of any magic feat, ability or spell.
  • Doubles the range of any magic feat, ability or spell.
At Ley Line:
  • Doubles the range, duration, and damage of magic spells.
  • The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds.
  • Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.


With the wild magic of the ley line splashing around his body, Will absorbs more magical energy (+10 PPE) and feels his magic grow in intensity. High above the fracas, he takes in what he sees in front of him and says into his radio. ”Necromancers. Disgusting magic. Take them down first and the rest will fall. Strike true my friends!” Will flies to intercept Harvester 1 and riddle him full of magic lightning. If he takes down Harvester 1, he will target Harvester 3 and then Harvester 2. He makes sure to stay positioned in the ley line.

Initiative: 1d20+10 = 22
APM: 9 when using all magic blasts.

Action 1: Fire Lightning Arc. Strike: 1d20+4 = 17 Damage: 8d6+32 = 55 MD
Action 2: Fire Lightning Arc. Strike: 1d20+4 = 22 (CRIT) Damage: 8d6+32 = 60 x2= 120 MD
Action 3: Fire Lightning Arc. Strike: 1d20+4 = 12 Damage: 8d6+32 = 53 MD
Action 4: Fire Lightning Arc. Strike: 1d20+4 = 20 Damage: 8d6+32 = 57 MD
Action 5: Fire Lightning Arc. Strike: 1d20+4 = 23 (CRIT) Damage: 8d6+32 = 59 x2= 118 MD
Action 6: Fire Lightning Arc. Strike: 1d20+4 = 6 Damage: 8d6+32 = 60 MD
Action 7: Fire Lightning Arc. Strike: 1d20+4 = 8 Damage: 8d6+32 = 57 MD
Action 8: Fire Lightning Arc. Strike: 1d20+4 = 13 Damage: 8d6+32 = 56 MD
Action 9: Reserved for Dodge.

Dodge: 1d20+7 = 21
Contingency: If Will's Invincible Armor goes down, he will sacrifice actions to cast it again.
The Man in Black
William Summers
HP: 55/55
SDC: 62/62
PPE: 142/157


TW Infiltrado Armor:
M.D.C. by Location
• Helmet: 18/40 • Main Body: 55/55
• Left Leg: 35/35 • Right Leg: 35/35
• Left Arm: 25/25 • Right Arm: 25/25

Features: Thermokinetic (thermal and kinetic attacks do 25% less damage), Forearm-Mounted Retractable Silver-Plated Vibro-Blades (1 each forearm): +1d6 M.D. to Punch Damage
TW Enhancements: Sigilo, Percatación, Cuerpo, Bravura. See sheet for descriptions.

Iron Sword: 5D6 MD.
Kisentite Sword: 2D6+6 MD. +2 to strike and parry.
TW Thundergun Revolver: 3D6 SDC to mortals, 5D6 MD to magic beings, 1D6x10 MD to supernatural beings. 6/6. Range: 200'. Recharge: 10 PPE.
MP-3 MageFire Bolt Pistol: 3D6+3 MD. 8/8. Range: 500'. Recharge: 12 PPE.
TW Horde Buster Rifle: 1D6*10 or 1D6 per projectile. +1 to strike. 5/5. Range: 1100'. Recharge: 20 PPE.

Grenade Bandoleers (2): 1 Seeker Bat Grenade, 1 Void Grenade, 3 Flashfire Grenades, 1 Acid Grenade, 1 Plasma Grenade, 1 Heavy HE Grenade, 1 Flash Freeze Grenade, 1 Smoke Grenade.

Wing Board Turbo

8th Ring of Elder
☞ Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
☞ Doubles the duration of any magic feat, ability or spell.
☞ Doubles the range of any magic feat, ability or spell.


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William Summers
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Re: The Doom of Nxla, Act 2: Discovery

Postby Minerva » Sat Jul 13, 2019 3:36 pm

Perception: 1d100 = 7/51%
JIC: 1d20 = 14/1d100 = 6

Conditions
  • H.P.: 104/104
  • S.D.C.: 177/177
  • I.S.P.: 364/366
    Harvester
  • Damage: 5d6+6 MD (Doubled at Ley Line for 10D6+12)
  • :45/1:00 minute
  • +1 on initiative
  • +1 to dodge
  • +1 to strike
  • +2 to parry
  • Cannot be surprised by sneak attacks
  • Damages creatures vulnerable to magic
  • Fire, heat, electrical and all energy attacks, including magic, do half damage.
    Psionic Crystal Armor
  • 5/35 MDC
  • Psionic Forcefield (Active)
  • 70/70 MDC
  • 2/4 Activations
    Stalker Suit
  • 12/12 MDC
    Cloak of Protection
  • 50/50 MDC
  • AR: 12
  • Impervious to Fire
    Ring of Invisibility (Inactive)
  • 0/10 minutes
  • 3/3 Activations
    Ring of Resist Fire (Inactive)
  • 0/2 hours
  • 3/3 Activations


The plasma blasts destroying her protection and blasting her armor are a wake up call to Minerva about what they've found. Destructores de la vida. Corruptores de la muerte. ¡Los enviaré a la otra vida que han negado a estos esclavos! Minerva renews her armor and takes to the sky to take down the one who blasted her earlier. She calls out over the radio, "Diamond to Spooknecks. Do not let the flyers overwhelm. Moving to engage." With Harvester (the weapon) in hand, she flies alongside the Harvester (enemy), slashing through his defenses as quickly as her superhuman limbs will allow her. If she dispatches him, she will move on to the nearest Bone Fiend, leaving the Xombies alone and keeping her distance.

Initiative: 1d20+4 = 6
APM: 6

Action 1: Telekinetic Flight/Close w/ Harvester.
Action 2: Slash Harvester 2. Strike: 1d20+11 = 21. Damage: 10d6+12 = 57
Action 3: Slash Harvester 2. Strike: 1d20+11 = 25. Damage: 10d6+12 = 44
Action 4: Slash Harvester 2. Strike: 1d20+11 = 16. Damage: 10d6+12 = 40
Action 5: Slash Harvester 2. Strike: 1d20+11 = 29. Damage: 10d6+12 = 57
Action 6: Reserved for Dodge.

Dodge: 1d20+6 = 21
Parry: 1d20+7 = 161d20+7 = 261d20+7 = 111d20+7 = 261d20+7 = 121d20+7 = 25


CONTINGENCY: If Minerva's Integrated Psionic Force Field goes down, she will sacrifice an action to renew it.
CONTINGENCY: If Minerva runs out of IPFF charges, she will activate her Supernatural Transformation, becoming an MDC being.



Translations
Destructores de la vida. Corruptores de la muerte. Los enviaré a la otra vida que han negado a estos esclavos! =Destroyers of life. Corrupters of death. I will send them to the afterlife they have denied these slaves!
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Re: The Doom of Nxla, Act 2: Discovery

Postby Hannibal » Tue Jul 16, 2019 5:58 pm

Conditions:
Date: Summer, Friday, June 2, 111 P.A.
Time: 1801 - 1 melee has passed
Environmental Effects: None; 90°, dead calm
Location: village of Cave-In Rock, along the Ohio River

Order of Battle
John is blazing the trail afoot.
Minerva leading NE-ATRV on her MBT-300 Black Talon Motorcycle
NE-ATRV (2/18 tons so far)
  • Ray Robot is piloting the ATRV
  • Sil, Sshir, Slithn are in the cargo bay with Whisper's Mecha Knight PA
  • Jack
  • William
  • Mercedes
  • Wakiza
  • Whisper
  • Mierin
Seymour is following in his Cargonaut
Vheld, Brokswa, & Bel'Dar are flying alongside the ATRV
Lahz is following ATRV in his Marauder PA
Tony the Tiger-Bot is shadowing Lahz

Current Mission Goals
  • Recruit help from The True Federation--Achievement Unlocked
  • Recruit help from Magestar--Achievement Unlocked
  • Recruit help from MercTown (Mercs; Another group that's in town even?)
  • Recruit help from Dweomer
  • Recruit help from Stormspire
  • Recruit help from Psyscape
  • Investigate rumors of a band of demons in the area.

Posted Players
  • Seymour-Spook
  • Ronan-Spook
  • Whisper-Spook
  • Lahz-Spook
  • Minerva-Spook
  • Mierin-Spook
  • Vheld-Spook
  • John-Roughneck
  • William-Roughneck
  • Jack-Roughneck
  • Mercedes-Roughneck
  • Wakiza-Roughneck


When all around us transforms a new!
The battle rages on. Bel'Dar begins casting an offensive invocation (throwing stones) as he moves closer to the large, central structure upon which Jack is perched. John, seeing the need to be more of an asset to the battle, realizes he needs to let a few more people in on who he really is and transforms into his pebble form. Will takes action quickly, radioing the group, "Necromancers. Disgusting magic. Take them down first, and the rest will fall. Strike true, my friends!" He then blasts the necromancer in front of him with a lightning arc. The strike hits the necromancer with less impact than Will would have thought. The mage seems to be protected by magic. The necromancer responds with a lightning arc of his own. Both being committed to strike, the bolt hits Will directly with a similar fizzle, but Will still feels the impact.

From behind the furthest eastern building, those with a line of sight notice wisps of smoke rising from behind it, but cannot discern the source. Sil sits defensively waiting while Sshir casts a sheet of ice attempting to target an adversary (Bone Fiend 2), but due to their changed position, the sheet manifests beneath the feet of a different adversary (Bone Fiend 7) and beneath Lahz's power armor. The sheet of ice quickly covers a patch of the battlefield roughly fifty square feet in area from around the skeletal warrior. Seymour, feeling a bit frisky, decides to get into the action rather than just film it. "You kick that bone rack's ass while I save the people!" he says to Ronan as he climbs through the nearby window.

Vheld replies to his insolent minion, I will let you know if I decide to take it from him. Now focus on the task at hand. If you require an outlet for your frustrations, I suggest one of the necromancers over there. He then fires a lightning bolt at the nearest adversary (Bone Fiend 3) to him. The lightning bolt finds its target perfectly. On the other side of the battlefield, Ronan brings his hammer to bear on the skeletal warrior (Bone Fiend 9) before him. The fiend is unable to defend against Ronan’s skill, and the hammer strikes the being in the chest.

Minerva sees the levitating death mage begin to mutter as he surveys the scene. He seems deeply focused on a complex incantation, and his intent is unmistakably nefarious. She closes the distance to the necromancer using telekinetic flight, calling out over the radio, "Diamond to Spooknecks. Do not let the flyers overwhelm. Moving to engage."

Brokswa flies past Lahz and his adversary intent on attacking the group closer to Vheld. Brokswa seems unimpressed with Vheld’s actions so far as he communicates, These puny bags of bones seem too much for you to handle, master! It's up to me to keep you safe as well.

Lahz calls out to Tony over the radio, "Tony! Back on Me." and then to the group, "I miss Vinograd. It was nice having our own damn dragon!" Tony pulls out his sword and moves to Lahz’s side. Feeling the energy of the Ley line, Slithn draws some of it to boost his stores. Jack looks over the field to ascertain the aura of the different group and is unsurprised by the evil emanating from the necromancers and their skeletal minions. The Xombies are a bit different as their auras are clouded. The villagers, of course, are innocent.

The bone fiends begin to regroup as if given new directions by some unheard director. They close in on the groups of villagers. Bel'Dar throws a stone at one of the bone fiends who dodges it easily en route toward a crowd near the ley line. Having changed to pebble form and pulled his gear inside his body, John starts the process of growth and quickly expands to his full ninety foot height, flailing his arms and roaring like a beast.

Will arcs lightning back at the necromancer in a tit for tat dance of flying electricity. He feels the power of this rather focused bolt leave him as it directly strikes the necromancer. Again, it does not seem to have the full impact upon the death mage as he would expect, though the bolt seems to fully gain the mage's attention. John's fiendish transformation and growth does not go unnoticed by the evil doers. From the sky above John, a lightning bolt cracks down into his chest. He is instantly aware that being the largest creature on the battlefield has its downsides.

Inside the building, Seymour spots the group of huddled & frightened villagers. Clearing his throat Seymour says, "Excuse me please? !Hola. My name is Seymour. If you mind coming this way, it is clear. My team is kicking the bad guys' asses." He points to the front door with his tail. "I will stay here and cover your butts." Whether it is the horror of the day, or the fact that they have a huge rat talking to them, the villagers do not seem encouraged by his simple and sincere statement. A woman screams, and the group huddles tighter as though death is near.

Wakiza closes with a pair of fiends advancing on a nearby building. He strikes hard and true at the skeleton to his left and his psi-sword finds the mark. Quickly, he keys the radio to the group, "Normal weapons fire may not work well on these critters. Switch to magic or psi if you can. John, try to grab at least one of those bastard mages." Vheld sees Minerva chase a necromancer who is casting a spell. In response, Vheld casts his own offensive spell (barrage) at the death mage in hopes of distracting him before he can finish his invocation. Ronan continues his struggle with his adversary, striking at the bone fiend's weapon arm and tearing the arm and shoulder from its body. The fiend drops motionless.

Being the closest to the casting necromancer, Minerva is the first to tell he is finishing his spell. As the spell caster's arms weave through the air, the world around everyone in the village begins to change. The bone fiends begin to take on a more demonic look, their bones distorting and twisting. Around the various members of the two merc groups, they begin to see their friends and teammates distort and transform. John takes on the form of a massive, towering rock creature. Ronan looks down to see his arms mutate into tentacles, his fingers melting off his hands, his armor manifests scales, and a greenish ooze drips down from his shoulders. Looking around in sheer panic, he see Will transform into some form of flying devil beast, hunched and shriveled, flying on his board, gripping with sharp, bird-like talons. Behind Ronan a scaly lizard-beast crawls through the window where Seymour once was. The creature makes its way into the building, its scaly tail sliding in after it. Ronan takes off in a panic unadulterated by thoughts of quaint concepts like cowardice or shame. This is truly not his home, nothing he has ever experienced before can be compared to this. Atop the building, Jack sees himself transform. Bones begin to protrude from his arms and legs. The bones come alive like alien extensions from within his own body. They slither and twist across the length of his body as if feeling around their new home. As they writhe on his body in search of gods only know what, he is taken with fear and not being fully in control he retreats behind the ATRV. Everyone sees tendrils emerge to life from every surface. The buildings slowly twist and writhe while tendrils crawl up the walls creating a system of woven, slimy, vein-like tendrils. Bel'Dar bucks Vheld from his back, and as Vheld falls toward the writhing ground, he sees a genuine fear in Bel'Dar's eyes he's never seen before. As he hits the ground, Vheld sees Bel'Dar flee and Sshir run for cover as well. Inside the building, Seymour finds himself in a mass of walls transformed from stone and wood to palpating flesh covered in oozing blood. The crowd seems further lost in terror as the walls around them transform into a monstrous hell. It takes a second for the remainder of group to gather their wits. The sudden change in the world around them is more than off-putting, and they can feel their sanity being tried.

In his disheveled state, Will finds himself the target of a bolt of lightning from the sky. The bolt strikes hard and fast, and he is suddenly struck with he thought that they may all be in a bit over their heads. After the bolt strikes Will, lightning arcs from the necromancer in the back of the small building in front of him and John. Will attempts to dodge, but the arc strikes him in the shoulder. Minerva can see the necromancer closest to her weave another spell before anyone is able to stop him. She strikes at him with necromancer out of instinct, and the sword slides across an invisible barrier. After the chaos of the transformation, Brokswa is the first back in action. He strikes at an adjacent skeletal warrior with his hammer and finds his target; the fiend stumbles back slightly from the blow. Tony and Lahz focus on the target closest to them. Tony attacks seem ineffectual, but Lahz’s laser cannon knocks down it quickly. Slithin flies past the duo to position himself to be of more use.

Coming to his senses, John charges the necromancer to his left, but misses and strikes the building. The blow collapses the wall and part of the roof, allowing him to see briefly inside. He fully realizes now where the wisps of smoke are coming from and what it means. The corner of the building is on fire and a group of villagers are huddled in the opposite corner of the building, coughing and choking on the smoke. They look up to see John’s monstrous body bust through the structure, and they scream and huddle in terror. Will returns his own lightning arc at the flying death mage who pays it no mind. Taking the blast as he did the previous ones he returns an arc in Will’s direction, but it is a wild miss and hits the building Seymour is currently inside. The window Seymour climbed through is collapsed under the strike. Seymour’s camera is buried in the rubble. Still in control of his mental faculties, Wakiza strikes and fells the bone fiend to his left with his psi-sword. Vheld gets to his feet, his ego more hurt than his body from the fall. Having been interrupted in his last attempt to cast his spell (barrage) by Bel'Dar bucking him from his mount, he starts again. The necromancer in front of Minerva arcs lightning at her, but misses. She immediately returns the favor with a slash against the mage’s invisible armor. Brokswa swings his hammer twice more and manages to utterly smash his adversary. Lahz targets a fiend near Brokswa as Tony closes with the creatures to strike with his sword. The near perfect shot lands directly as intended and blasts the skeleton to the ground. Slithin, having sufficiently closed the distance between itself and a necromancer (3) inflicts psionic pain on the death mage. The necromancer’s face alights with fear and agony.

The back and forth lightning tennis match between Will and the necromancer continues. Will launches another bolt at the necromancer feeling the focus and strength once again. The bolt finds its intended target. This bolt seems to shock the mage a little more, or maybe it’s the cumulative effect. Either way he moves back behind the building out of sight of Will and changes targets, firing his next lighting arc at Minerva who is caught off guard by the shot, and takes the lightning strike flat-footed; Harvester's protection mitigates the damage from the electric blast. Having John directly on him, the necromancer (3) casts a fire ball at the pebble mammoth. His faculties obviously still affected by Slithin’s pain attack, the fire ball goes wild and strikes the building. The building immediately catches fire in a new location. The whole left side of the building is now ablaze. Wak turns his attention on the bone fiend to his right and staggers it slightly with a shivering psi-sword blow. Vheld, finally able to finish his offensive spell (barrage) takes some satisfaction in watching the death mage get caught off guard by the attack and attempt to flee. The necromancer's retreat takes him out of range of Minerva, but she pursues her prey intent on finishing it off. Brokswa and Tony continue to press the remaining bone fiend who's still standing until a cannon blast from Lahz knocks the fiend down hard.

Focused on the nearby necromancer, and ignoring the trapped and burning villagers, John grabs the necromancer’s hands and says, "No hands, no casting!" He squeezes but finds the mage’s protection to be quite resilient. Being manhandled by a giant pebble creature and still reeling from the pain inflicted by Slithin shows on the death mage’s face. John holds the necromancer by the hands squeezing and swinging him wildly. Everyone can see him barbarically manhandle the mage, none of them quite knowing if it is John, or some monstrous construct of the mutated world around them. Either way, it is a scene of pure brutish melee. His original target having eluded him, Will targets the bone fiend next to him, but the bolt misses and strikes the building to the right of John's ankles. As the bolt strikes, Will finally notices the villagers' screams coming from inside. He can't tell whether or not his attack struck an innocent. With no more targets in range, Tony radios Lahz, "All targets within range have been neutralized. Where to next?” Wakiza slashes at the bone fiend near him twice, landing both slashes, and quickly finishes it off.

Skill Checks
Vheld
Lore: Magic: To try and identify Will’s artifact It looks magical indeed. You recall something about an Eye of Odin during the great Elf-dwarf war. It seems to be a rune item. The details of its abilities are vague but it is thought to have been lost.
Lore: Demon and Monster: They seem undead for sure. Not particularly a monster per se but magical in nature.
Lore: Faeries and Creatures of Magic: Bone fiends, soulless Xombies and Harvester Necromancers. The bone fiends can not be hurt by normal melee or standard weapons, fire and magic are the only solutions. The necromancers seem powerful, it is hard to tell what will be affective without knowing what spells they may have cast. The Xombies are normal people who've had their souls taken. M.D. fire, energy weapons, and magic that affects the physical body have full effect. Psionic energy attacks do x2 damage as do Millennium Tree, holy, and rune weapons.
Lore: Psychics and Psionics: They do not seem to be of a psionic nature.

Ronan
Recognize Weapon Quality: (Assess Quality of Skeletal Warriors Weapon) You are not familiar with the weapon but it looks to be of a sturdy build. There is no sign of aging on the weapons.
Intelligence: (Assess weight of and possible distance he can throw the skeleton.) Addressed in the action recap


Seymour
Surveillance: The camera seems to be hung well from the window
Prowl: He enters the building very stealthy.
Identify scents: They are people.
Tv/Video: He sets the camera up in a great spot to view him climb in.
Intelligence: He does his best to look like a crack soldier...while he waddles toward the window.
Charm/Impress: Nobody is buying it
Climb: You climb like a Russian gymnast.

John Atfield
What even are these people?
Lore: Demons & Monsters: They do not seem to fit any monster/demon description you are aware of.
Lore: Magic: They are soulless xombies. Possibly villagers at one point. Maybe still alive


Map Reveal (open in a new tab)
Map Note: dead enemies have a skull & crossbones icon on their token; energy field represented by a transparent bubble
Schedule Note: The next GM post will be posted by Tuesday, July 23rd by midnight.
GM NOTES: Your JIC rolls were use to save verse HF last melee round. Please add a specific save vs HF for the next melee. all players are currently -1APM and -2 to Strike and Parry. Vheld, please update levels for Bel Dar and SShir on your character sheet they seem to be missing.



What are your intentions?

Butcher's Bill
Butcher's Bill
Tracks damage & ammo/ISP/PPE spent

ATRV:
Jack Killian: -30 M.D.C. to armor, -40 I.S.P., CP-30: 21 shots/-12 shots,
John Altfeld: -88 M.D.
Lahz: Marauder LPC: 240 shots/-40 shots
  • Tony:
Mierin:
Minerva: -30 M.D.C. to crystal armor, -17 I.S.P., -16 M.D.C. to body field
Ronan: -15 M.D.C. to armor
Seymour:
Wakiza: -40 I.S.P.; Liberator PB: 50 shots/-7 shots; -38 M.D.C. from FF
Vheld: -65 P.P.E.; -1 charge to invincible armor talisman, -16 personal S.D.C.
  • Minions: -1 charge each to minion invincible armor talismans
  • Bel Dar: -4 P.P.E.
William Summers: -38 P.P.E., -58 M.D.C.
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