The Doom of Nxla, Act 5:

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

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Re: The Doom of Nxla, Act 5:

Postby Wakiza » Sat Mar 07, 2020 11:09 pm

Perception: 1d100 = 37 / 82% (+15% for either cybernetic hearing or vision if applicable)
JiC: 1d20 = 1 1d100 = 26

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 almost smiles at the veteran guard, I get it pal, you are in over your head. He'll head back to the inn with the rest.
Lahz wrote:"Back from Merctown. Minor batch of goodies. Any word from Dunscon's people? Or Dweomer? ... Do we have a Plan-of-attack developed so it can crumble to ash at first contact? ... Teleport in a batch of Fusion Blocks covered in Silver as a diversion? Let the shrapnel be our opening wave .... or Send in the Sassy-Dragon with our Giant to do a juggling act? Did we get anything useful outta K'Zaa?"

Wak considers the plan of attack and over the radio, "Well we can't know anything for sure till we get our eyes on the area. However, if possible, I can try to sneak in first. Get to a major area, then use the Realm of Chaos spell at max range. It might lessen the resistance you'll face coming in. The casters would need to boost me up with spells!! I am interested if that spell would work well against undead? Unfortunately, the spell would likely kill the remaining innocents, assuming any are left."

Lore: Magic-- 1d100 = 31 / 58% (Realm of Chaos vs undead)
Lore: Demon & Monsters-- 1d100 = 77 / 93% (undead and fear)

When they get back to the inn they will go through the contents of the crate and reveal the contents over the radio. Wak would like a Lighting Rod and to split the non combat items among the teams. He will would want the TW Well for the Roughnecks, but Vheld could easily guilt him out of it. If the crazy looking seer is still there he will say, "Who are you?"
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 43/115
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: 76 / 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 5:

Postby Ronan » Mon Mar 09, 2020 9:12 am

JiC: 1d100 = 97 / 1d20 = 7
Perception [24%]: 1d100 = 99

Military Etiquette [74%]: 1d100 = 65 [Closing discussion with Mr Moshte]
Salvage [54%]: 1d100 = 8 [Digging up the Ammunition, taking all usable items, returning site to the way it was when he got there.]
Intelligence [59%]: 1d100 = 9 [ Read the map, find the salvage, return to the hotel with Mierin]

Mr Moshte wrote:"I appreciate your offer to buy the ammo. I've got a family and mouths to feed, so can't just give it away or else I would." Fedi chuckles lightly, "In fact, if I were twenty years younger, I might just suit up and join you in trying to save the world. But I fear these aching bones won't do much good on the battlefield these days."


Ronan offers the man a knowing smile. Always respect a man who made a living in a profession where they usually die young. Not unlike the Invincible's commander, Hackett. An old, crusty bastard who fought in more battles than years I've been alive, and led more troops home than he could count. Moshte may be of a different world, but the look, the attitude; his countenance is the same as Hacketts. Ronan muses to himself. "Your time on the ground of a battlefield may be done, but the experience you'd bring to such a battle could undoubtedly make a difference. Perhaps, when we win this, we could trade stories over another breakfast." He offers.

Mr Moshte wrote:"My KLS ammunition is buried in a metal ammo tin beneath a drooping willow tree on my homestead. I figure if you are in a rush, you'll be able to dig it up faster than I can. I'm asking for 8,000 credits for each fully loaded 12-shot helical magazine, there are three. And 500 credits per loose round. If you are on the mission you say you are, it's all or nothing."


Ronan glances at Mierin for the nod of approval as she ultimately holds the money in her hands, though Lahz did promise her reimbursement. Presuming she has no issues complying, he'll nod. "My associate will pay for these, and it is all or nothing, as you say." He'll take the sketch of the map and finish his drink before standing. "Thank you for your time, Mr. Moshte. I'll let you know how we do when we win this battle over a morning brew next time." Ronan says, attempting to inspire a degree of confidence in the older veteran in light of what he just learned about the mission and the need to save the world.

He'll take the map and head over to the described location and glance to Mierin. "Here's a trick I just recently learned." Ronan says with a sly smile as he extends his right hand in front of him. A moment later, a silvery liquid seems to appear and solidify from his hand into a military-style spade shovel. "Turns out I can make all sorts of things, provided they fit in my hands." He adds and then begins digging. He'll salvage everything he can from the tin and then re-bury the hole and return with Mierin to the Stormspire Conference room.

When he arrives, assuming they are mostly alone as everyone else is off doing things, he'll ask. "So, I guess we wait here for everyone else? This place should still be serving breakfast if you're hungry, I am." He'll finish and head to wherever they are offering food and then return to the Conference Room. He'll spend the time outfitting the loose ammunition in the Bandoleer it came in, and securing the mags in his combat vest.
Ronan Deshe | EP Ledger | Other PCs: Culter (CS 40-4th) | Scythe | Venenifer
Constant Stats and Supers
Skadoosh
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: [Mega Juicer Combat EBA] || M.D.C. by Location; Helm: 50|| Arm(L): 45 || Arm(R): 45 || Leg(L): 55|| Leg(R): 55|| MB: 130
Carried: [WI-MG15 "Viper" 15mm Anti-Infantry Machine-Gun] || See Equipment Post -- Will declare which setting is being used.
Carried [Secured on belt]: [TW Lightblade] || DMG: 1d6*10 (2d6*10 vs Supernatural Creature) || Modifiers: +1 Strike || Features: Fueled by wielder's H/S/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 5:

Postby Rocky » Mon Mar 09, 2020 6:45 pm

Perception: 65%1d100 = 20
JIC d20: 1d20 = 15
JIC d100: 1d100 = 87

Conditions
OOC Comments
Crystal Armor 30 MDC + Force Field 70 MDC
Natural Ability
Heightened Presence Sense: 80% 1d100 = 28

• Range: 170’ To pinpoint location of a presence
• Duration: Constant
• Automatically sense all presences

Rocky takes anyone back with him to carry items. Jack comes along. He Calls, Over the Radio, “Lt Fuller Rocky here, Blackman Intelligence Resources come in this is Rocky Rhodes. We don’t have much time. I need a truck and someone to pick me up we are entering the front gate And proceding to the compound. We need magic or silver weapons and I need to get to my Compound to get them. This is priority one if you want everyone to survive what we saw.” Rocky repeats it again while heading toward the compound. If no answers Rocky will borrow any vehicle in his own special way.(use of telemechanics) for a ride for the group.

At the compound he stars collecting the various items manly from the Snowcat, Barge, other vehicles, and rooms.
LIST
TW "Dragonfire" Flamethrower
V-81 Volcano Mark I Plasma Discharger
(250) .45 ACP rounds (silver)
(50) lbs. Silver
(100) 10mm (silver)
450 Rail Gun rounds (silver-plated)
WI-23 Missile Launcher
TW Jolt Gun
Mental Incapacitator
Staff of Life
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Ultra-Rare Millennium Tree Item
  • Damage: 2D6 (does M.D. damage vs vampires)
  • Dimensions: 8' long, 8 lbs.
  • M.D.C.: 800
Magic Features
  • Staff: 40 P.P.E.
    • Can be used by its owner or others of a good alignment with owner's permission, and if intentions are good
  • The staff regenerates all lost M.D.C. and P.P.E. after 24 hours have elapsed
  • Can do superior healing per day equal to number of buds (1D6 H.P./S.D.C. per bud)
    Additional Spell Magic: can cast spells per day equal to number of buds (10th level spell strength)
    • Globe of daylight, Breathe without air, Negate poisons
    • Cure minor disorders, Cure illness, Purification of food/water, Water to wine
  • Restoration: restores severed limbs & brings the comatose to consciousness & healed to 2 H.P. (consumes 4 buds)
  • When all buds are gone, staff disappears
Modifiers: +2 to save vs toxins & +5% to save vs coma
Book Reference: p.20, WB3


Rocky will then move them on a truck or use the Snowcat to move them outside the city He uses his Remote View to look at Saul and then looks around the area to to use his Ring’s ability to teleport the Items to the other location.
99% 1d100 = 89
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: The Doom of Nxla, Act 5:

Postby Jack Killian » Mon Mar 09, 2020 7:03 pm

Perception: 79% 1d100 = 7
JIC: 1d100 = 74 / 1d100 = 34

Jack follows Rocky, he suddenly finds himself on the outside of Merctown. He follows Rocky to the compound there he follows rocky around grabbing items and moving them not daring to say anything until he comes to the silver 45 rounds, “Crap I got a tommy gun that can use them.”
"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 5:

Postby Wolf Whitaker » Mon Mar 09, 2020 7:19 pm

Perception: 1d100 = 75/24%
JIC: 1d20 = 4;1d100 = 27


Paranoia Thought Text


Active Effects:
  • HF: 10 (When threatening or being attacked)



Wolf goes with Rocky and Lahz to assist with the retrieval of items from MercTown. Why do you do this to yourself?...I don't know what you mean...Yes you do. Why do you still fight with these people. After what we know is coming. We should leave. There is nothing for us to do. We will not be useful, well other then for fodder...We wouldn't get far. I think this is one thing we can't out run. Also I'm a little tired of running. We ran here to get away from the people trying to kill us...And we ran into even bigger trouble. We should leave...No. No more running. But I will find someone to help teach us better ways of fighting these things. I have a feeling this is not the last time we will encounter them.

When Wolf returns he will seek out Will and Waz. "We got supplies from MercTown. Lots of TW items and things made of silver." Wolf points to the TW Thundergun Will has, "May I borrow that for this fight? And can you enchant more of the bullets for me? Say maybe 60 rounds? Rocky brought in something in the realm of 300 silver bullets." Wolf will thank them and await the next moves by the group leaders.
Wolf Whitaker

Reputation-Based Horror Factor: 10

Weapons
NE-6SL 3/6
NE-6SL 1/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 0/6

Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
Legs: L 50/50 R 50/50
Main Body: 90/90
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Re: The Doom of Nxla, Act 5:

Postby William Summers » Mon Mar 09, 2020 9:40 pm

Perception: 1d100 = 41/48%
JIC: 1d20 = 15/1d100 = 32

Conditions
  • SDC: 62/62
  • HP: 60/60
  • Ley Line Proximity: Double range/duration/damage, Will can draw 10PPE/melee. Double magic weapon damage/range.
  • Personal PPE: 27/178
  • Captured PPE: 507/534. 60/60 minutes
  • Energy Sphere: 800/800. 32/32 days
  • NE-BA-50 Raider Heavy Body Armor:
    • Helmet: 80
    • Arms: 55 each
    • Legs: 80 each
    • Main Body: 140
    • Lifeward: BoM pg 121
    • Must spend 20% more PPE to cast spells
    • Additional Effects: - 61-80% Reduce both range and duration of the spell by 20%.


As Chancellor Multhas gives his reply, Will listens and doesn't move. Ugh, the ancient rhymes are true. Beware the Sphinx's final question. What are you afraid of, child? He'll devour your flesh to teach his lesson. With folded wings and toothy smile. At the conclusion of the reply, Will simply gives the salute again and then turns to leave.


Saul wrote:"Well entreated, Will. Chancellor Multhas can be hard to convince, I have heard. You should consider that an unqualified diplomatic success."

"Thanks, Brother Saul. I'm just really really glad I didn't get eaten. I think that was less of a joke and more of a warning. Besides, I don't know if this is really my home anymore."

Heading back through the rift to Stormspire, Will heads directly for the Anteroom of the hotel. Finding Finn as quickly as he can, he'll state "We will have the aid of Dweomer's finest battlers. How fair the other preparations?"

Wolf Whitaker wrote:When Wolf returns he will seek out Will and Waz. "We got supplies from MercTown. Lots of TW items and things made of silver." Wolf points to the TW Thundergun Will has, "May I borrow that for this fight? And can you enchant more of the bullets for me? Say maybe 60 rounds? Rocky brought in something in the realm of 300 silver bullets." Wolf will thank them and await the next moves by the group leaders.


"You're a gunsman, eh? I'm not so bad myself. Yeah, I can enchant some of those bullets for you. One second." Will heads to the silver bullet pile, grabs 60 rounds out, loads them into the Thundergun 6 at a time and puts some PPE into it. Once they're charged, he switches them out with the next 6, so on and so forth until all 60 are charged. He hands the Thundergun over to Wolf afterward and says "Don't die, I need this gun back." He reabsorbs PPE from the surroundings to get himself topped back up.

While waiting for the group to embark, Will takes care of two personal objectives.

First, he removes his armor. Then, untethered by technology, he uses the absorbed ambient PPE he currently contains to create an Energy Sphere chock full of PPE (800 PPE). Once that's done, he spends ten more minutes reabsorbing more energy from the ley line to top up his energy.

Full of magical energy, he goes to find Vheld. Pulling him aside for a private chat, Will begins. "Brother in magic, I have yet to properly thank you for your role in my continued survival. I would be but a corpse were it not for you. I have something I think you will have better use for than I. At least for this coming battle." Will holds out his right hand and shows the 8th Ring of Elder. "This is an artifact of unspeakable value. It halves the mana I exert when casting, doubles the duration of my spells and the range as well. I would place this on your hand for this battle if you can guarantee its safe return. You're...you're the superior mage, Vheld. I know genius and talent when I see it. If we are to win this, we need the right tools in the right hands, and that means I need to let you use this." Will slips off the 8th Ring of Elder and barring any objections, places it in Vheld's hand.
The Man in Black
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Re: The Doom of Nxla, Act 5:

Postby Minerva » Mon Mar 09, 2020 10:00 pm

Perception: 1d100 = 63/54%
JIC: 1d20 = 1/1d100 = 34

When the group arrives back from their tower visit, Minerva tries to keep her mind off of the inevitable doom that awaits them. Referring to the crate they just heisted, she asks "What are these items? Some do not seem, how you say, weaponizable?" She grabs one of the Watchguard poles and gently swings it, mimicking a staff's movements. She puts it back to avoid breaking anything.

Heading over to Zion, she asks "What is your deal? I sense a calmness about you, but that's it. Are you a mutant? Do you have abilities? How are you planning to defeat Nxla?"
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Re: The Doom of Nxla, Act 5:

Postby Zed » Tue Mar 10, 2020 6:55 am

Perception: 23% | 1d100 = 46
JiC d20/d100: 1d20 = 12 / 1d100 = 56

Conditions:
Emotions: Anxious, Focused
Energy Sphere: 300ppe

Satisfied with the results, Zed Salutes after Will does. Watching Battle Mage make to leave so swiftly leads Zed to thinking, ‘I guess that is that then… all will be well…
The Timneh is the last of the three to go through the Stormspire rift, and when he arrives he listens briefly to their loose conversations on logistics. While this is happening the High Magi, permeated by the rifts energies decides to be even more prepared.

"I am going to step outside briefly." Zed says.

He walks a little ways and finds a patch of dirt to scribe in. He uses the leylines energy and some of the unused papers left in his journal to cast: the following Create Scroll(s):
1 Astral Hole 100+ price of spell 120= 220 x2= 440ppe
2 Anti-Magic Cloud 300' radius 60melees 140+100= 240 x2= 480ppe
3 FireQuake up to 500', 100' radius, no saving throw, 3 rounds, 160+100= 260ppe
4 Warped Space up to 150' away, 30' radius, 9m, 45sec, 90+100= 190ppe
5 Remove Curse touch or up to 10' away, no sv, 140+100= 240ppe
6 Magic Warrior 6 melee rounds, 90sec, 60+100= 160 x3= 480ppe
Last edited by Zed on Tue Mar 10, 2020 9:07 am, edited 2 times in total.
P.P.E.: 177|30 +3d6/lvl
S.D.C.: 45|45
H.P.: 20|20 +1d6/lvl


Special Abilities
1. One with the body: -50% fatigue rate, hold breath for 3 minutes, +5% to balance
2. One with the mind: alert and able to stay focused even when all hell is breaking loose around him
3. One with Magic: comprehensive understanding of the principles of magic and is especially well versed in ritual magic and power spells
4. Pilot Automaton. [All, but prefers the Colossus]
5. May Draw P.P.E. from ley lines, nexus points, people, and ritual blood sacrifice the same as a Ley Line Walker
6. Link with the Lords of Magic: can draw upon the P.P.E. reserves of the three Lords of Magic to create magic weapons via the Enchant Weapons (minor) spell, at 50% P.P.E. cost to The Three; alerts The Three when a High Mage is killed
7. Automaton Creation & Bonding Rituals: knows the secrets of creating Automatons and the bonding ritual that gives the Controllers their unique union with the magical constructs


Zed aka Daelur Ezekiel Zenth
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Re: The Doom of Nxla, Act 5:

Postby Wolf Whitaker » Tue Mar 10, 2020 7:41 am

**Rolls Held Over**


William Summers wrote:"You're a gunsman, eh? I'm not so bad myself. Yeah, I can enchant some of those bullets for you. One second." Will heads to the silver bullet pile, grabs 60 rounds out, loads them into the Thundergun 6 at a time and puts some PPE into it. Once they're charged, he switches them out with the next 6, so on and so forth until all 60 are charged. He hands the Thundergun over to Wolf afterward and says "Don't die, I need this gun back." He reabsorbs PPE from the surroundings to get himself topped back up.


Wolf gives a slight smile. "Of course. Lately I've been feeling a little out of my element. These undead aren't like anything I've come across before. I appreciate the loan and I will do everything I can to return it to you. I will have to pick up a pair when we make it though this. With the help you secured and the gear we have been able to scrounge I think we'll be ok."
You really think that?...I have to. We need to learn more about these kinds of foes. Do you recall the stories about the vampires south of us?...Of course. They were the things of Tavern rumor and legends...Well obviously not. It might take a little while but We need to learn what they learned about combating this threat...If it keeps us alive then good. Just be careful not to make more enemies then friends...Always the optimist.

Wolf will busy himself with loading several enchanted rounds into speed loaders and into his bandoleer.
Wolf Whitaker

Reputation-Based Horror Factor: 10

Weapons
NE-6SL 3/6
NE-6SL 1/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 0/6

Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
Legs: L 50/50 R 50/50
Main Body: 90/90
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Re: The Doom of Nxla, Act 5:

Postby John Altfeld » Tue Mar 10, 2020 7:51 am

ROLLS HELD

When Minerva comments on the equipment they got at the tower, John says, "Even the weapons aren't ideal. I was hoping to get some actual Stormspire-brand weapons with mana-clips. Oh well, we work with what we've got!"

He walks over to Wakiza and Will. "Is there anything I need to know from the meeting? What's the plan at this point?"
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 5:

Postby Vheld » Tue Mar 10, 2020 9:28 am

JIC: 1d20 = 6, 1d100 = 48
PER: 1d100 = 19 vs. 76%
Conditions
[*]Nexus proximity- triple range, duration, damage of spells, draw 20 PPE per melee, +2 save vs. magic/HF, +1 spell strength)


While mildly disappointed that he didn’t get a chance to try and extract concessions out of K’zaa more directly, Vheld silently concedes that a rapid resolution of the questions of the nexus and the additional supplies is likely the best possible scenario. ”Thank you for your assistance. Sshir, take those crates to Lahz and let him do with them as he sees fit.” Vheld follows along, eager to complete his own preparations.
Lahz wrote:""Any luck with K'Zaa? … No Browska eh? I lost Tony. Can I borrow that big hammer?
Vheld absently nods and hands Al Bolga over before continuing on his way.

Assuming Vheld (or someone else) can find appropriate physical vessels for talismans, he will return to the nexus with his minions and get to work. The first order of business will be recharging all of his own talismans then creating a new, fully charged energy sphere. That done, he will begin work on the 21 talisman requests he’s received. The entire process, including a reasonable detour to shop for trinkets, should take about an hour and a half. Vheld will be so engrossed in his casting that he will ignore all of the others unless directly approached. Will is one of the few people present whom Vheld will allow to do just that.

William Summers wrote:"Brother in magic, I have yet to properly thank you for your role in my continued survival. I would be but a corpse were it not for you. I have something I think you will have better use for than I. At least for this coming battle." Will holds out his right hand and shows the 8th Ring of Elder. "This is an artifact of unspeakable value. It halves the mana I exert when casting, doubles the duration of my spells and the range as well. I would place this on your hand for this battle if you can guarantee its safe return. You're...you're the superior mage, Vheld. I know genius and talent when I see it. If we are to win this, we need the right tools in the right hands, and that means I need to let you use this." Will slips off the 8th Ring of Elder and barring any objections, places it in Vheld's hand.
Vheld starts to respond, ”Your thanks are not nece…” then he gets a sense of the ring’s power. Incredible. Such power… Think of what it could do. Covering any covetous glances that manifest with a smile, Vheld says ”I greatly appreciate such a worthy gift, even in loan, and I assure you that I shall make excellent use of it and make every effort to ensure its safe return to you. Such an extravagant loan must be repaid in kind. Sshir, hand him your sword.” Once the minion does so, Vheld continues ”I daresay that you could use this battle fury blade as well as I. Consider it collateral for the loan.” With a crisp nod, Vheld returns to his preparations.
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 (8d remaining)
PPE: 199/327 (Vheld), 83/83 (Sil), 81/126 (Sshir), 200/200 (Slithn). ISP: 90/90 (Medallion), 230/230 (Slithn).
Talismans: 2/3 on Vheld IA; 2/3 on Sil IA and FatE; 2/3 on Sshir, IA
Energy Spheres: 450/1000 PPE (29d; floating behind Vheld)
Weapon in Hand- TW Storm Staff.
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Re: The Doom of Nxla, Act 5:

Postby Mierin » Tue Mar 10, 2020 2:09 pm

Perception: 1d100 = 40 (82%)
JIC: 1d20 = 13, 1d100 = 43

Condition:
Multi-Optic eyes
OOC Comments
Telescopic: 4-8x30 magnification, range: 6,000 feet
Macro Lens: 2x to 20x magnification, range: 3 feet
Passive night vision: 2,000 feet
Thermal Imaging: 2,000 feet
Light Filters: Reduces glare

Sustain – duration: 20 days

When Mierin and Ronan are successful in persuading Mr. Moshte in selling them the ammo they need, a feeling of relief floods through her. However, she is careful to keep that from showing and smiles politely at Mr. Moshte. ”Of course. I would have never expected you to give the ammo away. Your price is most reasonable. Thank you very much for your time and assistance with this matter. Here are the credits we owe you.” Mierin promptly pays Mr. Moshte and gives the napkin with the directions to Ronan. Once their business is concluded, Mierin nods in farewell. ”Please enjoy the rest of your day.”

He'll take the map and head over to the described location and glance to Mierin. "Here's a trick I just recently learned." Ronan says with a sly smile as he extends his right hand in front of him. A moment later, a silvery liquid seems to appear and solidify from his hand into a military-style spade shovel. "Turns out I can make all sorts of things, provided they fit in my hands." He adds and then begins digging.


Mierin raises an eyebrow when she sees Ronan's trick with his silvery liquid. Interesting. Mierin says to Ronan as starts digging. ”That could come in handy in a fight. I imagine you could use that to form a dagger if you needed to or a sword.” Mierin isn't really sure if she should say anything regarding the story that Ronan had relayed to Mr. Moshte but, after a minute, she says, ”I'm sorry about your team. That's always rough.” The tone behind the words is sincere and gives Ronan the impression she had experienced something similar in the past. Mierin will assist with the digging if Ronan indicates he could use the help and helps him put the dirt back in the hole afterwards.

Once they return to Stormspire Inn, Mierin will look for Lahz and let him know they were successful in getting the ammo for Ronan's weapon and lets him know how much it cost, though she's not expecting him to give her the credits right that second. If she can't find Lahz, she'll finish drinking the espresso and scone that she purchased from the cafe and wait for the others to return to the conference room.
Mierin
"Do I get bonus points if I act like I care?" House
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies

Stats & Stuff
ISP: 31/35
HP: 57/57
SDC: 96/96

Constant Effects
Sixth Sense (2)

Weapon in hand: JA-12 Rifle 10/10 shots (standard e-clip) 30/30 (long e-clip); 4D6 MD (single shot), 1D6x10+10 MD (burst) or 3D6 MD (grenade)

CA-3 Light “Dead Boy” Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--70/70, Arms--60/60, Legs--80/80, Main Body--100/100
Force Field: 160/160
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Re: The Doom of Nxla, Act 5:

Postby Lahz » Tue Mar 10, 2020 4:37 pm

Lahz wrote:Perception [45%]: Original post: 1d100 = 78 [+15% involving Electronics or Machines]
JiC D20: Original post: 1d20 = 3
JiC D100: Original post: 1d100 = 84

Conditions: Telemechanics (0 ISP, Constant, 5ft, 99%), 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 [Calm] (100ft to psychics, 12ft to non-psychics), Marauder PA, Sustain (18 Days)

ISP: 165/221
Telemechanics [99%]: Original post: 1d100 = 78





With his Marauder re-loaded, Lahz, will do his best to help others with loading/reloading munitions as needed.

When the gear comes back from Stormspire, he Walks up and takes the TW-modified L-20 Rifle to walk directly over to Mierin.

If no one else moves to arm themselves with it, Lahz will take the TW "Dragonfire" Flamethrower as a sidearm for the Marauder, but he calls out to the assembled first, "Arm up if you need it people ... Magic, Silver, and Psionics are the keys so if you are in need of anything available, don't be shy about it. Anyone good with an Axe???"

He looks over the other Stormspire gear then calls over Ray the Droid, "Pack it all in the APC if it is not being used. After the battle we can talk about division between survivors. You [Ray] strap on 2 of the Short Swords if they are still there at the time we Rift in."

(x2) TW Food & Water Purifier (WB26 pg. 96)
(x6) TW Animal Repellent (WB26 pg. 96)
(x4) TW Lantern Poles (WB26 pg. 97)
(x2) TW Watchguard Poles (WB26 pg. 99)
(x1) TW Water Well (WB26 pg. 99)
(x2) Lightning Axe (BoM pg. 319)
(x4) Lightning Rod (BoM pg. 320)
(x3) Xiticix Hooked Short Sword (WB23 pg. 78)
(x6) Xiticix Spear (WB23 pg. 79)

In response to Rocky's proposed Plan, Lahz shrugs assuming that if he wasn't fairly confident it was possible then he would not have raised the option:
"Ok, Sir Wakiza is Wave 1. He creates a 2000ft Hole in the defenses. Can he get in with a Hoverboard, Invis, and Chromatic Protection? ... John and Ronan and hopefully a Dunscon-Dragon are Wave 2 via an Air-Drop ... into the Hole that Wakiza makes. Once Wave 2 has their attention, Wave 3 should essentially all be everyone else and able to flank closing like a bear-trap on these Frakkers. Roughnecks will have ... Will? As their Guy leading from the West. MARS and Magestar approach from the East. Use the Sunrise if you have to. Spooks and Dunscon will come in from the South. Psyscape from the North .. if Anyone knows when we can expect Dweomer, we can add them to coordination. Seymour? Saul? You went on that trip right?? ...

The Psi-Tech nods at the Alien, "Ronan, if you aren't using the Viper because it might get be damaged by a Fall, Ray can strap it on and provide support fire. We will just direct him to hold fire until people start calling for support via Radio?"

He will then move to program all the retrieved Fusion Blocks to be set for a Radio-Detonation on encrypted signal, and also set timers to go off after a 10 second delay (providing 2 options, remote or timed detonation).

"Grenades!? Who needs Grenades? We have ..." List Below:
(2) Acid TW Grenades
(3) Doorbuster TW Grenades
(3) Flashfire TW Grenades
(1) Seeker-Bat TW Grenades
(1) Sleep TW Grenades
(2) MageFire TW Nexus Grenade
(2) MageFire TW Void Grenade
(5) Heavy Fusion Blocks (now rigged by Lahz for remote detonation)
Last edited by Lahz on Wed Mar 11, 2020 9:47 am, 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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Re: The Doom of Nxla, Act 5:

Postby Zed » Tue Mar 10, 2020 7:15 pm

Rolls Held

Once Zed has finished making magic scrolls, he looks up from writing in the dirt. He views the gear brought back from Stormspire. Lifting a Xiticix spear he eyes it, checks the weight in his hands and says,

"If no one has claimed this I can use it."
P.P.E.: 177|30 +3d6/lvl
S.D.C.: 45|45
H.P.: 20|20 +1d6/lvl


Special Abilities
1. One with the body: -50% fatigue rate, hold breath for 3 minutes, +5% to balance
2. One with the mind: alert and able to stay focused even when all hell is breaking loose around him
3. One with Magic: comprehensive understanding of the principles of magic and is especially well versed in ritual magic and power spells
4. Pilot Automaton. [All, but prefers the Colossus]
5. May Draw P.P.E. from ley lines, nexus points, people, and ritual blood sacrifice the same as a Ley Line Walker
6. Link with the Lords of Magic: can draw upon the P.P.E. reserves of the three Lords of Magic to create magic weapons via the Enchant Weapons (minor) spell, at 50% P.P.E. cost to The Three; alerts The Three when a High Mage is killed
7. Automaton Creation & Bonding Rituals: knows the secrets of creating Automatons and the bonding ritual that gives the Controllers their unique union with the magical constructs


Zed aka Daelur Ezekiel Zenth
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Re: The Doom of Nxla, Act 5:

Postby Augur » Wed Mar 11, 2020 5:22 pm

Current Mission Goals & Order of Battle
  • Recruit help from The True Federation
  • Recruit help from Magestar
  • Recruit help from MercTown (MARS)
  • Recruit help from Psyscape
  • Recruit help from Dweomer
  • Recruit help from Stormspire
  • In three separate locations within Soulharvest, rituals will be conducted simultaneously which, when complete, will strengthen Nxla as he manifests on Earth:
    • The three rituals will be conducted at night (on either June 4th or 5th, nobody knows which as that info has been compartmentalized).
      • The first location is in a remote meadow within Soulharvest, but nearer the ruins of Lexington.
      • The second location is in the Harvesters' original temple deep in the Soulharvest forest.
      • The third location is among the ruins of Old Pilgrim Road on the outskirts of the ruins of Lexington itself.
Order of Battle
Jack (Roughnecks; Black Talon Motorcycle)
John (Roughnecks; afoot)
Lahz (Spooks; Marauder PA)
Mierin (Spooks; MI-3000 Firefly Hovercycle)
Minerva (Spooks; Black Talon Motorcycle)
Ray the Robot (Lahz's; NE-ATRV)
Rocky (MARS; NG-XF17 Ironwing)
--T-42 (MARS; driving QV-119 Lynx Hover Jeep)
Ronan (Spooks; afoot)
Saul (MARS; QV-119 Lynx Hover Jeep)
Seymour (Spooks; afoot)
Vheld (Spooks; afoot)
----Silhouette (w/Vheld)
----Sshir (w/Vheld)
----Slithn (w/Vheld)
Wakiza (Roughnecks; NE-ATRV)
William (Roughnecks; NE-ATRV)
Wolf Whitaker (Roughnecks; RH-1001A Appaloosa Light Robot Horse)
Zed (Roughnecks; NE-ATRV)
Zion (MARS; QV-119 Lynx Hover Jeep)
Timeline: 8 weeks to end of JTFA. Last 8 weeks (max) dedicated to finale.
Player Posts/Skill Checks
  • There's no word from Multhas of Dweomer or his students, nor from the alleged True Federation contingent.
  • Wakiza is dubious as to the effect of the Realm of Chaos upon undead given that many types of undead are effectively mindless, but the magical transportation to the realm itself would likely be unchanged; the downside being that Wakiza himself would also be stuck in the realm with those undead until such time as the spell elapses.
  • Zed is able create half a dozen magic scrolls before it's quite apparent that everyone streaming by him on their way to the nexus are prepared to leave without him.
    Code: Select all
    (2) Astral Hole scrolls
    (2) Anti-Magic Cloud scrolls
    (2) FireQuake scrolls
  • While at the Nexus, Vheld gathers about him his two spellcasting minions and sets to work creating nearly two dozen talismans for the joint task force's needy members. Rage and fury burn in the eyes of the two enslaved demons as they engage in this demeaning and well-intentioned menial work, but the job gets done without a single utterance of complaint.
    Code: Select all
    6 P.P.E. (50 P.P.E.) Battery Talismans
    7 Invincible Armor Talismans
    1 Impervious to Energy Talisman
    3 Dispel Magic Barrier Talismans
    1 Fly as an Eagle Talisman
    1 Chromatic Protection Talisman
    1 Carpet of Adhesion Talisman
    1 Time Slip Talisman



Travel
Allied squads from Magestar and Psyscape arrive at the location where the Stormspire tower used to be located, and Vheld opens a rift at the nexus point there. There’s no sign of the Federation squads promised by Lily, nor any from Dweomer, but the time for action has well and truly arrived, so those with the whistles blow them to signal the beginning of the attack. Vheld’s rift tears open space-time where the tower once did so only recently itself. Allied squads, and the members of the Spook Squad, Roughnecks, and MARS run, drive, and fly through the rift to the dark, wooded mountainside on the other end.

The Final Countdown
Conditions:
Date: Summer, Saturday, June 4, 111 P.A.
Time: 0630
Environmental Effects: 70°, early morning/dark
Ley Line Effects: Mages can draw 10 P.P.E. once/melee, +50% to range & duration of spells
Location: Black Mountain

Everyone pours through the rift and arrives about a mile to the South of the mountain’s peak. Even from this downslope vantage, the ley line can be seen following the contours of the mountain and across its peak where, no doubt, tremendous evil is being brought to their world. Rocky emerges from a trance to warn the others of what he was able to see before a bizarre wave of black smashed his consciousness back into his physical form. Rocky's an experienced psychic, astral traveler, and mercenary, and he's never seen or heard of its like before in his life. He feels fairly confident that the top of this entire mountain is impenetrable to non-physical beings due to some...inscrutable vortex of death that blankets the mountaintop. Whatever they're going to do, they're going to have to do it in person. One thing he can report seeing on the mountain peak before his unforeseen return is that there are crowds of bewildered and terrified innocents up there just as there was at each of the rituals the three teams stopped. He conveys this to everybody before they break ranks to take up their assigned roles in the battle plan. It immediately becomes clear that an indiscriminate "air-drop" and blind bombardment would only cause a massive loss of innocent life...with unforeseen consequences.

Once through the Rift, the Psyscape squads salute everyone present before rushing hurriedly off to circle around to be able to reach the Northern side of the mountain in time for a coordinated attack as directed. Lahz’s radio crackles to life, the signal somewhat scratchy with static. "Lahz...son, I know I’ve not been the best father, and we’ve had our differences and enmities, some of them entirely justified, just...be safe. D’Gemmel, out." Following suit, but at a less frenetic pace, the Roughnecks split off from the main group and head West to circle around and reach the Western side of the mountain. The members of MARS and the Magestar squads split off together in the opposite direction, and head East to circle around and reach the Eastern side of the mountain. The members of the Spook Squad slowly trek up the mountain slope toward the peak, timing their pace with the progress of the other groups so as to enable them all to converge upon the enemy at once.


The Spook Squad
The Spook Squad fans out a bit as they approach the peak. Seymour sticks to the trees as much as possible, hunkering down under the modest cover of the foliage as the ruins come into sight. He's simultaneously excited to see this tremendous event, and terrified that it will be the last thing he sees. He's surrounded by powerhouses; highly trained warriors, veteran killers, amazing sorcerers, and towering machines of war, and they're opposing an army of necromantic horrors? How the hell is he supposed to help?! Minerva approaches the ruin walls and last craggy climb to the peak from the Southwest, hugging the treeline for cover as best as she is able. She rides her Black Talon quickly and in advance of all the rest who are slower afoot than she is on her two wheels. Mierin and herself exchange glances as they both climb the side of the mountain on their bikes. Mierin silently nods as she sees the direction Minerva's headed, and veers off a bit in the other direction. So that Jack fella is an interesting one, but how long really could such a relationship last? They're attached to different units, after all, and missions will likely mean they will rarely get to see each other. Best to make sure once this mission is wrapped up and they're all paid that he knows last night was just a one night affair. A way to blow off the anxiety and stress before battle, nothing more. Vheld approaches with his minions and Sil alongside him. His minions are silent and brooding, but they're often that way; they're demons after all. The ring on his hand, those invaluable texts, the palpable grit of raw ambient power that fills this night air upon this mountaintop; it's bewitching. What could he accomplish on this night? Is this nothing more than the removal of a barrier to his long-desired revenge? Or is this an opportunity to leverage his immense power for something greater? Perhaps a means to the ultimate end itself: [i]his own power. Besides, what are the odds that outcast battle mage even survives this night?[/i] Thoughts such as these swirl through Vheld's head as reaches the last bit of treeline before the summit and takes whatever cover it offers before all squads are in place. Mierin swoops up the incline towards the summit on her Firefly, as coolly professional as ever. There's a job to be done. People to kill. Monsters to slay. Co-workers to rescue from their own folly...if she's feeling generous, or they're otherwise useful. Approaching the summit she slows down as the others aren't yet in place. Minerva's a good two hundred feet West of her own position slinking along the treeline, thinking she's out of sight. Mierin's faced the undead and their masters countless times now. She knows better. There's no hiding from the eyes of death. Inside her helmet, she grins. That could be the name of my autobiography. Lahz does his best to ascend the slope as quietly as possible in his Marauder. As he nears the summit he tries to hug the copse of trees to his right in which Ronan is crouched and waiting. His father's parting words trouble him. Why has his father been vacillating between reconciliation and anger these past few days? Growing up, the man was always incredibly consistent. He was never cruel, but despotic, short-tempered, controlling, arrogant, and frequently overbearing? He was always those things, and he never apologized for the man he was. So why the change? What is different this time? Ronan rushes up the slope on foot abreast of Vheld to his left until he sees the need to spread out and make himself a less visible target. He ducks into the treeline and skirts the gnarled pines as he pushes forward. Minimal intel to begin with from what his teammates report, and minimal intel here at the apparent end. Everything in between was practically an open book compared to the bookends of this mission. How did these strange people not die engaging so recklessly? Or is this akin to that 1st SOG mission where, as the history books report, the First boarded an Atorian explorer vessel, blind on intel and intent on rescuing a fellow SOG unit, but ended up capturing the vessel? That ship gave the fleet their first false hope at a new home. Is this like that? Will we prevail through luck and bravado despite ourselves? Are we as fortune and bold as the 1st SOG whose motto, fortuna favet fortibus described them so well?



The Roughnecks
In order to hasten their ability to enter the fray once it's begun, the Roughnecks leave the piloting of the NE-ATRV to Dave, and ride atop the big vehicle like from those Colorado tri-vids where cowboys fight desperados and bandits atop a speeding TW Ironhorse in the middle of a rolling desert backdrop. Wolf is the exception here. Being as close to one of the cowboys as this group has ever seen, he rides atop his robot horse to one side of the ATRV as it slowly creeps into position, hovering as low to the ground as Dave can manage to minimize their exposure. Zed, crouching on one knee, revels in the open air atop the ATRV. He's able to feel the wind across his feathers like his ancestors did, and despite being at the rear of the five people atop the vehicle, feels a giddy mix of fear and excitement as the moments pass, the peak grows closer, and the tension builds. Will is feeling a similar mix of emotions, but also a sense of worry about the artifact of power he just gave to a man who, by all appearances, seems utterly consumed by a very dark driving passion. Certain questions arise in the night: Will Vheld betray him and keep the ring? Did Will just help to enable an evil as great as they're now confronting, perhaps even a potential genocide? Jack's mind still reels at the sheer density of people, of wilderness, of dangers in this new continent, but counters his excitement and fears with consideration that though they're heading into danger, at least they're doing it in a fun way. Perhaps these people of the Americas know how to have fun, too. John can practically taste the power which permeates the air atop this mountain. A god, a true god is being summoned tonight! A being of unimaginable power is being released upon this world! John can't help but wonder how awesome it will feel for Nxla to finally be able to manifest itself to a world. John's envious empathy for Nxla is making him feel strangely giddy with excitement. Wakiza wonders how many more invaders of this continent people like himself must fight. How many times has this cycle repeated in the past to the destruction of those who called this place home? How many more fights like this before he can exact his revenge on his true target?



M.A.R.S.
Rocky, Zion, and Saul, powerful psychics each and every one of them, approach from the East amid a thicket of trees. Three squads of mages from Magestar on either side and leading them. The arcana that Vheld and others shared indicated that psionics were these Harvesters' great weakness as well as a weakness of the otherworldly, god-like being that they were summoning: Nxla. Rocky, never one for deep thinking, but preferring action instead, was ready for whatever the night might hold for them. Saul, in many ways Rocky's polar opposite, for once was a like mind with his teammate: tonight was the time for decisive action! I will be the hammer which strikes the steel! I will mold fate into a shape of my choosing! Zion's mind and demeanor are pools of tranquility compared to the storms raging within those with whom he walks. He's already seen imminent death up close once before. Perhaps that's what is plaguing them: they are still desperately attached to life, not realizing it's a gift, not a possession. Being saved from death by that dragon has given him a unique mindset and calm in such circumstances, and it shows in the ease with which he carries himself through the trees to the brink of the summit.

The Summit
The stony slopes of Black Mountain are covered in shadow as the distant forest skyline shows the first hints of an approaching sunrise. Massive ferrocrete walls twenty feet high and huge pine trees with tremendous trunks pepper the slopes approaching the summit. The Harvesters have established a congregation point near the peak itself, but just South of it. The peak is too steep and too densely wooded for any kind of approach or for the performance of a dark ritual. Scattered along the perimeter of the Harvester's encampment are a number of blazing bonfires, and often there are groups of hostages/sacrifices manacled to the ruined walls nearby as human shields against interlopers. The ley line cuts across the peak from East to West in a lazy line sloping even slightly South from the West. The light from the ley line and the bonfires are all that illuminates the night, betraying the very human nature of this evil: even the Harvesters must have light by which to work their dark magics at night. As all the squads reach surround the summit encampment, a battlecry arises first from one lone psi-warrior to the Northeast, but is then supported by others in a cascade of rising voices ringing the encampment. There is still no sign of the squads from Dweomer of the True Federation, but the moment is upon everyone assembled. What seem to be scores of undead dot the surrounding terrain around the walls uphill of the coalition of attackers. A Harvester necromancer can occasionally be seen among the throngs of Murder Wraiths, Festulents, Bone Wraiths, Xombies, and Evisceral who are armed with everything from naked claws and fists to energy weapons. A burst of bluish white ion blasts towards the Magestar squads to the East from the encampment above breaks the sound of the battlecry and marks the beginning of the fight for life of Earth.

Spook Squad Map (Open in new tab)
Roughnecks Map (Open in new tab)
M.A.R.S. Map (Open in new tab)

Reference Map (Open in new tab)

GM NOTES:
  • Feel free to share in-character with one another what you see map-wise & plan accordingly.
  • Each square on the map is 20' & each feature of elevation is 20' in height, including the ruin walls
  • Make sure your conditions & butcher bill entry are up-to-date!
  • THIS IS YOUR LAST WEEK TO MAKE SURE YOUR GEAR POSTS ARE IN ORDER.
    • Anything not correctly allocated will be deemed not available...with whatever consequences such entails. You have been amply warned!


What are your intentions?



Butcher's Bill
Tracks damage & ammo/I.S.P./P.P.E. spent
Black Talon Motorcycle:
Jack Killian: CP-30: 21 shots/-18 shots;
John Altfeld:
Lahz: (Sustain active);
Marauder PA: Mini-Missiles: ; LPC: 240 shots/-0 shots; WI-GL8: -33 silver shots; N-F50A Force Field: ; 1 Secondary Optics/Camera destroyed
MI-3000 Firefly Hovercycle:
Mierin: (Sustain active) JA-12: 10 shots/-3 shots
Minerva: Psionic Crystal Armor 35/35 M.D.;
NE-ATRV:
QV-119 Lynx Hover Jeep:
RH-1001A Appaloosa Light Robot Horse:
Rocky: Thundergun: 6/6 shots;
Ronan:
Saul:
Seymour:
Silhouette:
Slithn:
Sshir: -36 M.D.C.
Vheld: P.P.E. tracked in sig-line; -0 charges/invincible armor talisman; -16 S.D.C.
Wakiza: Liberator PB: 50 shots/-7 shots; -24 from P.P.E. Battery
William Summers: Lifeward on NE-BA-50 “Raider” Heavy Body Armor
Wolf Whitaker: .44 Mag: 6/6 shots; NE-6SL: 6/6 shots;
Zed: 177 P.P.E.; Energy Sphere: 300 P.P.E.
Zion:
"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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Re: The Doom of Nxla, Act 5:

Postby Saul » Fri Mar 13, 2020 3:26 pm

Perception Bonus: 32% /58% on a Ley Line 1d100 = 13 (SUCCESS)

JIC: 1d20 = 19
1d100 = 47

MARS and Magestar

Before leaving through the Rift, Saul borrows the Staff of Life that Rocky brought from MARS HQ.

OOC Comments
Staff of Life
Image
Ultra-Rare Millennium Tree Item
  • Damage: 2D6 (does M.D. damage vs vampires)
  • Dimensions: 8' long, 8 lbs.
  • M.D.C.: 800
Magic Features
  • Staff: 40 P.P.E.
    • Can be used by its owner or others of a good alignment with owner's permission, and if intentions are good
  • The staff regenerates all lost M.D.C. and P.P.E. after 24 hours have elapsed
  • Can do superior healing per day equal to number of buds (1D6 H.P./S.D.C. per bud)
    Additional Spell Magic: can cast spells per day equal to number of buds (10th level spell strength)
    • Globe of daylight, Breathe without air, Negate poisons
    • Cure minor disorders, Cure illness, Purification of food/water, Water to wine
  • Restoration: restores severed limbs & brings the comatose to consciousness & healed to 2 H.P. (consumes 4 buds)
  • When all buds are gone, staff disappears
Modifiers: +2 to save vs toxins & +5% to save vs coma
Book Reference: p.20, WB3


As they arrive at the mountain, Saul's mind echoes with a single thought: I will be the hammer which strikes the steel! I will mold fate into a shape of my choosing!

Riding in the hoverjeep with Rocky and Zion - all that is left of MARS - he keeps an eye open for weird creatures like the upside down men he saw outside of Lexington or others of more hostile intent as they circle around to approach from the east. When they get close, he gestures to stop the truck so they can approach silently.

Saul activates his armor's Shadow Meld feature, and looks to the west at the mountaintop, seeing the group of would-be victims and two undead of some sort. He tries to remember if he'd learned about them at the Dweomer Institute or in his travels, and whether they have any unique vulnerabilities not in common with other undead.

Lore: Demons & Monsters 40% 1d100 = 65 (try to identify the creatures in front of him - the Eviscerals - including known vulnerabilities - FAIL)

Saul draws his TW Shard Pistol and attempts to find a position of cover. "Rocky... We should attempt to make our entrance here, quickly and quietly. Let Magestar hold the area, and the Roughnecks and Spooks draw the enemy's attention to other quadrants."

Prowl 60% 1d100 = 39 (remain undetected by the eviscerals - SUCCESS)

If we can take these out quickly, we may be able to approach the ritual - and the blood pillar - while the others draw the attention elsewhere. This is a place where having only 3 teammates may prove advantageous. Where a larger force might be immediately detected, a force of only 3 might sneak in and sow chaos.

Saul's Butcher's Bill
-10 PPE
Last edited by Saul on Thu Mar 19, 2020 1:56 pm, edited 1 time in total.
Saul, The Simian Sorceror
OOC Comments

H.P.: 30/30
S.D.C.: 27/27
P.P.E.: 156/156
I.S.P.: 85/98

Mage Armor
M.D.C. by Location:
Helm: 50/50
Arms: 25/25 each
Legs: 45/45 each
Main Body: 90/90
TW Features:
1st TW Feature: Armor of Ithan (10)
2nd TW Feature: Shadow Meld (10)
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Posts: 87
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Re: The Doom of Nxla, Act 5:

Postby William Summers » Sat Mar 14, 2020 8:38 pm

Perception: 1d100 = 70/48%
JIC: 1d20 = 6/1d100 = 9

Conditions
  • SDC: 62/62
  • HP: 60/60
  • Ley Line Proximity: Double range/duration, Will can draw 10PPE/melee.
  • Personal PPE: 27/178
  • Captured PPE: 507/534. 60/60 minutes
  • Energy Sphere: 152/800. 32/32 days
  • PPE Talisman: 50/50
  • NE-BA-50 Raider Heavy Body Armor:
    • Helmet: 80
    • Arms: 55 each
    • Legs: 80 each
    • Main Body: 140
    • Lifeward: BoM pg 121
    • Must spend 20% more PPE to cast spells
    • Additional Effects: - 61-80% Reduce both range and duration of the spell by 20%.
  • Cosmic Armor
    • MDC: 400
    • Duration: 96/96 minutes
    • Magic and M.D. cold and heat/fire/plasma attacks do half damage to the Cosmic Armor.
    • Cosmic Armor can hover, and flies at a speed of 383 MPH (½ Mach One)
    • -5% to all Physical skills such as Acrobatics, Climbing, and similar, and -10% to Palming, Pick Pocket, Prowl, Safe-Cracking, Seduction and most Medical and highly technical skills that require a delicate touch.[/size]

    Fighting Spirit
    • Duration: 4:45/4:45 minutes
    • +2 attacks/actions per melee round
    • +1 on initiative
    • +1 to strike with guns
    • +3 to strike in melee combat
    • +2 to disarm, parry and dodge
    • +4 to pull punch, +2 to roll with impact
    • +4 to save vs Horror Factor/fear
    • +2 to save vs possession
    • Critical Strike on a Natural 18-20
    • Karate kick (1D8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw.

    Superhuman Agility
    • Duration: 4:45/4:45 minutes
    • Walk a tightrope or narrow ledge: 88%
    • Auto Sense of Balance
    • No fear of heights
    • +1 on initiative, +1 to parry, +5 to dodge and +5 to roll with impact.
    • Automatic Dodge: +5
    • Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts).
    • +20% to Climb/Rappel

    Superhuman Speed
    • Duration: 9:30/9:30 minutes
    • Speed: 44 (equal to 30 mph/48 km)
    • +2 to parry and +6 to dodge
    • No fatigue

    Lightning Arc
    • Duration: 2:30/2:30 minutes
    • Damage: 4d6+16 MD
    • +4 to strike targets within 100 feet (30.5 m), but only +1 to strike those at greater distances.
    • Range: 1200 feet

    Magic Warrior
    • Duration: 6:30/6:30 minutes
    • Range: 120 feet
    • MDC: 98
    • Attributes: I.Q. 9, P.S. 30, P.P. 22, P.E. 30, Spd. 20; all physical attributes are Supernatural and the magical essence is impervious to pain, poison, cold, heat, and fear.
    • Horror Factor: 12.
    • Combat: Five physical attacks per melee. does 2D6 M.D. with fists, 3D6 M.D. kicks or via some particular weapon, modem or ancient, and it can parry projectiles (bullets, arrows, etc.).
    • +4 on initiative, +5 to strike, parry, and dodge, Spd. 20


Vheld... he needed to have that, right? I did the right thing. Plus he saved my life! Where were the Brothers Three or even Multhas? Where is Multhas anyway. He promised he'd be here and he never lies.

In preparation for the main event, Will continues to keep his absorbed PPE topped up through the Ley Line energy. He casts Cosmic Armor on himself (-54 PPE from Energy Sphere, 2 actions). Just before its time to engage, using his energy sphere in the span of a minute, he will cast in the following order on the following people:
Buff Spells
Invincible Armor (-36 PPE, 2 actions, Wakiza), Fighting Spirit (-24 PPE, 2 actions, Wakiza), Superhuman Agility (-18 PPE, 1 action, Wakiza), Superhuman Speed (-12 PPE, 1 action, Wakiza), Invincible Armor (-36 PPE, 2 actions, John), Fighting Spirit (-24 PPE, 2 actions, John), Superhuman Agility (-18 PPE, 1 action, John), Superhuman Speed (-12 PPE, 1 action, John), Invincible Armor (-36 PPE, 2 actions, Jack), Fighting Spirit (-24 PPE, 2 actions, Jack), Superhuman Agility (-18 PPE, 1 action, Jack), Superhuman Speed (-12 PPE, 1 action, Jack), Invincible Armor (-36 PPE, 2 actions, Wolf), Fighting Spirit (-24 PPE, 2 actions, Wolf), Superhuman Agility (-18 PPE, 1 action, Wolf), Superhuman Speed (-12 PPE, 1 action, Wolf), Fighting Spirit (-24 PPE, 2 actions, Will), Superhuman Agility (-18 PPE, 1 action, Will), Superhuman Speed (-12 PPE, 1 action, Will).

Codes for Buff Spells
Code: Select all
[color=#8000FF][b]Fighting Spirit[/b][/color]
[list][size=85][*]Duration: [color=#FF0000]4:45[/color]/4:45 minutes
[*]+2 attacks/actions per melee round
[*]+1 on initiative
[*]+1 to strike with guns
[*]+3 to strike in melee combat
[*]+2 to disarm, parry and dodge
[*]+4 to pull punch, +2 to roll with impact
[*]+4 to save vs Horror Factor/fear
[*]+2 to save vs possession
[*]Critical Strike on a Natural 18-20
[*]Karate kick (1D8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw.[/size][/list]

[color=#8000FF][b]Invincible Armor[/b][/color]
[list][size=85][*]Duration: [color=#FF0000]28:45[/color]/28:45 minutes
[*]MDC: [color=#FF0000]200[/color]/200
[*]Regenerates: 1D6 M.D.C. per melee round.
[*]Complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply.
[*]All energy attacks, magic or mundane, inflict only half their usual damage to the armor!
[*]Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.
[*]Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.[/size][/list]

[color=#8000FF][b]Superhuman Agility[/b][/color]
[list][size=85][*]Duration: 4:45/4:45 minutes
[*]Walk a tightrope or narrow ledge: 88%
[*]Auto Sense of Balance
[*]No fear of heights
[*]+1 on initiative, +1 to parry, +5 to dodge and +5 to roll with impact.
[*]Automatic Dodge: +5
[*]Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts).
[*]+20% to Climb/Rappel[/size][/list]

[color=#8000FF][b]Superhuman Speed[/b][/color]
[list][size=85][*]Duration: [color=#FF0000]9:30[/color]/9:30 minutes
[*]Speed: 44 (equal to 30 mph/48 km)
[*]+2 to parry and +6 to dodge
[*]No fatigue[/size][/list]


To the crew, he says ”We win or we die fighting. Either way, it's been a pleasure. Avalanche, I already know your part in the plan. I'll stick as many as I can. Volcano, steal their fire and make it yours. Sir Blackhoof, it, as always is my honor to fight by your side. Even if you are a little crazy. Wolf, use that gun and those enchanted bullets well. Zed, it's always a pleasure fighting with a fellow Dweomerian. Let's do this.”

Last, as John delivers the opening strike, Will casts Magic Warrior (-72 PPE, 2 actions). When his magic warrior appears, he says ”Destroy the undead.”

Will himself, draws his newly loaned Battle Fury Blade and leads the charge for the rest of the Roughnecks. This is it, Summers. End of the world and all. Do or die. Again. Don't fail. For your Pa. For the 'Necks. MERC LIFE!

Will flies up via Cosmic Armor to hovering a safe distance above the evil below. With one hand on his utility belt, he charges and tosses a void grenade, then a seeker bat grenade. Then he casts a Carpet of Adhesion toward the largest gathering of undead he sees. Once that's done, he brings forth electrical magic from his hands. Then he pumps some energy into the sword to prepare it for future devastation.


APM: 10
Initiative: 1d20+12 = 13


Action 1: Fly 20 feet over Xombie 1.
Action 2: Charge Void Grenade with 6 PPE.
Action 3: Throw Void Grenade at Murder Wraith. Strike: 1d20+6 = 19 Damage: Vanish for 1d4 = 1 melee rounds. Upon return, disoriented (-1 APM, Speed/combat bonuses/skills are half) for 1d4+1 = 5 melee rounds.
Action 4: Charge Seeker Bat Grenade with 6 PPE.
Action 5: Throw Seeker Bat Grenade at Bone Fiend 1. Strike: 1d20+6 = 18 Damage: 3d6+6 = 14
Action 6: Cast Carpet of Adhesion at largest gathering of Undead (Festulant 12 and surrounding radius?)
Actions 7-8: Cast Lightning Arc (36 PPE)
Action 9: Fire Lightning Arc @ Bone Field 1 or other close enemy. Strike: 1d20+4 = 21 Damage: 4d6+16 = 27
Action 10: Charge Battle Fury blade with 48 PPE.


Auto-Dodge (added my PP bonuses manually): 1d20+5 = 18+2=20 1d20+5 = 11+2=13 1d20+5 = 21+2=23 1d20+5 = 25+2=27 (CRIT)1d20+5 = 17+2=19 1d20+5 = 10+2=12 1d20+5 = 25+2=27 (CRIT)1d20+5 = 11+2=13 1d20+5 = 20+2=22 1d20+5 = 24+2=26
Parry: 1d20+16 = 341d20+16 = 36(CRIT)1d20+16 = 221d20+16 = 291d20+16 = 241d20+16 = 231d20+16 = 201d20+16 = 331d20+16 = 311d20+16 = 24

Contingencies: If Will's Cosmic Armor goes down, he will sacrifice an action to activate the Invincible Armor Talisman.
The Man in Black
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William Summers
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Re: The Doom of Nxla, Act 5:

Postby Lahz » Sat Mar 14, 2020 9:56 pm

Perception [45%]: 1d100 = 7 [+15% involving Electronics or Machines]
JiC D20: 1d20 = 5
JiC D100: 1d100 = 11

Conditions: Telemechanics (0 ISP, Constant, 5ft, 99%), 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 [Calm] (100ft to psychics, 12ft to non-psychics), Marauder PA, Sustain (18 Days), Enhanced Reflexes (Rifter 25, 35.00 Min (+15% to Physical Skills, +1 Attack, +3 Initiative, +2 Strike, +3 Parry & Dodge))

ISP: 165/221
Bonus ISP: 1d6+9 = 15

Telemechanics [99%]: 1d100 = 93

N-F50A Force Field: 160/160
Marauder [MB]: 440/440




Lahz steps through the rip in reality from level ground onto the slope of Mount Doom/Black Mountain and clicks his Marauder's Forcefield live before speaking to the Spooks, "Frakking Dunscon folks. Looks like they are going to sit this one out, or show up as we are mopping up and claim credit ... Ok shift to Team-only frequency. Seymour, you monitor the Multi-group comms ..."

As the team collectively approaches the summit, Lahz taps the radio live to the Spooks, "Deuce? You had a big Opener you wanted ... We will wait for your Mark. Then, can you prep a couple Carpets of Adhesion? I am thinking me and Diamond can TK grab and collect opponents to collect on those. No need to get caught up fighting perimeter sh^t." He looks around at the visible opponents and tries to identify their various types and capabilities (Identify types of Paranormal Creatures 96%: 1d100 = 63 // Lore: Demons & Monsters 50%: 1d100 = 32). Lahz will trigger Enhance Reflexes (Rifter 25, 10 ISP (using Ambient Ley Line ISP -- 1d6+9 = 13 -- is greater than the cost of this power), 36.00 Min (+15% to Physical Skills, +1 Attack, +3 Initiative, +2 Strike, +3 Parry & Dodge)) about a minute before they get to the summit area, and for the last 1000ft, the Marauder carries his WI-GL8 in his left hand, the borrowed magic hammer in his right ... as he waits for Vheld to cast ... whatever the big spell is supposed to be.

When a mass of mystic warrior's breaks across the mountain-peak like a cresting wave Lahz set's forth at an even walk towards the group of bound prisoners centered in the Southern front (circled). Acting to assist the engaged Summoned-Warriors, Lahz steps to the side of the a fighting undead [preference to the Bone fiends ID'd] that he finds engaged by the summoned warriors and smashes it with a blindside from his hammer into it's spine(back). The intent being that the creature has to either turn and give the warrior an angle, or focus on Lahz and give the Warrior a shot at his back. He will repeat this process as he works his way towards the prisoners, always trying to have 1 or more Mystic Warriors engaged before he steps in to assist.

IF Lahz arrives at the prisoners, he will use the PA's claws to cut the bonds on a couple prisoners, "Free others, head downhill. Move!" *If they free enough to disrupt some ritual, great. If the undead chase them down as easier prey instead of us, also great. If it just annoys NXLA, shiny.*

If something advances out of the Camp towards him Lahz will move defensively and parry using his large hammer, and dodge to the degree it appears appropriate.

APM: 10
Initiative [+5]: 1d20+5 = 12

1 ~~ Move forward, around engaged Warrior and assist with Hammer-Strike 1d20+14 = 33, 7d6*2 = 54 MD
2 ~~ Move forward, around engaged Warrior and assist with Hammer-Strike 1d20+14 = 17, 7d6 = 26 MD
3 ~~ Move forward, around engaged Warrior and assist with Hammer-Strike 1d20+14 = 23, 7d6 = 21 MD
4 ~~ Move forward, around engaged Warrior and assist with Hammer-Strike 1d20+14 = 34, 7d6*2 = 64 MD
5 ~~ Move forward, around engaged Warrior and assist with Hammer-Strike 1d20+14 = 16, 7d6 = 32 MD
6 ~~ Move forward, around engaged Warrior and assist with Hammer-Strike 1d20+14 = 25, 7d6 = 23 MD
7 ~~ Move forward, around engaged Warrior and assist with Hammer-Strike 1d20+14 = 19, 7d6 = 32 MD
8 ~~ Move forward, around engaged Warrior and assist with Hammer-Strike 1d20+14 = 31, 7d6 = 34 MD
9 ~~ Move forward, around engaged Warrior and assist with Hammer-Strike 1d20+14 = 31, 7d6 = 18 MD
10 ~~ Move forward, around engaged Warrior and assist with Hammer-Strike 1d20+14 = 27, 7d6 = 17 MD

Parry with Hammer (+15): 1d20+15 = 31, 1d20+15 = 25, 1d20+15 = 30, 1d20+15 = 27, 1d20+15 = 17, 1d20+15 = 31, 1d20+15 = 19, 1d20+15 = 19, 1d20+15 = 20, 1d20+15 = 18

Dodge if appropriate (+11): 1d20+11 = 25, 1d20+11 = 22

Target_Designation
20200313014933-R1.jpg
Target Designation


Lahz's (Anticipated) Butcher's Bill: -35 ISP


Disregard
Attempts to begin grabbing Prisoner/Hostages and moving them ~1000ft downslope via TK (Strikes: 1d20+3 = 7, 1d20+3 = 6, 1d20+3 = 17, 1d20+3 = 4, 1d20+3 = 6)
Removing because Augur says tied to Wall.
3 ~~ TK Grab Bone Fiend 5 1d20+3 = 15 (while time is stopped) plant him (face down) in Carpet of Adhesion
4 ~~ TK Grab Bone Fiend 4 1d20+3 = 14 (while time is stopped) plant him (face down) in Carpet of Adhesion
5 ~~ TK Grab Bone Fiend 6 1d20+3 = 22 (while time is stopped) plant him (face down) in Carpet of Adhesion
6 ~~ TK Grab Harvester or Evisceral, and 1d20+3 = 18 plant him (face down) in Carpet of Adhesion (don't even need whole person on it, just face, the rest of the body can flail around a few extra feet)
7 ~~ TK Grab Harvester or Evisceral, and 1d20+3 = 5 plant him (face down) in Carpet of Adhesion (don't even need whole person on it, just face, the rest of the body can flail around a few extra feet)
8 ~~ TK Grab Harvester or Evisceral, and 1d20+3 = 5 plant him (face down) in Carpet of Adhesion (don't even need whole person on it, just face, the rest of the body can flail around a few extra feet)
9 ~~ TK Grab Harvester or Evisceral, and 1d20+3 = 11 plant him (face down) in Carpet of Adhesion (don't even need whole person on it, just face, the rest of the body can flail around a few extra feet)
10 ~~ TK Grab Harvester or Evisceral, and 1d20+3 = 12 plant him (face down) in Carpet of Adhesion (don't even need whole person on it, just face, the rest of the body can flail around a few extra feet)
Last edited by Lahz on Tue Mar 17, 2020 1:40 pm, edited 7 times 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 5:

Postby Wolf Whitaker » Sun Mar 15, 2020 9:58 am

Perception: 1d100 = 83/24%
JIC: 1d20 = 10;1d100 = 75


Paranoia Thought Text


Active Effects:
  • HF: 10 (When threatening or being attacked)
  • Fighting Spirit
    • Duration: 4:45/4:45 minutes
    • +2 attacks/actions per melee round
    • +1 on initiative
    • +1 to strike with guns
    • +3 to strike in melee combat
    • +2 to disarm, parry and dodge
    • +4 to pull punch, +2 to roll with impact
    • +4 to save vs Horror Factor/fear
    • +2 to save vs possession
    • Critical Strike on a Natural 18-20
    • Karate kick (1D8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw.
  • Invincible Armor
    • Duration: 28:45/28:45 minutes
    • MDC: 200/200
    • Regenerates: 1D6 M.D.C. per melee round.
    • Complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply.
    • All energy attacks, magic or mundane, inflict only half their usual damage to the armor!
    • Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.
    • Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.
  • Superhuman Agility
    • Duration: 4:45/4:45 minutes
    • Walk a tightrope or narrow ledge: 88%
    • Auto Sense of Balance
    • No fear of heights
    • +1 on initiative, +1 to parry, +5 to dodge and +5 to roll with impact.
    • Automatic Dodge: +5
    • Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts).
    • +20% to Climb/Rappel
  • Superhuman Speed
    • Duration: 9:30/9:30 minutes
    • Speed: 44 (equal to 30 mph/48 km)
    • +2 to parry and +6 to dodge
    • No fatigue



William Summers wrote:In preparation for the main event, Will continues to keep his absorbed PPE topped up through the Ley Line energy. He casts Cosmic Armor on himself (-54 PPE from Energy Sphere, 2 actions). Just before its time to engage, using his energy sphere in the span of a minute, he will cast in the following order on the following people:
Buff Spells
Invincible Armor (-36 PPE, 2 actions, Wakiza), Fighting Spirit (-24 PPE, 2 actions, Wakiza), Superhuman Agility (-18 PPE, 1 action, Wakiza), Superhuman Speed (-12 PPE, 1 action, Wakiza), Invincible Armor (-36 PPE, 2 actions, John), Fighting Spirit (-24 PPE, 2 actions, John), Superhuman Agility (-18 PPE, 1 action, John), Superhuman Speed (-12 PPE, 1 action, John), Invincible Armor (-36 PPE, 2 actions, Jack), Fighting Spirit (-24 PPE, 2 actions, Jack), Superhuman Agility (-18 PPE, 1 action, Jack), Superhuman Speed (-12 PPE, 1 action, Jack), Invincible Armor (-36 PPE, 2 actions, Wolf), Fighting Spirit (-24 PPE, 2 actions, Wolf), Superhuman Agility (-18 PPE, 1 action, Wolf), Superhuman Speed (-12 PPE, 1 action, Wolf), Fighting Spirit (-24 PPE, 2 actions, Will), Superhuman Agility (-18 PPE, 1 action, Will), Superhuman Speed (-12 PPE, 1 action, Will).



To the crew, he says ”We win or we die fighting. Either way, it's been a pleasure. Avalanche, you get the Murder Wraith. I'll stick as many as I can. Volcano, steal their fire and make it yours. Sir Blackhoof, it, as always is my honor to fight by your side. Even if you are a little crazy. Wolf, use that gun and those enchanted bullets well. Zed, it's always a pleasure fighting with a fellow Dweomerian. Let's do this.”

Last, as John delivers the opening strike, Will casts Magic Warrior (-72 PPE, 2 actions). When his magic warrior appears, he says ”Destroy the undead.”



Wolf nods to Will and draws the Thundergun and one of the NE pistols with a flourish, "I shall. Thank you for the extra protection. Lets go save the world." Looks like this is it...Indeed. Do this right and we will be able to name our own prices...But it will come with more people trying to kill you for your fame...It always does. The voice in Wolf's head goes mercifully quiet as he prepares to engage in the fight of his life.
Wolf will keep pace with the rest of the Roughnecks as to not get separated.

Combat:

APM: 8

Init: 1d20+17 = 33

Action 1: Ride into weapons range.
Action 2: Target evisceral 2; Thundergun Strike: 1d20+5 = 10; NE-6SL Disarm Strike: 1d20+4 = 19; Thundergun Damage: 1d6*10 = 30; NE-6SL damage: Disarm
Action 3: Target evisceral 2; Thundergun Strike: 1d20+5 = 14; NE-6SL Disarm Strike: 1d20+4 = 15; Thundergun Damage: 1d6*10 = 20; NE-6SL damage: Disarm
Action 4: Target evisceral 2; Thundergun Strike: 1d20+5 = 18; NE-6SL Disarm Strike: 1d20+4 = 19; Thundergun Damage: 1d6*10 = 20; NE-6SL damage: Disarm
Action 5: Target evisceral 2; Thundergun Strike: 1d20+5 = 15; NE-6SL Disarm Strike: 1d20+4 = 6; Thundergun Damage: 1d6*10 = 60; NE-6SL damage: Disarm
Action 6: Target evisceral 2; Thundergun Strike: 1d20+5 = 15; NE-6SL Disarm Strike: 1d20+4 = 6; Thundergun Damage: 1d6*10 = 30; NE-6SL damage: Disarm
Action 7: Target evisceral 2; Thundergun Strike: 1d20+5 = 23CRIT; NE-6SL Disarm Strike: 1d20+4 = 10; Thundergun Damage: 1d6*10 = 50*2=100; NE-6SL damage: Disarm
Action 8: Holster NE-6SL and use speedloader to reload Thundergun

Auto-Dodge (+7 from PP, +2 From HtH Commando, +5 From Superhuman Agility): 1d20+14 = 18; 1d20+14 = 32; 1d20+14 = 24; 1d20+14 = 15; 1d20+14 = 30; 1d20+14 = 27; 1d20+14 = 27; 1d20+14 = 24

Contingencies:
If current target is eliminated move to Bone Fiend 2 or Xombie 3.
Once Evisceral 2 is disarmed shift disarm attack to other visible weapons wielded by the group of undead.
If Invincible Armor is popped, use one action to activate Invincible armor from talisman.
Wolf Whitaker

Reputation-Based Horror Factor: 10

Weapons
NE-6SL 3/6
NE-6SL 1/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 0/6

Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
Legs: L 50/50 R 50/50
Main Body: 90/90
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Re: The Doom of Nxla, Act 5:

Postby Ronan » Mon Mar 16, 2020 8:00 am

JiC: 1d100 = 19 / 1d20 = 9
Perception [24%]: 1d100 = 25

Detect Ambush [59%]: 1d100 = 98 (Watch for Flankers)
Prowl [59%]: 1d100 = 54 (Fire from a concealed position, remain hidden between shots)

Pre Travel

"Oh, I can make more than just a spade like this. Imagination's the limit." Ronan responds to the Spade comment with a smile, continuing to dig out the toughbox. Ronan then glances towards Mierin at his team's comment, pausing briefly but continuing with a slight nod. "We were a force to be reckoned with; hard to believe a random accident was the end of us. For now, I'll take my anger out on this mission; maybe beat a few of them with this Spade. Then after we survive this, a bar stop is in order." He says halfheartedly towards Mierin.

When Lahz later mentions the Viper to him, Ronan nods. "You bet. With more ammo for my KLS, the Viper would just be baggage. If the robot can use it, all the better." He states and will unsling the Viper and pass it back to Lahz (or Ray). When he mentions the Grenades and pulls them out, Ronan will snag the Flashfire Grenades. "I can jump in the middle of a horde and light them up with these." Ronan states. Fire doesn't scathe me; but I'm sure it'll wreck havoc on those rotting corpses. Ronan muses to himself, fondly remembering a time when an enemy soldier tried lighting him on fire with a flamethrower.

Post Travel

As Ronan brushes through the treeline with his KLS snug to his shoulder, his mind is filled with questions as he relates this to the 1st SOG and their mission. How did these strange people not die engaging so recklessly? Or is this akin to that 1st SOG mission where, as the history books report, the First boarded an Atorian explorer vessel, blind on intel and intent on rescuing a fellow SOG unit, but ended up capturing the vessel? That ship gave the fleet their first false hope at a new home. Is this like that? Will we prevail through luck and bravado despite ourselves? Are we as fortune and bold as the 1st SOG whose motto, fortuna favet fortibus described them so well? Ronan ponders amid their approach. Fortune favors the bold. He muses, Is it fortune? or is Discretion is the better part of valor. Time will tell, I suppose, this new crew is not Excelsior, though they have their own strengths. Ronan reminds himself as his approach slows.

As Ronan observes what can be seen and listens as Lahz recommends the Carpet of Adhesion to get past the opening crew. With Lahz ending closest to him, he'll glance at the team's leader and check his KLS; unclicking the Helical Magazine and reattaching it, ensuring it is ready to fire. He'll queue his radio, "Ace, I can help corral them onto those adhesion carpets, or should we focus on pushing past them and picking off the ones who don't get stuck? Or hell, just serve as a distraction for Deuce's bigger opener?" Ronan asks and, after a pause, will add. "I'd suggest letting me take point entering the temple once we push past the perimeter. I've got a lot of pent up anger to direct at these assholes; and if it's anything like the last spot, I'm the least at risk of being nuked like Summers was. Deuce can attest to that. Though, these, uh, magic swords still hurt like a bitch." Ronan suggests, not really have revealed his general invulnerability to most forms of assaults, and discovering a new weakness in the form of magic weapons.

Barring any orders from Lahz or Vheld, Ronan will begin picking off enemies not being grabbed by Lahz or Minerva. His order of targets are identified Harvesters, Murder Wraiths then Eviscerals, with Bone Wraiths, Festulents and Xombies being second priority targets.

Combat.
Once the bluish white ion blasts towards the allied forces ignites and Lahz starts opening up on the enemies, Ronan will do the same with a smile crossing his face. "Into the depths of hell we plunge." He mutters to himself as he levels his KLS and takes aim on the Eviscerals.

APM: 6
Initiative: 1d20+2 = 15

A1-2: Fire KLS at Evisceral 6. || Strike 1d20+7 = 18 | DMG: 1d12*10 = 30 (Target cannot Regen)
A3-4: Fire KLS at Evisceral 4. || Strike 1d20+7 = 23 | DMG: 1d12*10 = 40 (Target cannot Regen)
A5-6: Fire KLS at Evisceral 5. || Strike 1d20+7 = 24 | DMG: 1d12*10 = 80 (Target cannot Regen)




Viper Stats
Code: Select all
[b]WI-MG15 "Viper" 15mm Anti-Infantry Machine-Gun - Stored on Group Vehicle for easy access.[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124091845-3b351e91.png[/img]
[size=85][list][*]Range: 4,000'
[*]Damage:
[list][*]15mm Rounds: 1D8x10, 10-round burst: 1D8x100, 20-round burst: 2D8x100
[*]Light M.D.: 10-round burst: 1D10 M.D., 20-round burst: 3D6 M.D.
[*]Heavy M.D.: 10-round burst: 1D4x10 M.D., 20-round burst: 2D4x10 M.D.[/list]
[*]Rate of Fire: single shots & 10 & 20-round bursts only
[*]Payload: 200 round belt
[*]Weight: 60 lbs., 30 lbs. per belt
[*]Features: None
[*]Modifiers: P.S. 26> required to use (-2 to strike)
[*]Book Reference: p.100, MercOps
[*][x3] 200 round Drums of ammunition[/list][/size]
Ronan Deshe | EP Ledger | Other PCs: Culter (CS 40-4th) | Scythe | Venenifer
Constant Stats and Supers
Skadoosh
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: [Mega Juicer Combat EBA] || M.D.C. by Location; Helm: 50|| Arm(L): 45 || Arm(R): 45 || Leg(L): 55|| Leg(R): 55|| MB: 130
Carried: [WI-MG15 "Viper" 15mm Anti-Infantry Machine-Gun] || See Equipment Post -- Will declare which setting is being used.
Carried [Secured on belt]: [TW Lightblade] || DMG: 1d6*10 (2d6*10 vs Supernatural Creature) || Modifiers: +1 Strike || Features: Fueled by wielder's H/S/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 5:

Postby John Altfeld » Mon Mar 16, 2020 2:51 pm

Perception: 1d100 = 52 / 73%
JiC d20/d100: 1d20 = 10 / 1d100 = 77

Before the ATRV passes through the rift, John turns to pebble form, absorbs his equipment and grows to +10 feet.

To the Roughnecks, he says, "Will, Commander, Jack, other people, and Wolf, I mostly like and respect you. I hope we don't all die. I hope we kill a god. I hope Minerva maybe dies. She killed an old lady for no reason. Is Nxla a misogynist? Who's to say? So far, we've only run into male sex perverts. And I'm conflicted on how we have no women on our team, I guess I'm trying to say we need to do better."

John pauses. "Let's murder a lot of evil people and amoral reanimated corpses today. Let's save the world."

When they approach the target area, John activate his Immune to Energy talisman courtesy of Vheld. "Faraday!" he whispers to the tiny replica of Stormspire's famous tower.

We're gonna kill a god! Maybe!

CONDITIONS: John is Pebbles and +10 feet (at start of combat) after Action 1, he is Maximum Size. See Invisible, Radar to 1000'. Impervious to Energy/Fire, Immune to Cold/Half Damage from Magic Cold, Cannot be Touched by Undead. Spell bonuses follow.

Spell Bonuses
Impervious to Energy
  • Duration: 19:30/20 minutes

Fighting Spirit
  • Duration: 4:45/4:45 minutes
  • +2 attacks/actions per melee round
  • +1 on initiative
  • +1 to strike with guns
  • +3 to strike in melee combat
  • +2 to disarm, parry and dodge
  • +4 to pull punch, +2 to roll with impact
  • +4 to save vs Horror Factor/fear
  • +2 to save vs possession
  • Critical Strike on a Natural 18-20
  • Karate kick (1D8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw.

Invincible Armor
  • Duration: 28:45/28:45 minutes
  • MDC: 200/200
  • Regenerates: 1D6 M.D.C. per melee round.
  • Complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply.
  • All energy attacks, magic or mundane, inflict only half their usual damage to the armor!
  • Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.
  • Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.

Superhuman Agility
  • Duration: 4:45/4:45 minutes
  • Walk a tightrope or narrow ledge: 88%
  • Auto Sense of Balance
  • No fear of heights
  • +1 on initiative, +1 to parry, +5 to dodge and +5 to roll with impact.
  • Automatic Dodge: +5
  • Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts).
  • +20% to Climb/Rappel

Superhuman Speed
  • Duration: 9:30/9:30 minutes
  • Speed: 44 (equal to 30 mph/48 km)
  • +2 to parry and +6 to dodge
  • No fatigue


Initiative: 1d20+15 = 28

Combat Stuff
Target Priorities: Harvesters, then Murder Wraiths, then Non-Xombie undead. If someone is trying to kill hostages, move them up the priority tree to be the next target for a strike. When John is walking around, he tries very hard to avoid stepping on hostages, but goes out of his way to stand right on top of enemies.

Action 1: John leaps at the cliff wall to the Northeast of the ATRV. As he does so, he grows to maximum size. (John can clear 35 feet at starting size - if that's not enough to immediately clear the clifftop, he sinks his now giant hands deep into the ground at the top, using it as purchase).
Action 2: If John is holding onto the clifftop, he pulls himself up and takes in the scene, ready to fight. If John is standing on the clifftop, he immediately moves to grab a Harvester (if there's a Harvester about to sacrifice a villager, he goes after that one). Strike: 1d20+13 = 18 "Hi, I'm John. Ditch your loser god and worship me!"
Action 3: Grab a Harvester. Strike: 1d20+13 = 21
Action 4: Grab a Harvester. If John has both hands full of Harvesters, he uses one to hit any remaining Harvesters. If there are no more Harvesters, he hits undead with a captured Harvester, with the intention of knocking them as far away as possible. Strike: 1d20+13 = 15 / Damage: (1d6*10)+82 = 112
Action 5: Grab a Harvester. If John has both hands full of Harvesters, he uses one to hit any remaining Harvesters. If there are no more Harvesters, he hits undead with a captured Harvester, with the intention of knocking them as far away as possible. Strike: 1d20+13 = 25 / Damage: (1d6*10)+82 = 132
Action 6: Grab a Harvester. If John has both hands full of Harvesters, he uses one to hit any remaining Harvesters. If there are no more Harvesters, he hits undead with a captured Harvester, with the intention of knocking them as far away as possible. Strike: 1d20+13 = 20 / Damage: (1d6*10)+82 = 122
Action 7: Grab a Harvester. If John has both hands full of Harvesters, he uses one to hit any remaining Harvesters. If there are no more Harvesters, he hits undead with a captured Harvester, with the intention of knocking them as far away as possible. Strike: 1d20+13 = 27 / Damage: (1d6*10)+82 = 92
Action 8: Grab a Harvester. If John has both hands full of Harvesters, he uses one to hit any remaining Harvesters. If there are no more Harvesters, he hits undead with a captured Harvester, with the intention of knocking them as far away as possible. Strike: 1d20+13 = 14 / Damage: (1d6*10)+82 = 122
Action 9: Grab a Harvester. If John has both hands full of Harvesters, he uses one to hit any remaining Harvesters. If there are no more Harvesters, he hits undead with a captured Harvester, with the intention of knocking them as far away as possible. Strike: 1d20+13 = 31 / Damage: (1d6*10)+82 = 92 CRIT X2
Action 10: Grab a Harvester. If John has both hands full of Harvesters, he uses one to hit any remaining Harvesters. If there are no more Harvesters, he hits undead with a captured Harvester, with the intention of knocking them as far away as possible. Strike: 1d20+13 = 15 / Damage: (1d6*10)+82 = 142
Action 11: Grab a Harvester. If John has both hands full of Harvesters, he uses one to hit any remaining Harvesters. If there are no more Harvesters, he hits undead with a captured Harvester, with the intention of knocking them as far away as possible. Strike: 1d20+13 = 19 / Damage: (1d6*10)+82 = 102

CONTINGENCIES: If all Harvesters on top of the combat area are dead, John's next action is used to draw his silver-coated sword, then continue with strikes against Murder Wraiths.

If all Murder Wraiths and Harvesters on top of the mountain are dead and there are no hostages up there that need protecting, John ignores the lesser undead and instead knocks over the blood pillar with his next action.

Parries: 1d20+19 = 38, 1d20+19 = 27, 1d20+19 = 24, 1d20+19 = 25, 1d20+19 = 36, 1d20+19 = 20, 1d20+19 = 21, 1d20+19 = 32, 1d20+19 = 28, 1d20+19 = 28

Auto-Dodges: 1d20+6 = 20, 1d20+6 = 19, 1d20+6 = 21, 1d20+6 = 10, 1d20+6 = 16, 1d20+6 = 26, 1d20+6 = 21, 1d20+6 = 8, 1d20+6 = 26

Saves (vs. Magic +12, vs. Psionics +6, vs. Horror +10): 1d20 = 16, 1d20 = 9, 1d20 = 13, 1d20 = 2, 1d20 = 4, 1d20 = 5, 1d20 = 20, 1d20 = 12, 1d20 = 10, 1d20 = 3

Dodges (TO BE USED TO AVOID ANNIHILATE): 1d20+27 = 40, 1d20+27 = 28, 1d20+27 = 39
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 5:

Postby Zed » Mon Mar 16, 2020 10:00 pm

Perception: 24% | 1d100 = 93
JiC d20/d100: 1d20 = 9 / 1d100 = 73

Conditions:
Emotions: Anxious, Focused
Energy Sphere: 300ppe

A feeling of peace washes over the Timneh. Feeling he is in the right place at the right time.

"This will be epic!"

Before he heads out to this fight he casts: Invincible Armor [30ppe, 75mdc, 9min, Regenerates 1d6mdc/round] just before crossing into the rift to the final fight.

He casts: Fly as The Eagle [25ppe, 60min]

He remains quiet, focused and listens to the orders of their particular groups' leader. His intention(s) for this fight are to survey the fight first, and then enter from above.

"I am ready when you all are."

ACTION 1: Cast Fly as The Eagle
ACTION 2: Cast Invincible Armor
ACTION 3: Replenish PPE (20 ppe/round)
ACTION 4: Watch the field of battle

Contingencies:

Will dodge if vehicle is attacked by flying out and up. 1d20 = 6+6 (+4, +2 in flight)
P.P.E.: 177|30 +3d6/lvl
S.D.C.: 45|45
H.P.: 20|20 +1d6/lvl


Special Abilities
1. One with the body: -50% fatigue rate, hold breath for 3 minutes, +5% to balance
2. One with the mind: alert and able to stay focused even when all hell is breaking loose around him
3. One with Magic: comprehensive understanding of the principles of magic and is especially well versed in ritual magic and power spells
4. Pilot Automaton. [All, but prefers the Colossus]
5. May Draw P.P.E. from ley lines, nexus points, people, and ritual blood sacrifice the same as a Ley Line Walker
6. Link with the Lords of Magic: can draw upon the P.P.E. reserves of the three Lords of Magic to create magic weapons via the Enchant Weapons (minor) spell, at 50% P.P.E. cost to The Three; alerts The Three when a High Mage is killed
7. Automaton Creation & Bonding Rituals: knows the secrets of creating Automatons and the bonding ritual that gives the Controllers their unique union with the magical constructs


Zed aka Daelur Ezekiel Zenth
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Re: The Doom of Nxla, Act 5:

Postby Vheld » Tue Mar 17, 2020 7:35 am

Initiative: 1d20 = 15
JIC: 1d20 = 18, 1d100 = 78
PER: 1d100 = 60 vs. 76%
APM: 7
Conditions
[*]Ley line proximity- +50% range, duration of spells, draw 10 PPE per melee)
[*]Warrior Horde- BoM P. 159 for warrior stats. Summons 200, 60 melee duration, 70 MDC each. Use melee weapons that do 3d6 MDC each, will also pick up and use discarded modern weapons.


Vheld mounts on Sil before heading through the rift, instructing his minions to follow without concern for their discomforture. Once on the other side, Vheld surveys the scene- even as he unconsciously fingers the ring Will lent him. In particular, Vheld is looking for the location of the blood pillar and any particularly heavy concentrations of enemies. Where are the other teams. Does it even matter? That horde will be upon us soon. Best to combat strength with strength.
Lahz wrote:"Deuce? You had a big Opener you wanted ... We will wait for your Mark. Then, can you prep a couple Carpets of Adhesion? I am thinking me and Diamond can TK grab and collect opponents to collect on those. No need to get caught up fighting perimeter sh^t."
”Stand by. I shall answer Nxla’s horde with one of my own.” Should be more effective than a carpet of adhesion, anyway.

Inhaling deeply as he steels himself for the effort ahead, Vheld addresses his minions (including the rest of the team) ”Protect me.” He then sets about casting warrior horde ((-1100/2=550 PPE)); upon completion, Vheld will target the spell as close to the center of the undead army as possible (range is 300 feet) and roar ”Destroy any undead you see!”

Actions 1-7: Cast warrior horde. Vheld will rely on Sil for all defensive actions so that he doesn’t interrupt his casting.

Sil
Initiative: 1d20+1 = 4
JIC: 1d20 = 9, 1d100 = 11
APM: 5
Conditions
[*]Ley line proximity- +50% range, duration of spells, draw 10 PPE per melee)
[*]Fly as the eagle- BoM P. 115, 210min, 50 MPH, +1p/2d, +2 damage from diving attack
[*]Invincible armor- 225/225 MDC, 40m30s, regen 1d6MDC/melee, -15% physical skills, fully environmental, half damage from energy attacks.


Sil paws the ground, eager to get going, and activates both of her talismans. She will rise slightly in the air (say, a couple inches off the ground) but not otherwise move until Vheld completes his spell, unless it is to dodge an attack.

Action 1: Use invincible armor talisman ((-1 charge)).
Action 2: Use fly as the eagle talisman ((-1 charge)).
Actions 3-5: Reserved for defensive maneuvers. Dodges: 1d20+8 = 19, 1d20+8 = 23, 1d20+8 = 20

Auto-dodges: 1d20+6 = 7, 1d20+6 = 12, 1d20+6 = 24, 1d20+6 = 16, 1d20+6 = 20

Sshir
Initiative: 1d20 = 5
JIC: 1d20 = 16, 1d100 = 94
APM: 5
Conditions
[*]Ley line proximity- +50% range, duration of spells, draw 10 PPE per melee)
[*]Invincible armor- 225/225 MDC, 40m30s, regen 1d6MDC/melee, -15% physical skills, fully environmental, half damage from energy attacks.
[*]Wall of ice- 200 MDC, 30min, BoM P. 85, covers 40x40x20 area.

Heeding his master’s instructions, though still a little cranky from all the spellcasting, Sshir summons a wall of ice between his master and the undead forces. Once that’s done he will summon his own magical protection. After that, he will stay near Vheld but charge any hostile forces that get too close.

Action 1: Cast wall of ice ((-20 PPE)) (see attached map for ideal placement.
Action 2: Cast wall of ice ((-20 PPE)) (see attached map for ideal placement).
Action 3: Activate invincible armor talisman ((-1 charge)).
Action 4: Reserved for attack (1d20+5 = 19 strike, 4d6 = 13 MD bite), or dodge (1d20+4 = 18).
Action 5: Reserved for attack (1d20+5 = 20 strike, 4d6 = 12 MD bite), or dodge (1d20+4 = 7).

Auto-parries: 1d20+4 = 20, 1d20+4 = 8, 1d20+4 = 11, 1d20+4 = 14, 1d20+4 = 12.
Wall of ice notes- Affects 40lx40wx20h, or one 2x2 square on the map. Two castings would ideally be positioned as below.
Walls.jpg
Walls.jpg (19.96 KiB) Viewed 2216 times


Slithn
Initiative: 1d20+3 = 10
JIC: 1d20 = 15, 1d100 = 1
APM: 4

Hissing at the assembled enemy forces, Slithn will concentrate on using telekinesis to attempt to disarm the closest or most dangerous-looking undead. Should any of them get into a position to fire at Vheld despite Sshir’s walls of ice, Slithn will interpose a telekinetic force field to block the shots.

Contingency: Sacrifice actions to place one or more telekinetic force fields to block shots on Vheld as needed.

Actions 1-5: Telekinesis ((-8 ISP for medium objects, 5-10lbs (plus or minus five pounds))). Disarm strike rolls (if applicable?): 1d20+3 = 17, 1d20+3 = 14, 1d20+3 = 9, 1d20+3 = 22
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 (8d remaining)
PPE: 199/327 (Vheld), 83/83 (Sil), 81/126 (Sshir), 200/200 (Slithn). ISP: 90/90 (Medallion), 230/230 (Slithn).
Talismans: 2/3 on Vheld IA; 2/3 on Sil IA and FatE; 2/3 on Sshir, IA
Energy Spheres: 450/1000 PPE (29d; floating behind Vheld)
Weapon in Hand- TW Storm Staff.
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Re: The Doom of Nxla, Act 5:

Postby Seymour Ruiz » Tue Mar 17, 2020 12:52 pm

JIC: 1d20 = 19 / 1d100 = 72
Init: 1d20 = 20
Perc: 30% / 1d100 = 37
Charm/Impress: 5% / 1d100 = 50
Invoke Trust/Intimidate: 10% / 1d100 = 73


Conditions:


Skills Used
T.V./Video -- 52% / 1d100 = 64
Photography -- 58% / 1d100 = 75
Surveillance -- 54% / 1d100 = 80
Prowl -- 76% / 1d100 = 64

Post -
With a mental slap, Seymour gathers his wits ”Guts don't fail me now.” He sends his last drone up to the top of the wall directly in front of him. With a practiced hand, he positions it so he can see a wide angle of the other side of the wall. He then moves as stealthy as he can towards the group of hostages in front of Minerva. Hunkering down on the undead-free side of the wall, with his bandit pistol, Seymour waits to direct the hostages along the path to their freedom. Once all are out, he will move clockwise to the next group and direct them and so on till he has rescued as many as possible.

Seymour will use the pistol on the chains holding the hostages as well if any undead get to close. When shooting the undead, Seymour will try for leg shots, hoping to cripple them.


APM: 6
Initiative: 1d20+6 = 13

Auto-Parries: 1d20+10 = 25 | 1d20+10 = 11 | 1d20+10 = 25 | 1d20+10 = 17

Auto-Dodges; 1d20+14 = 24 | 1d20+14 = 25 | 1d20+14 = 27 | 1d20+14 = 25

A1: move to wall
A2: position drone
A3: draw pistol and move
A4: shoot spot where chains are attached to wall
A5: shoot undead - Strike: 1d20 = 1 // Damage: 4d6 = 18
A6: shoot undead - Strike: 1d20 = 16 // Damage: 4d6 = 15
Seymour Ruiz
 

Re: The Doom of Nxla, Act 5:

Postby Wakiza » Tue Mar 17, 2020 10:49 pm

Perception: 1d100 = 4 / 82% (+15% for either cybernetic hearing or vision if applicable)
JiC: 1d20 = 2 1d100 = 73

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.
Fighting Spirit
OOC Comments
  • Duration: 4:45/4:45 minutes
  • +2 attacks/actions per melee round
  • +1 on initiative
  • +1 to strike with guns
  • +3 to strike in melee combat
  • +2 to disarm, parry and dodge
  • +4 to pull punch, +2 to roll with impact
  • +4 to save vs Horror Factor/fear
  • +2 to save vs possession
  • Critical Strike on a Natural 18-20
  • Karate kick (1D8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw.

Invincible Armor
OOC Comments
  • Duration: 28:45/28:45 minutes
  • MDC: 200/200
  • Regenerates: 1D6 M.D.C. per melee round.
  • Complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply.
  • All energy attacks, magic or mundane, inflict only half their usual damage to the armor!
  • Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.
  • Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.

Superhuman Agility
OOC Comments
  • Duration: 4:45/4:45 minutes
  • Walk a tightrope or narrow ledge: 88%
  • Auto Sense of Balance
  • No fear of heights
  • +1 on initiative, +1 to parry, +5 to dodge and +5 to roll with impact.
  • Automatic Dodge: +5
  • Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts).
  • +20% to Climb/Rappel

Superhuman Speed
OOC Comments
  • Duration: 9:30/9:30 minutes
  • Speed: 44 (equal to 30 mph/48 km)
  • +2 to parry and +6 to dodge
  • No fatigue


Over the radio, "Unfortunately Realm of Chaos won't really work against unthinking undead. Oh well, I do it the hard way . . one at a time." On their way to the battle Wak, before they go through the rift, mediates and calls on Quetzacoatl. Lord Quetzacoatl, my team and I, and several heroes go into battle to once again defend this realm, this world, my home. We go to fight undead legions, necromancers of the vilest nature, and a beast, Nxla, who actually steals souls, literally steals souls. If there is anything you can do, anything, to assist us in this noble endeavor, please do. There are many good souls here, well, souls willing to fight for this world anyway. Men and woman who could use a boost by seeing some true goodness instead of all this vile supernatural evil, which seems to spread everywhere on this world. Please hear me Lord Quetzacoatl and render assistance!

When he sees the battlefield, "Lucky us more undead." As Lily and hers haven't shown yet, he will blow her whistle! Hope you get here you evil, beautiful wench!
William Summers wrote:To the crew, he says ”We win or we die fighting. Either way, it's been a pleasure. Avalanche, you get the Murder Wraith. I'll stick as many as I can. Volcano, steal their fire and make it yours. Sir Blackhoof, it, as always is my honor to fight by your side. Even if you are a little crazy. Wolf, use that gun and those enchanted bullets well. Zed, it's always a pleasure fighting with a fellow Dweomerian. Let's do this.”

He nods to the plan and adds in a few details, "It has always been a pleasure fighting our enemies together Lord Summers! Don't die this time! Wolf, also watch Will's backside, you two cover each other. Zed you are with me, watch my six. John, go destroy some undead! Jack, burn them down from the inside!!!" Over the radio, "This is Wak. We have some undead and hostages over here, no sign of any necromancers yet." Wak waits for some powerful and damaging area effect type spells from his two casters. When that doesn't happen he sighs and moves towards the undead with Derilian in his hand, ready to kill and wary of ambush!

As he walks he remembers a prayer his real father taught him before he was killed by deadboys, Oh, Great Spirit, whose voice I hear in the wind, whose breath gives life to all the world. Hear me; I need your strength and wisdom. Let me walk in beauty, and make my eyes ever behold the red and purple sunset. Make my hands respect the things you have made and my ears sharp to hear your voice. Make me wise so that I may understand the things you have taught my people. Help me to remain calm and strong in the face of all that comes towards me. Let me learn the lessons you have hidden in every leaf and rock. Help me seek pure thoughts and act with the intention of helping others. Help me find compassion without empathy overwhelming me. I seek strength, not to be greater than my brother, but to fight my greatest enemy, Myself. Make me always ready to come to you with clean hands and straight eyes. So when life fades, as the fading sunset, my spirit may come to you without shame.

Detect Ambush-- 1d100 = 89 / 78%

He attacks the first undead he comes upon and when that one drops he moves to the next. He tries not to let any get behind him.

Please don't forget Zen combat abilities and Advanced Combat Awareness

APM: 11
Init: 1d20+13 = 17
Attack 1: Strikes with Derilian. Strike: 1d20+19 = 23; Damage: 7d6+4 = 29 + 1d4 = 2 = 31
Attack 2: Strikes with Derilian. Strike: 1d20+19 = 37 Crit!; Damage: 7d6+4 = 35 + 1d4 = 2 = 37 x2= 74
Attack 3: Strikes with Derilian. Strike: 1d20+19 = 25; Damage: 7d6+4 = 32 + 1d4 = 2 = 34
Attack 4: Strikes with Derilian. Strike: 1d20+19 = 39 Crit!; Damage: 7d6+4 = 31 + 1d4 = 3 = 34 x2= 68
Attack 5: Strikes with Derilian. Strike: 1d20+19 = 33; Damage: 7d6+4 = 29 + 1d4 = 4 = 33
Attack 6: Strikes with Derilian. Strike: 1d20+19 = 36; Damage: 7d6+4 = 26 + 1d4 = 4 = 30
Attack 7: Strikes with Derilian. Strike: 1d20+19 = 21; Damage: 7d6+4 = 21 + 1d4 = 2 = 23
Attack 8: Strikes with Derilian. Strike: 1d20+19 = 34; Damage: 7d6+4 = 33 + 1d4 = 4 = 37
Attack 9: Strikes with Derilian. Strike: 1d20+19 = 26; Damage: 7d6+4 = 33 + 1d4 = 2 = 35
Attack 10: Strikes with Derilian. Strike: 1d20+19 = 22; Damage: 7d6+4 = 34 + 1d4 = 1 = 35
Attack 10: Strikes with Derilian. Strike: 1d20+19 = 38 Crit!; Damage: 7d6+4 = 25 + 1d4 = 1 = 26 x2= 52

Parry as needed: 1d20+27 = 36 1d20+27 = 28 1d20+27 = 39 1d20+27 = 45 1d20+27 = 34 1d20+27 = 34 1d20+27 = 35 1d20+27 = 41 1d20+27 = 29 1d20+27 = 36 1d20+27 = 29

AutoDodge as needed: 1d20+12 = 16 1d20+12 = 18 1d20+12 = 20 1d20+12 = 25 1d20+12 = 31 1d20+12 = 31 1d20+12 = 31 1d20+12 = 26 1d20+12 = 16 1d20+12 = 19 1d20+12 = 17

Dodge as needed: 1d20+30 = 42 1d20+30 = 34 1d20+30 = 31 1d20+30 = 37 1d20+30 = 421d20+30 = 32 1d20+30 = 36 1d20+30 = 42 1d20+30 = 39 1d20+30 = 34 1d20+30 = 49

Contingency 1: If overwhelmed he will burn an action and activate Storm Rider Armor and fight from the air.
Contingency 2: If Invincible Armor goes down he will burn an action and activate Storm Rider Armor and fight from the air.
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 43/115
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: 76 / 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 5:

Postby Mierin » Wed Mar 18, 2020 3:23 pm

Perception: 1d100 = 81 (82%)
JIC: 1d20 = 7, 1d100 = 71
Initiative: 1d20+8 = 21
APM: 9

Lore: Demons & Monsters 1d100 = 73 (53%) attempting to determine what kind of creatures she sees and the most effective way to eliminate them

Conditions:
Multi-Optic eyes
OOC Comments
Telescopic: 4-8x30 magnification, range: 6,000 feet
Macro Lens: 2x to 20x magnification, range: 3 feet
Passive night vision: 2,000 feet
Thermal Imaging: 2,000 feet
Light Filters: Reduces glare
Sustain – duration: 20 days
Invincible armour talisman (Activated), Duration: 28:45/28:45 minutes, MDC: 200/200
OOC Comments
Regenerates: 1D6 M.D.C. per melee round.
Complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply.
All energy attacks, magic or mundane, inflict only half their usual damage to the armor!
Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.
Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.


When the gear comes back from Stormspire, he Walks up and takes the TW-modified L-20 Rifle to walk directly over to Mierin.


Mierin takes the rifle from Lahz with a nods of thanks. ”This will come in handy.”

As Mierin waits for the others to get into position, she takes the opportunity to activate the invincible armour talisman Vheld had made. She studies the group of undead below, in particular trying to determine if her new rifle will be any more effective than her trusty JA-12.

”Stand by. I shall answer Nxla’s horde with one of my own.”


Mierin replies over the radio to the Spooks ”Copy that. Standing by.” As she waits, she looks through the scope, watching to see if any of the Bone Fiends or Eviscerals try to attack Vheld while he's casting his spell. Let's see how this rifle handles. Mierin thinks to herself before taking a shot at the closest enemy to Vheld. Aware of the fact that shooting wiill attract the attention of the horde, Mierin stays vigilant and watches for sign of anything coming to where she is.

Actions
OOC Comments
1. drives into position
2. activates Invincible armour talisman
3. replies to Vheld on radio
4. shoots at Bone Fiend 6 with TW converted L-20 Laser Pulse Rifle. Strike: 1d20+5 = 8, Damage, if hit: 2d6 = 6 Contingency: if Bone Fiend 6 is down, Mierin will target Xombie 5
5. Reserved for dodge, if needed. 1d20+6 = 26
6. shoots at Bone Fiend 6 with TW converted L-20 Laser Pulse Rifle. Strike: 1d20+5 = 14, Damage, if hit: 2d6 = 6 Contingency: if Bone Fiend 6 is down, Mierin will target Xombie 5
7. Reserved for dodge, if needed. 1d20+6 = 13
8. shoots at Bone Fiend 6 with TW converted L-20 Laser Pulse Rifle. Strike: 1d20+5 = 6, Damage, if hit: 2d6 = 4 Contingency: if Bone Fiend 6 is down, Mierin will target Xombie 5
9. Reserved for dodge, if needed. 1d20+6 = 15


Auto Parry, if needed. (+6 bonus not included)
9d20:
14, 17, 1, 6, 11, 8, 12, 9, 11
Mierin
"Do I get bonus points if I act like I care?" House
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies

Stats & Stuff
ISP: 31/35
HP: 57/57
SDC: 96/96

Constant Effects
Sixth Sense (2)

Weapon in hand: JA-12 Rifle 10/10 shots (standard e-clip) 30/30 (long e-clip); 4D6 MD (single shot), 1D6x10+10 MD (burst) or 3D6 MD (grenade)

CA-3 Light “Dead Boy” Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--70/70, Arms--60/60, Legs--80/80, Main Body--100/100
Force Field: 160/160
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Re: The Doom of Nxla, Act 5:

Postby Minerva » Wed Mar 18, 2020 11:09 pm

Perception: 1d100 = 65/54%
JIC: 1d20 = 10/1d100 = 99

Conditions
  • H.P.: 104/104
  • S.D.C.: 177/177
  • I.S.P.: 321/390
    Psionic Crystal Armor
  • 35/35 MDC
  • Psionic Forcefield (Inactive)
  • 0/70 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
    Invincible Armor Talisman (Active)
  • 250/250 MDC
  • Regen: 1D6 MDC/Melee
  • 2/3 Activations
    Psi-Sword
  • Damage: 8D6 (6D6 base + 1 die from ley line +1D6 from fencing) Double vs Xombies and Harvesters.
  • Duration: 60:00/60 minutes
    Near a Ley Line
  • Can use 1D6+1 ISP per melee round. Can not be stored.
  • +50% Range and Duration of all Psionic Powers OR as noted in the specific description of power.
  • Damage is increased by 1 additional die.


Splitting off from Mierin with a cool nod, Minerva heads up the mountainside. She stops once she has a view of the upcoming battle before her. Estos son los imbéciles que hemos estado después de todo este tiempo. Puede haber más de ellos esta vez, pero tenemos ... no, somos poder. Y nadie puede robar las almas de los inocentes sin consecuencia. ¡Es hora de encenderlos! She gets off of her Black Talon and gets ready for the fight. Noting the prisoners in her line of sight, she decides to aim for setting them free.

In preparation, Minerva activates her Hyper-Telekinesis (-50 ISP), Telekinetic Flight (-15 ISP) and focuses her energy into a Psi-Sword (-30 ISP), a glowing rapier of dark orchid hue. She taps her Talisman of Invincible Armor and nods her preparedness. Minerva waits for the signal from Vheld and is taken slightly aback by the size of the Warrior Horde. ¡Ay chingada! ¡Vheld no está jodiendo! She charges in to the West, hot on the heels of the Warrior Horde. When she gets to the prisoners, she'll take a moment to assess how they are being held captive, and then free them in the least destructive way possible.

If she can, she will carefully slice open their bonds with her Psi-sword. If that's not possible, she will use her Hyper-Telekinesis to affect what their bonds are connected to (wall, ground, anchor, etc) and break it if possible without hurting the hostages. If neither of those options appear to be successful, she will transform into her supernatural state and use supernatural strength to crush the bonds by hand. If this is the case, she will stay supernatural.

If the Warrior Horde does not clear out enough of the undead for Minerva to do this without risking injury, she will work on clearing the field before returning to help the prisoners. She does this by slashing at anything close to her and TK throwing anything slightly further away.

If she manages to accomplish freeing the hostages/prisoners without being interrupted, she will then head into the fight using the same method as listed above.

If Vheld's casting doesn't happen before, but rather at the same time as Minerva's actions, then she will stand guard, attacking anything that comes toward her using the below rolls.

APM: 6
Initiative: 1d20+3 = 12

Action 1: Fly low behind a Warrior, assist with Psi-Sword. Strike: 1d20+11 = 22 Damage: 8d6 = 30(x2 vs beings vulnerable to psionics [Xombies + Harvesters])
Action 2: Fly low behind a Warrior, assist with Psi-Sword. Strike: 1d20+11 = 24 Damage: 8d6 = 36(x2 vs beings vulnerable to psionics [Xombies + Harvesters])
Action 3: Fly low behind a Warrior, assist with Psi-Sword. Strike: 1d20+11 = 15 Damage: 8d6 = 33(x2 vs beings vulnerable to psionics [Xombies + Harvesters])
Action 4: Fly low behind a Warrior, assist with Psi-Sword. Strike: 1d20+11 = 23 Damage: 8d6 = 26(x2 vs beings vulnerable to psionics [Xombies + Harvesters])
Action 5: Fly low behind a Warrior, assist with Psi-Sword. Strike: 1d20+11 = 14 Damage: 8d6 = 37(x2 vs beings vulnerable to psionics [Xombies + Harvesters])
Action 6: Fly low behind a Warrior, assist with Psi-Sword. Strike: 1d20+11 = 27 Damage: 8d6 = 30(x2 vs beings vulnerable to psionics [Xombies + Harvesters])

Parries: 1d20+11 = 161d20+11 = 241d20+11 = 261d20+11 = 171d20+11 = 301d20+11 = 23


Contingency: If Minerva's Invincible Armor goes down, she will activate the Talisman of Invincible Armor again.
Contingency: If Minerva's Talisman of Invincible Armor runs out of activations, Minerva will activate her armor's Psionic Force Field.
Contingency: If Minerva's Psionic Force Field on her armor goes down and she has no activations left, she will use her Psychic Body Field ability.
Contingency: If Minerva's Psychic Body Field ability goes down, she will engage her supernatural transformation.




Translations
Estos son los imbéciles que hemos estado después de todo este tiempo. Puede haber más de ellos esta vez, pero tenemos ... no, somos poder. Y nadie puede robar las almas de los inocentes sin consecuencia. ¡Es hora de encenderlos! =These are the assholes we've been after this whole time. There may be more of them this time, but we've got...no, we are power. And no one gets to steal the souls of the innocent without consequence. Time to light them up!

¡Ay chingada! ¡Vheld no está jodiendo!=Oh fuck! Vheld isn't fucking around!
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Re: The Doom of Nxla, Act 5:

Postby Aegis of No Retreat » Fri Mar 20, 2020 11:45 am

Current Mission Goals & Order of Battle
  • Recruit help from The True Federation
  • Recruit help from Magestar
  • Recruit help from MercTown (MARS)
  • Recruit help from Psyscape
  • Recruit help from Dweomer
  • Recruit help from Stormspire
  • In three separate locations within Soulharvest, rituals will be conducted simultaneously which, when complete, will strengthen Nxla as he manifests on Earth:
    • The three rituals will be conducted at night (on either June 4th or 5th, nobody knows which as that info has been compartmentalized).
      • The first location is in a remote meadow within Soulharvest, but nearer the ruins of Lexington.
      • The second location is in the Harvesters' original temple deep in the Soulharvest forest.
      • The third location is among the ruins of Old Pilgrim Road on the outskirts of the ruins of Lexington itself.
Order of Battle
Jack (Roughnecks; Black Talon Motorcycle)
John (Roughnecks; afoot)
Lahz (Spooks; Marauder PA)
Mierin (Spooks; MI-3000 Firefly Hovercycle)
Minerva (Spooks; Black Talon Motorcycle)
Ray the Robot (Lahz's; NE-ATRV)
Rocky (MARS; NG-XF17 Ironwing)
--T-42 (MARS; driving QV-119 Lynx Hover Jeep)
Ronan (Spooks; afoot)
Saul (MARS; QV-119 Lynx Hover Jeep)
Seymour (Spooks; afoot)
Vheld (Spooks; afoot)
----Silhouette (w/Vheld)
----Sshir (w/Vheld)
----Slithn (w/Vheld)
Wakiza (Roughnecks; NE-ATRV)
William (Roughnecks; NE-ATRV)
Wolf Whitaker (Roughnecks; RH-1001A Appaloosa Light Robot Horse)
Zed (Roughnecks; NE-ATRV)
Zion (MARS; QV-119 Lynx Hover Jeep)
Timeline: 7 weeks to end of JTFA. Last 7 weeks (max) dedicated to finale.
Player Posts/Skill Checks
  • Seymour is able to successfully navigate his drone stealthily into position, but is pointing the drone in the wrong direction, looking toward southeast. He can chalk it up to nerves/terror or a slip of the controls.




The Final Countdown
Conditions:
Date: Summer, Saturday, June 4, 111 P.A.
Time: 0630.25
Environmental Effects: 70°, early morning/dark
Ley Line Effects: Mages can draw 10 P.P.E. once/melee, +50% to range & duration of spells
Location: Black Mountain


Atop the Peak
Rather than the typical tactic utilized by undead (mindlessly rushing the enemy position), among these forces, there seems to be a disturbing amount of discipline. Overall, the sense is that after spotting the incoming assault, the undead retract, condensing their forces behind obstacles that would force bottlenecks and forfeiting terrain in favor of a more precious commodity: time.



The Spook Squad
[Vheld, Lahz, Minerva]
Vheld makes an enigmatic announcement to his squad and Spook Squad holds fast. Two walls of ice are quickly erected in protection of their master. The expectation that the undead will flood toward their position is met with disappointment. Instead, they consolidate, backing away behind cover. Minerva and Lahz stand at attention, prepared to repel an onslaught that doesn’t come. Moments later, Vheld's big opening becomes apparent to everyone making the Southern approach. Hundreds (200) of magical warriors appear, armed and armored in assorted Roman-style armor and weapons, it is as if the summoner just willed into existence two centuries worth of infantry whose intention is to tip the scales in their favor. Vheld's command to them is simple and they push to accomplish their master's demand. Xombies intended to slow the direct push toward the center are quickly engulfed by the stampede of magic warriors. Lahz sees his cue and strides confidently in on the heels of the horde, delivering a mighty blow to one of the damaged Xombies, the sickening crunch of its collapsed chest cavity serves to momentarily sate the elf's inner lust for combat.

However, Lahz soon witnesses how the advancing horde is halted by a magical carpet of adhesion and the bottleneck of the fortress terrain. It is mildly upsetting (but not wholly unexpected) to the psi-tech that his idea is being used against them. Lahz arrives at the prisoners just in time to witness another carpet of adhesion lay down beneath the prisoners. It nearly catches him too, but his quick reflexes allow him to gingerly dance his marauder away from the trap.

Minerva swoops in behind the horde advancing on the Westerly forces and, like Lahz, uses them as a bit of a meat shield. This front is also slowed by the invocation of a carpet of adhesion, forcing the horde around the obstacle and effectively through the prisoners. The horde does not trample the prisoners, but is effectively slowed. Minerva can see Seymour has also managed to sneak his way to this position and has a similar idea as the neo-human, but is struggling with the bonds. Her assessment is that freeing the prisoners at this moment in time will not expedite their escape. Until the horde has moved past this bottleneck, the prisoners' safety cannot be guaranteed. Minerva decides instead to force back the undead whose bodies contribute to halting the advance. She scores a nasty gash across a nearby bone fiend while hovering above the carpet of adhesion and adjacent to some stuck magic warriors.

[Ronan, Mierin]
Meanwhile, Ronan and Mierin take potshots at undead targets in a target-rich environment. Though none of their shots are satisfying in that the undead fall, they do considerable damage. After they have gotten their shots off, a cloud of smoke suddenly appears, obscuring line of sight of any undead beyond. Their assessment is that any future shots in current conditions will be highly inaccurate and as Vheld's horde presses forward, also risk hitting friendly forces.

[Seymour]
During this time, the ratanoid guides his drone into position over the wall (but manages to point the camera southeasterly instead of northerly) and manages to sneak undetected into position. He then proceeds to clumsily shoot at the chains holding the prisoners in place ((in the future, please post a strike and damage for this too)), missing the chains twice. No undead seem to notice him or seem to care at his rescue attempt. They are too distracted with what is happening to the West and repelling Vheld's advancing horde. In fact, the presence of Vheld's horde complicates Seymour's mission to free the prisoners. Not only does their constant motion (magic warrior legs, feet, bodies) make for a difficult shot, but the enemy's response to the undead is a carpet of adhesion that catches some of them, but forces the remainder to try to funnel past the chained prisoners.



The Roughnecks
[John]
Eager for battle and prepared to throw caution to the wind, John transforms into a mass of constantly shifting pebbles before growing and heaving himself at the nearby cliff. He is able to gain a handhold and hefts his massive form up the now waist-high obstacle. On the way up, his left foot catches on something and he hears a small pop and it feels as though he may have accidentally stepped on a tack. But the pain is both minor and fleeting, so John turns his attention to what his new vantage point grants him. Now at elevation and the size of a building, he sees the blood pillar, those that are guarding it and the sheer terror of the many innocents chained to various locations now shrieking uncontrollably at their fate, now dramatically worsened by the presence of a building-tall mound of moving pebbles.

But he spots his desired targets, a pair of harvesters and a murder wraith who are in the midst of maneuvering toward the cliff edge. Weapons-fire from below begin to (expectedly) plink him as he is now the most visible (and unrealistic to dodge small arms at his size) target. While grabbing one harvester, John shrugs off the whip it carries and whatever pain he was supposed to feel. Likewise, the magic net the other fires clings uselessly to his forearm, a blemish to his once pristine pebble form. The murder wraith scurries underfoot and seems to be trying to do things to him, but John ignores him in favor of reaching out to grab the other harvester within reach. A blinding flash is ignored, some feeling of minor confusion is also shrugged off and it is a little hard to see the minutiae, but perhaps each of the harvesters in-hand activated some trinket of some sort. Both are now glowing eerily, but not similar to any effect he has seen William utilize. Still, without suffering anything serious that would preclude him from his desired intentions, John carries along with his plan to use the harvesters to splat some undead. And if the harvesters went splat too, all the better. Unfortunately, the nearest cluster of undead are below, just beneath where William hovers. So he hops down, sending tremors through the area and swings the harvester in his right hand at the nearest undead. What happens next is quite unexpected. Not only does the undead not splat, neither does the harvester. Instead, the force of his mighty blow is felt by John himself, but seemingly of an impact twice his impossibly mighty strength would normally bring to bear. In a moment of rage, he tries the harvester in his left hand to much the same effect. ((-509 MDC John))

Then as if to make his already upsetting debut even more disturbing, John thinks he spots one of the harvesters crush something in his hand, and blood expels violently skyward seemingly out of every pore in his body. A massive crimson cloud appears moments later and blood rains from the sky. The magic-infused viscous material clings to everything and leaves a slick veneer.

Against all odds, this turns out to be especially disturbing for John and he succumbs to the terror. He begins to flee the area and much to the rest of the Roughneck’s relief, he intends to run in a southwesterly direction, avoiding potentially catastrophic devastation if the building-sized pebble mound had trampled their way, but is hampered by slipping and falling. ((Blood Rain status John))

[William]
The battlemage finishes his preparations and soars above the battle, drawing early weapons-fire from the nearby undead. His magic warrior also draws a fair share of initial fire. However, that changes when John’s massive form dominates the battlescape. This gives William a chance to displace a murder wraith with a void grenade, hit a bone fiend with a seeker grenade, and is in the middle of laying down a carpet of adhesion when John lands behind him and the skies turn crimson. Even as the blood rain falls and some of his squad-mates are affected by its gory terror, William keeps his calm, charges his hands with lightning, launching a few bolts before activating his Battle Fury Blade. ((-63 MDC. William))

[Wolf]
From atop his robotic mount, Wolf stares down his proverbial barrels at the horde of undead before them. Instead of advancing though, they appear to be circling the wagons, strengthening their perimeter. Many are “surprised” by John’s sudden massive presence and turn their attention and weapons-fire the giant’s direction. This gives him ample time uninterrupted to take pot shots at the undead. With a grin, the gunslinger lights up the undead before him. In rapid succession, he lets loose with his Thundergun while simultaneously squeezing off a pair of shots that destroys the evisceral’s weapon. Pop pop pop and the evisceral crumbles into dust. He is drawing a bead on his next undead target when John lands nearby and then blood… rains from the sky. It is terrifying, but Wolf powers through, sending some more shots downrange. Three more shots from his Thundergun and a bone fiend is dispatched. In quick fluid action, the professional gunslinger reloads his Thundergun with a fresh set of six silver bullets using a speedloader.

[Zed]
Granting himself magical flight and invincible armor, Zed is able to hover and see John’s progress. When the pebble-man grows to clear the cliff, he triggers some sort of anti-personnel mine. The explosion creates a rock slide that pins the ATRV. He sees a murder wraith slowly working its way up John’s back, climbing using a vibro-blade as anchors while unleashing bursts of laser fire as it ascends. It seems intent on reaching John’s ‘head’ and may soon be figuring out that the giant is impervious to energy. Zed is equally caught by surprise at the appearance of the Blood Rain and likewise succumbs to it. Jack also scrambles out of the ATRV, running for the relative safety of… anywhere else.((Blood Rain status Zed, Jack. No PPE capture Zed, actions lost to fleeing.))

[Wakiza]
Without hesitation, Wakiza draws his blade and rushes into battle. The destruction of undead is morally unambiguous. As is the prevention of an apocalyptic evil from gaining a foothold in this world. As his blade sings, threading an intricate weave only Wakiza can see, the dispatching of undead rekindles a pride in himself. He finishes off a first, then second undead, and can practically hear the praises of ancestral spirits guiding his actions, when a tremble disrupts his footing for a split second. A quick glance confirms John’s mass as the source, but then drops of crimson begin to rain from the sky. It shakes him to his core and Wakiza finds his feet moving on his own. Like John, the cyberknight also loses his footing and finds himself wading in small pools of blood, trying to get enough traction to get away while rivulets of red stream down his face. ((-8 MDC Blood Rain Status Wakiza))




M.A.R.S.
From the East, there is little cover. The forces making their approach from this side have a herculean obstacle in front of them. They endure withering weapons-fire from above as they converge.

The Psyscape forces make the most ‘progress’. They quickly ascend past the cliff wall using their telekinetic talents. Like a well conducted orchestra, the squads are familiar with each other and help each other toward their collective goal. Two full squads are up, maneuvering for cover when an explosion and rockslide prevent Roland’s squad and one of the other Psyscape squads from ascending. Unfortunately, they spend the remainder of the round pinned down amidst the debris as they try to gather their compatriots to cover.

Magestar forces accomplish significantly less. They had hoped to make a direct approach to converge on the blood pillar also, but were likewise forced to endure withering fire from the moment they cleared the tree line. As one squad pushes forward, they draw the attention of the undead firing line and are forced to expedite a retreat when they see long obsidian spikes at the base of the cliff. The other two squads begin to maneuver in the direction of the force moving in from the South ((Spook Squad)), but seem a little bit at a loss for how to penetrate the fortifications.

[Saul]
Through all this, Saul is able to activate shadow meld and sneak to the base of the cliff. Unfortunately, both Rocky and Zion seem to be in shell-shock at watching the Psyscape and Magestar forces getting repelled and have not joined the mystic in his guerilla mission.

Spook Squad Map (Open in new tab)
Roughnecks Map (Open in new tab)
M.A.R.S. Map (Open in new tab)

Reference Map (Open in new tab)

GM NOTES:
  • Blood Rain status effect: -30% to Perception rolls, -2 melee actions, -2 on combat rolls, needs to run 1d6*30 = 120 feet away from the perimeter of the storm. Duration: 8 melees. Note: you do not need to run for that entire time, but need to stay outside the area of effect for the entire duration. And the penalties will last that long.
  • Horde tokens block ground-based line of sight. And are difficult terrain to move through (human-sized: slow speed to 1/4 moving through them, slow down speed by 1/2 for every doubling in size relative to 6'). Please plan accordingly.
  • Each square on the map is 20' & each feature of elevation is 20' in height, including the ruin walls
  • Make sure your conditions & butcher bill entry are up-to-date!


What are your intentions?



Butcher's Bill
Tracks damage & ammo/I.S.P./P.P.E. spent
Black Talon Motorcycle:
Jack Killian: CP-30: 21 shots/-18 shots; BR status 8 melees
John Altfeld: -509 MDC. BR status 8 melees
Lahz: (Sustain active);
Marauder PA: Mini-Missiles: ; LPC: 240 shots/-0 shots; WI-GL8: -33 silver shots; N-F50A Force Field: ; 1 Secondary Optics/Camera destroyed
MI-3000 Firefly Hovercycle:
Mierin: (Sustain active) JA-12: 10 shots/-3 shots; TW L-20: -3 shots
Minerva: Psionic Crystal Armor 35/35 M.D.;
NE-ATRV:
QV-119 Lynx Hover Jeep:
RH-1001A Appaloosa Light Robot Horse:
Rocky: Thundergun: 6/6 shots;
Ronan: -3 KLS shots
Saul: -10 PPE
Seymour: -3 shots
Silhouette:
Slithn: -8 ISP
Sshir: -36 M.D.C.; -20 PPE; -1 invincible armor talisman charge
Vheld: P.P.E. tracked in sig-line; -0 charges/invincible armor talisman; -16 S.D.C.
Wakiza: Liberator PB: 50 shots/-7 shots; -24 from P.P.E. Battery; -8 MDC; BR status 8 melees
William Summers: Lifeward on NE-BA-50 “Raider” Heavy Body Armor; -63 MDC; BR status 8 melees; -562 PPE
Wolf Whitaker: .44 Mag: 6/6 shots; NE-6SL: 4/6 shots; Thundergun: -7 shots
Zed: 177 P.P.E.; Energy Sphere: 300 P.P.E.; -55 PPE
Zion:
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Re: The Doom of Nxla, Act 5:

Postby Wolf Whitaker » Sat Mar 21, 2020 11:58 am

Perception: 1d100 = 58/24%
JIC: 1d20 = 5;1d100 = 81

Paranoia Thought Text
Active Effects:
  • HF: 10 (When threatening or being attacked)
  • Fighting Spirit
    • Duration: 4:45/4:45 minutes
    • +2 attacks/actions per melee round
    • +1 on initiative
    • +1 to strike with guns
    • +3 to strike in melee combat
    • +2 to disarm, parry and dodge
    • +4 to pull punch, +2 to roll with impact
    • +4 to save vs Horror Factor/fear
    • +2 to save vs possession
    • Critical Strike on a Natural 18-20
    • Karate kick (1D8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw.
  • Invincible Armor
    • Duration: 28:45/28:45 minutes
    • MDC: 200/200
    • Regenerates: 1D6 M.D.C. per melee round.
    • Complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply.
    • All energy attacks, magic or mundane, inflict only half their usual damage to the armor!
    • Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.
    • Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.
  • Superhuman Agility
    • Duration: 4:45/4:45 minutes
    • Walk a tightrope or narrow ledge: 88%
    • Auto Sense of Balance
    • No fear of heights
    • +1 on initiative, +1 to parry, +5 to dodge and +5 to roll with impact.
    • Automatic Dodge: +5
    • Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts).
    • +20% to Climb/Rappel
  • Superhuman Speed
    • Duration: 9:30/9:30 minutes
    • Speed: 44 (equal to 30 mph/48 km)
    • +2 to parry and +6 to dodge
    • No fatigue

Wolf chuckles below his helmet. All we need now is to add some thunder and we are keeping up with the old vids. Lets keep up the fire...The others are out distancing you...Yep working on that. Oh this is blood. That is going to stain everything.
Wolf spurs his horse on to remain with in effective firing range of Will's position on the map (Wolf will avoid John at all cost. In order to not get run over). Wolf will manuver around John and swing around him to rejoin with the others firing on the harvesters in Johns clutches as he rides.

Init: 1d20+17 = 34
Action 1: Order horse forward: Horsemanship: Cowboy-- 1d100 = 39/85% Draw NE-6SL and holster Thundergun. (Note Right has 6/6 shots; Left has 4/6 shots)
Action 2: Draw second NE-6SL and fire both at a Harvester in Johns clutches (The Icon does not have the Number listed) Right NE-6SL strike: 1d20+5 = 8; Left NE-6SL Strike: 1d20+5 = 23 CRIT//Right Damage: 1d4*10 = 20; Left Damage: 1d4*10 = 40X2=80
Action 3: Target Harvester in John's clutches; Right NE-6SL strike: 1d20+5 = 19; Left NE-6SL Strike: 1d20+5 = 16//Right Damage: 1d4*10 = 20; Left Damage: 1d4*10 = 10
Action 4: Target Harvester in John's clutches; Right NE-6SL strike: 1d20+5 = 6; Left NE-6SL Strike: 1d20+5 = 9//Right Damage: 1d4*10 = 20; Left Damage: 1d4*10 = 30
Action 5:Target Harvester in John's clutches; Right NE-6SL strike: 1d20+5 = 17; Left NE-6SL Strike: 1d20+5 = 16//Right Damage: 1d4*10 = 30; Left Damage: 1d4*10 = 20
Action 6: Holster Empty Pistol and Target Harvester in John's clutches; Right NE-6SL strike: 1d20+5 = 11; //Right Damage: 1d4*10 = 10;
Action 7: Reload NE-6SL in hand, Speed loader, (Yes Wolf dumped a live round on the ground) and holster.
Action 8: Draw and reload NE-6SL, Speed loader.

Auto Dodge (+7 from PP, +2 From HtH Commando, +5 From Superhuman Agility): 1d20+14 = 21; 1d20+14 = 22; 1d20+14 = 25; 1d20+14 = 27; 1d20+14 = 34; 1d20+14 = 25; 1d20+14 = 31; 1d20+14 = 32

Contingencies:
If Invincible Armor is popped, use one action to activate Invincible armor from talisman.
If the current Harvester target goes down or becomes unavailable Wolf will switch to another Harvester target.
If Will seems to become the focus for weapons fire, Wolf will immediately transition to engaging the biggest threat with a disarm attack (Two actions and add +3 to strike)

Combat Dusty (The horse):

Init: 1d20+3 = 12
Action 1: Move south of John (5 mph to 10 mph trot)
Action 2: Move south of John (5 mph to 10 mph trot)
Action 3: Move east towards Will and the others (5 mph to 10 mph trot)

Horse contingencies:
Wolf Whitaker

Reputation-Based Horror Factor: 10

Weapons
NE-6SL 3/6
NE-6SL 1/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 0/6

Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
Legs: L 50/50 R 50/50
Main Body: 90/90
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Re: The Doom of Nxla, Act 5:

Postby Vheld » Sun Mar 22, 2020 8:23 am

Initiative: 1d20 = 14
JIC: 1d20 = 9, 1d100 = 37
PER: 1d100 = 67 vs. 76%
APM: 7
Conditions
[*]Ley line proximity- +50% range, duration of spells, draw 10 PPE per melee)
[*]Warrior Horde- BoM P. 159 for warrior stats. Summons 200, 119 melee duration, 70 MDC each. Use melee weapons that do 3d6 MDC each, will also pick up and use discarded modern weapons.
[*]Invincible armor- 225/225 MDC, 40m30s, regen 1d6MDC/melee, -15% physical skills, fully environmental, half damage from energy attacks.
[*]Anti-magic cloud- BoM P. 138, lasts 600 melees, saves on natural 18-20 only plus PE bonuses (please also note Vheld’s +5 to spell strength). Spells, TW items are impotent. Rune and magic weapons can still do damage but lose all abilities. Spellcaster is immune.
[*]Chromatic protection- BoM P. 100, lasts 30min, 30-foot radius of effect, save vs. magic 17 or be blinded for 1d4*2.5 melees. Blindness causes -10 to all combat moves among other penalties. Reduce penalties by half for lesser supernatural beings, greater ones are immune.


Nodding with satisfaction at the emergence of his horde, Vheld plots his next move. In particular, he keeps an eye (and magical senses) out for the blood pillar and for any enemy spellcasters that he needs to neutralize. With a mental command to Sil to head towards the fray, Vheld activates his own magical protection first thing ((-1 charge), then orders his minions ”Stay with Sil and I as best you can.” At Vheld’s mental urgings, Sil picks up speed- relying more on her flight spell than her own natural running to leap around or over obstacles, while still staying close to the ground and hopefully not making them into a target for the defenders. Vheld will mentally direct her to shelter behind a nearby wall, then tap into the team radio channel and says ”All allied magic-users, steer clear of the southern front.”. Vheld then begins a careful casting of an anti-magic cloud. The shifter will scrupulously curtail the size of the cloud to prevent it from impinging upon his allies too much.
Map notes
See this attachment for where I’d like Vheld to hunker down and continue spellcasting.
Map.jpg
Map.jpg (22.69 KiB) Viewed 1227 times


The anti-magic cloud has a 1,000-foot radius when Vheld casts it, before any modifications due to ley line proximity or the ring of the 8th elder. Vheld does not intend to unleash the cloud to its maximum size, rather he will extend it to cover the warrior horde and the undead (and hopefully their masters). Seymour and Mierin on the last GM map denote about how far west and east Vheld would like the AMC to extend. Vheld will extend the cloud northward as far as he can while mainaining those parameters.


Once the anti-magic cloud is in place Vheld takes a peek and confirms that the carpet of adhesions obstructing his constructs are gone. Any that are, Vheld will use dispel magic barriers to get rid of one ((-10 PPE, not deducted)). Otherwise, Vheld will give Sshir new orders. ”Sshir, join the horde, then use your talisman of fury and destroy any undead you find. Slithn, you stay with me and neutralize any necromancers or any other spellcasters serving Nxla that we find. Or any psychic attacks.” Finally, the shifter will cast a modest spell of chromatic protection on himself. Need to plan my next move, once the horde advances. Whoever cast those carpets isn’t going to be happy.

Action 1: Use invincible armor talisman.
Action 2: Radio dialogue.
Actions 3-5: Cast anti-magic cloud. See map notes for more detailed discussion of positioning ((-70 PPE)).
Action 6: Orders to minions.
Action 7: Cast chromatic protection ((-5 PPE)).

Contingency 1: If any carpet of adhesion survives the anti-magic cloud, Vheld will sacrifice two actions to dispel it ((-10 PPE, not deducted))

Auto-parries with staff (will not interrupt spellcasting to defend): 1d20+8 = 21, 1d20+8 = 25, 1d20+8 = 26, 1d20+8 = 26, 1d20+8 = 26.

Sil
Initiative: [dice]1d20+d[/dice]
JIC: 1d20 = 10, 1d100 = 58
APM: 5
Conditions
[*]Ley line proximity- +50% range, duration of spells, draw 10 PPE per melee)
[*]Fly as the eagle- BoM P. 115, 209.75min, 50 MPH, +1p/2d, +2 damage from diving attack
[*]Invincible armor- 225/225 MDC, 40m15s, regen 1d6MDC/melee, -15% physical skills, fully environmental, half damage from energy attacks.


Sil will focus on defensive maneuvers, keeping her and Vheld safe.

Actions 1-5: Reserved for defensive maneuvers. Dodges: 1d20+8 = 28, 1d20+8 = 11, 1d20+8 = 12, 1d20+8 = 22, 1d20+8 = 12

Auto-dodges: 1d20+6 = 10, 1d20+6 = 26, 1d20+6 = 10, 1d20+6 = 14, 1d20+6 = 22

Sshir
Initiative: 1d20 = 17
JIC: 1d20 = 18, 1d100 = 81
APM: 5+2=7
Conditions
[*]Ley line proximity- +50% range, duration of spells, draw 10 PPE per melee)
[*]Invincible armor- 225/225 MDC, 40m15s, regen 1d6MDC/melee, -15% physical skills, fully environmental, half damage from energy attacks.
[*]Wall of ice- 200 MDC, 29.75min, BoM P. 85, covers 40x40x20 area.
[*]Sorcerous fury- Gains 500 MDC, hovers 1-4 feet above the ground, can unleash lightning bolts doing 2d4x10 MD and +4 to strike, gains 2 APM, anyone touching Sshir receives 2d6 MD, he has a HF of 16, is +4 initiative, +3 to save vs. magic and poison, impervious to mind control/possession/HF, can draw an extra 40 PPE per melee, regenerates 1d4x10 MDC per melee, lasts 15 minutes. Cannot cast non-offensive spells.

Sshir will follow Vheld and remain low, under cover. At Vheld’s orders he will use his talisman of sorcerous fury ((-1 charge)). With a roar, Sshir’s body transforms, suffusing itself with angry blue energy and growing 1d4 = 3 feet. He then begins firing magical lightning bolts at the nearest undead.

Actions 1-3: Movement/dodges: 1d20+4 = 7, 1d20+4 = 20, 1d20+4 = 16
Action 4: Activate sorcerous fury talisman ((-1 charge)).
Action 5: Fire lightning bolts: 1d20+9 = 23 to strike, 2d4*10 = 40 MD.
Action 6: Fire lightning bolts: 1d20+9 = 16 to strike, 2d4*10 = 60 MD.
Action 7: Fire lightning bolts: 1d20+9 = 15 to strike, 2d4*10 = 30 MD.

Auto-parries: 1d20+4 = 11, 1d20+4 = 10, 1d20+4 = 7, 1d20+4 = 14, 1d20+4 = 10, 1d20+4 = 19, 1d20+4 = 18

Slithn
Initiative: 1d20+3 = 13
JIC: 1d20 = 19, 1d100 = 46
APM: 4

Slithn will keep an eye out for any enemy mages. Any she spies, she will use bio-manipulation: mute to neutralize their spellcasting ((ISP not deducted)).

Actions 1-4: Reserved for attacking any magic-using enemies.
Contingency 1: If Vheld comes under psychic attack, Slithn will use a group mind block.
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 (8d remaining)
PPE: 199/327 (Vheld), 83/83 (Sil), 81/126 (Sshir), 200/200 (Slithn). ISP: 90/90 (Medallion), 230/230 (Slithn).
Talismans: 2/3 on Vheld IA; 2/3 on Sil IA and FatE; 2/3 on Sshir, IA
Energy Spheres: 450/1000 PPE (29d; floating behind Vheld)
Weapon in Hand- TW Storm Staff.
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Re: The Doom of Nxla, Act 5:

Postby Lahz » Sun Mar 22, 2020 3:30 pm

Perception [45%]: 1d100 = 45 [+15% involving Electronics or Machines]
JiC D20: 1d20 = 14
JiC D100: 1d100 = 57

Conditions: Telemechanics (0 ISP, Constant, 5ft, 99%), 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 [Calm] (100ft to psychics, 12ft to non-psychics), Marauder PA, Sustain (18 Days), Enhanced Reflexes (Rifter 25, 34.75 Min (+15% to Physical Skills, +1 Attack, +3 Initiative, +2 Strike, +3 Parry & Dodge))

ISP: 165/221
Bonus ISP: 1d20+9 = 11

Telemechanics [99%]: 1d100 = 13

N-F50A Force Field: 160/160
Marauder [MB]: 440/440




With no small amount of effort, Lahz refuses to allow himself to search the faces of the chained hostages, *Pointless. Dale is not there. He would not have been taken alive. He either went down fighting or got away somewhere.* Steeling his nerve, Lahz steps slightly West (around the Horde and the carpet of adhesion holding them in place) to check downrange targets with Thermal Imaging, *Can't really see faces with this ... ahaa ... He spots an enemy Harvester and triggers the Marauder's missiles to launch a volley, before turning his WI-GL8 on Evisceral 5 (then Evisceral 10), "Take this you gutless bastards ..." OOC: The Silver WI-GL8 shells are SDC so no friendly fire issues with the Warrior Horde.

Adamantly refusing to scan the battlefield for his father he nevertheless taps a button, "How are the others doing? ..."

If something advances out towards him, Lahz will move defensively and parry using his large hammer, and dodge to the degree it appears appropriate. If his gun jams, Lahz will use an action to clear the round for safe resumption.

APM: 10
Initiative [+5]: 1d20+5 = 19

1-2 ~~ Look at battlefield with Thermal, then step around a few feet and fire volley of 4 AP Mini-Missiles at Harvester, EP Strike, 4d4*30 = 270 MD
3 ~~ Fire WI-GL8 at Evisceral 5 (then Evisceral 10), 1d20+5 = 13 Strike, 5d6 = 20 Damage
4 ~~ Fire WI-GL8 at Evisceral 5 (then Evisceral 10), 1d20+5 = 14 Strike, 5d6 = 15 Damage
5 ~~ Fire WI-GL8 at Evisceral 5 (then Evisceral 10), 1d20+5 = 25 Strike, 5d6 = 22 *2 = 44 Damage
6 ~~ Fire WI-GL8 at Evisceral 5 (then Evisceral 10), 1d20+5 = 20 Strike, 5d6 = 17 Damage
7 ~~ Fire WI-GL8 at Evisceral 5 (then Evisceral 10), 1d20+5 = 25 Strike, 5d6 = 15 *2= 30 Damage
8 ~~ Fire WI-GL8 at Evisceral 5 (then Evisceral 10), 1d20+5 = 16 Strike, 5d6 = 12 Damage
9 ~~ Fire WI-GL8 at Evisceral 5 (then Evisceral 10), 1d20+5 = 6 Strike, 5d6 = 15 Damage
10 ~~ Fire WI-GL8 at Evisceral 5 (then Evisceral 10), 1d20+5 = 17 Strike, 5d6 = 15 Damage

Parry with Hammer (+15): 1d20+15 = 31, 1d20+15 = 35, 1d20+15 = 29, 1d20+15 = 33, 1d20+15 = 27, 1d20+15 = 23, 1d20+15 = 20, 1d20+15 = 17, 1d20+15 = 34, 1d20+15 = 28

Dodge if appropriate (+11): 1d20+11 = 29, 1d20+11 = 22

Target_Designation
Round 2.png
Round 2.png (316.42 KiB) Viewed 1161 times


Discard_Lost_Actions
Fire WI-GL8 at Evisceral 5 (then Evisceral 10), 1d20+5 = 24 Strike, 5d6 = 17 *2= 34 Damage
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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Re: The Doom of Nxla, Act 5:

Postby Saul » Mon Mar 23, 2020 11:53 am

Perception Bonus: 32% /58% on a Ley Line 1d100 = 77

JIC: 1d20 = 6
1d100 = 32

MARS and Magestar

As Saul watches the forces from Magestar and Psyscape bogged down and fighting for every inch, and his teammates seemingly paralyzed in fear, he thinks to himself, This is untenable. We'll be stuck here, picked off by foes with terrain advantage while the others - who are expecting our aid - remain vulnerable from this flank. I cannot allow this.

For a moment, Saul thinks about his life - studying as a mystic, and as a monkeyboy, at a university where he was less than fully welcome... germinating high-minded ideals of how magic can be shaped by experience... passing himself off as this dignified entity... when all he is, all he has ever been, is a talented ape. He begins to softly huff in anger.

"Hoo. Hoo. Hoo."

All of this... only to die on a cliffside. He thinks of his friends - those few he's met since leaving Dweomer. Felix. Will. Zion. Mierin. He knows none of them well, nor do they know him - perhaps at all. Perhaps today I shall teach them. He looks around, gauging the battlefield, angrier now, huffing his anger aloud. First, I must negate the terrain advantage!

"Hoo! Hoo! Hoo!"

Suddenly, he screams, bearing his borrowed staff aloft, and takes to the sky, his magical wings unfolding and bearing him aloft, up and over the rocky terrain, over companions and foes alike, toward the center of the battle.

"AHH! AHH! AHH!"


He flies toward the Blood Pillar, ready to expend every iota of his energy, his blood, and his anger. Yes, fools! Hear me! Look to me! Eyes on me, so that the enemy at your back can kill you all the easier!

"AHH! AHH! AHH!"

With a final scream, Saul attempts to land in the central area, ready to fight to the death. If I am to die today, then I will make such an end they will sing of it! As he lands, he bellows with all his voice, "FIGHT, FRIENDS! FIGHT!"

Initiative: 1d20+2 = 19
APM: 6

Action 1: Review the scene; plan
Action 2: Activate wings and fly upward; dodge as necessary 1d20+3 = 11
Action 3: Fly to center of battle; dodging if necessary 1d20+3 = 11
Action 4: Land by the blood pillar; dodging if necessary 1d20+3 = 7
Action 5: Fight
Action 6: Fight
Saul, The Simian Sorceror
OOC Comments

H.P.: 30/30
S.D.C.: 27/27
P.P.E.: 156/156
I.S.P.: 85/98

Mage Armor
M.D.C. by Location:
Helm: 50/50
Arms: 25/25 each
Legs: 45/45 each
Main Body: 90/90
TW Features:
1st TW Feature: Armor of Ithan (10)
2nd TW Feature: Shadow Meld (10)
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Saul
 
Posts: 87
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Re: The Doom of Nxla, Act 5:

Postby Mierin » Wed Mar 25, 2020 4:16 pm

Perception: 1d100 = 98 (82%)
JIC: 1d20 = 20, 1d100 = 90
Initiative: 1d20+8 = 19
APM: 9

Prowl 1d100 = 1 (83%-15%=63%) to avoid detection, if at all possible, while heading down to the team
Detect Concealment 1d100 = 22 ( 63%) to watch for sign of attack as she heads toward the team
Detect Ambush 1d100 = 33 (98%) to watch for sign of attack as she heads toward the team

Conditions:
Multi-Optic eyes
OOC Comments
Telescopic: 4-8x30 magnification, range: 6,000 feet
Macro Lens: 2x to 20x magnification, range: 3 feet
Passive night vision: 2,000 feet
Thermal Imaging: 2,000 feet
Light Filters: Reduces glare

Sustain – duration: 20 days
Invincible armour talisman (Activated) 2 out of 3 charges remaining
Duration: 28:45/28:45 minutes
MDC: 200/200
Regenerates: 1D6 M.D.C. per melee round.
OOC Comments
Complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply.
All energy attacks, magic or mundane, inflict only half their usual damage to the armor!
Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.
Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.

Carrying TW converted L-20 Laser Pulse Rifle 24/30 shots remaining after this post

Mierin raises an eyebrow when the horde appears after Vheld is done casting his spell. Interesting/ Mierin thinks to herself as she surveys the scene. A second later a scowl appears on Mierin's face when she realizes she no longer has a clear line of sight to take any shots without risking shooting one of her own teammates. She sighs in an annoyed fashion before shaking her head. What's done is done. Mierin thinks to herself. Complaining about it isn't going to help. Besides, all these bodies might be helpful to us if they destroy some undead. [i]Besides, I was going to have to join the party at some point.

Mierin gets on the Squad radio channel and says, ”This is Queen. Headed down to where the party is. Deuce, Ace, do you require assistance?” As she waits for a response, Mierin starts to head down to where the others are, watching closely for signs of trouble. As she heads down, Mierin will shoot anything that attempts to get in her way.

Actions
OOC Comments
1. surveys the scene
2. radios team
3. heads down to team as carefully and quietly as possible
4. shoots at Xombie 12 with TW converted L-20 Laser Pulse Rifle. Strike: 1d20+5 = 23, Damage, if hit: 2d6 = 7 Contingency: if Bone Fiend 6 is down, Mierin will target Xombie 5
5. Reserved for dodge, if needed. 1d20+6 = 22
6. shoots at Xombie 12 with TW converted L-20 Laser Pulse Rifle. Strike: 1d20+5 = 24 (Crit!), Damage, if hit: 2d6 = 6 *2=12 Contingency: if Bone Fiend 6 is down, Mierin will target Xombie 5
7. Reserved for dodge, if needed. 1d20+6 = 25
8. shoots at Xombie 12 with TW converted L-20 Laser Pulse Rifle. Strike: 1d20+5 = 20, Damage, if hit: 2d6 = 9 Contingency: if Bone Fiend 6 is down, Mierin will target Xombie 5
9. Reserved for dodge, if needed. 1d20+6 = 26


Contingency action: If Invincible Armor is popped, Mierin will use one action to activate Invincible armor from talisman.

Auto Parry, if needed. (+6 bonus not included)
9d20:
3, 2, 17, 8, 20, 16, 16, 15, 2
Mierin
"Do I get bonus points if I act like I care?" House
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies

Stats & Stuff
ISP: 31/35
HP: 57/57
SDC: 96/96

Constant Effects
Sixth Sense (2)

Weapon in hand: JA-12 Rifle 10/10 shots (standard e-clip) 30/30 (long e-clip); 4D6 MD (single shot), 1D6x10+10 MD (burst) or 3D6 MD (grenade)

CA-3 Light “Dead Boy” Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--70/70, Arms--60/60, Legs--80/80, Main Body--100/100
Force Field: 160/160
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Mierin
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Re: The Doom of Nxla, Act 5:

Postby John Altfeld » Wed Mar 25, 2020 8:56 pm

Perception: 1d100 = 66 / 43% (-30% from Blood Rain)
JiC d20/d100: 1d20 = 4 / 1d100 = 33

CONDITIONS: John is Pebbles and Maximum Size. See Invisible, Radar to 1000'. Impervious to Energy/Fire, Immune to Cold/Half Damage from Magic Cold, Cannot be Touched by Undead. Spell bonuses and penalties follow.

Spell Bonuses & Penalties
Fighting Spirit
  • Duration: 4:30/4:45 minutes
  • +2 attacks/actions per melee round
  • +1 on initiative
  • +1 to strike with guns
  • +3 to strike in melee combat
  • +2 to disarm, parry and dodge
  • +4 to pull punch, +2 to roll with impact
  • +4 to save vs Horror Factor/fear
  • +2 to save vs possession
  • Critical Strike on a Natural 18-20
  • Karate kick (1D8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw.

Invincible Armor
  • Duration: 28:30/28:45 minutes
  • MDC: 200/200
  • Regenerates: 1D6 M.D.C. per melee round.
  • Complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply.
  • All energy attacks, magic or mundane, inflict only half their usual damage to the armor!
  • Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.
  • Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.

Superhuman Agility
  • Duration: 4:30/4:45 minutes
  • Walk a tightrope or narrow ledge: 88%
  • Auto Sense of Balance
  • No fear of heights
  • +1 on initiative, +1 to parry, +5 to dodge and +5 to roll with impact.
  • Automatic Dodge: +5
  • Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts).
  • +20% to Climb/Rappel

Superhuman Speed
  • Duration: 9:15/9:30 minutes
  • Speed: 44 (equal to 30 mph/48 km)
  • +2 to parry and +6 to dodge
  • No fatigue

Blood Rain
-30% to Perception rolls, -2 melee actions, -2 on combat rolls, needs to run 1d6*30 = 120 feet away from the perimeter of the storm. Duration: 7 melees.


Lore: Magic (to recognize the spell the Harvesters he's holding cast): 1d100 = 77 / 61% (-20% as per Paul)

WHY IS THE SKY MADE OF BLOOD?!? Panicked, John runs at top speed to the Southwest. Smashing into the first tree partially shakes him out of his terror, and he makes a dramatic about-face, reducing his speed and looping well around to the north of the blood rain, heading back towards the blood pillar.

Get ahold of yourself, it's just blood. It's just so much blood. In his discomposed mental state, he doesn't recognize whatever spell these sex perverts have cast to do a similar effect to House of Glass.

Lore: Magic (to recognize Vheld's Anti-Magic Cloud): 1d100 = 65 / 81%

Initiative: 1d20+15 = 18

When Saul lands next to John on Action 4, John says, "Saul! Free the captives, help protect them!"

Combat Stuff
Priority Tree: Neutralize Harvester 1. Once Harvester 1 is pinned or grappled, kick away anything that comes close enough to strike, trying to put them into the Warrior Horde - priority on Harvesters (Harvester 2 starts within range) or Murder Wraiths. If nothing is in reach, John moves to put himself between the captives and the fighting. If new Harvester 1 doesn't have that same damn spell that hurts John, John uses Harvester 1 as a bludgeon against anything in reach. If Harvester 1 has that spell active, all subsequent John attacks are 'unarmed' with the Harvesters carefully cradled like sweet, delicate rolls of quarters in his fists, taking no damage. And then everything changes once Anti-Magic Cloud pops.

If all Harvesters are neutralized/under the Anti-Magic Cloud, use an action to draw John's silver-coated sword.

Action 1: Run away, and loop back to the blood pillar, slowing as he approaches the blood pillar and stops so that he's standing on top of Harvester 1, while also switching whichever Harvester is in his right hand to his left (holding two Harvesters in the left hand). Ow! Ow ow! Shut up! TWO-WEAPON FIGHTING FOR THE MULTI-ACTION. NO PARRIES POSSIBLE DURING ACTION 1. Strike: 1d20+11 = 19
Action 2: Grab Harvester 1 in right hand. Strike: 1d20+11 = 29
Action 3: If Harvester 1 is NOT neutralized, grab Harvester 1 in right hand. If Harvester 1 is neutralized, follow priority tree above. Strike: 1d20+11 = 16 Damage: (1d6*10)+82 = 142
Action 4: If Harvester 1 is NOT neutralized, grab Harvester 1 in right hand. If Harvester 1 is neutralized, follow priority tree above. Strike: 1d20+11 = 21 Damage: (1d6*10)+82 = 92
Action 5: If Harvester 1 is NOT neutralized, grab Harvester 1 in right hand. If Harvester 1 is neutralized, follow priority tree above. Strike: 1d20+11 = 27 Damage: (1d6*10)+82 = 142
Action 6: John throws any captured Harvesters into Vheld's Anti-Magic Cloud. Preferably at Ronan, if he's still under the cloud. If not, at a wall. Strike: 1d20+11 = 16 Damage: 6d6 = 17
Action 7: Move to and grab a Harvester. If two Harvesters are grappled, throw both into Vheld's Anti-Magic Cloud. Preferably at Ronan, if he's still under the cloud. If not, at a wall. Strike: 1d20+11 = 25 Damage: 6d6 = 22
Action 8: Move to and grab a Harvester. If two Harvesters are grappled, throw both into Vheld's Anti-Magic Cloud. Preferably at Ronan, if he's still under the cloud. If not, at a wall. Strike: 1d20+11 = 21 Damage: 6d6 = 27
Action 9: Move to and grab a Harvester. If two Harvesters are grappled, throw both into Vheld's Anti-Magic Cloud. Preferably at Ronan, if he's still under the cloud. If not, at a wall. Strike: 1d20+11 = 18 Damage: 6d6 = 26

Parries ( NO PARRIES POSSIBLE DURING ACTION 1) : 1d20+17 = 36, 1d20+17 = 31, 1d20+17 = 21, 1d20+17 = 36, 1d20+17 = 35, 1d20+17 = 24, 1d20+17 = 20, 1d20+17 = 33, 1d20+17 = 29

Auto-Dodges: 1d20+4 = 20, 1d20+4 = 8, 1d20+4 = 15, 1d20+4 = 21, 1d20+4 = 24, 1d20+4 = 5, 1d20+4 = 23

Saves (vs. Magic +12, vs. Psionics +6, vs. Horror +10): 1d20 = 11, 1d20 = 12, 1d20 = 10, 1d20 = 1, 1d20 = 2, 1d20 = 4, 1d20 = 2

Dodges (TO BE USED TO AVOID ANNIHILATE): 1d20+25 = 37, 1d20+25 = 26, 1d20+25 = 40, 1d20+25 = 33

(1d6*10)+82 = 142
(1d6*10)+82 = 112
(1d6*10)+82 = 112
(1d6*10)+82 = 92
Last edited by John Altfeld on Fri Mar 27, 2020 9:50 am, edited 8 times 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 5:

Postby Ronan » Wed Mar 25, 2020 10:05 pm

JiC: 1d100 = 9 / 1d20 = 20
Perception [24%]: 1d100 = 1(NAT001! Highly Perceptive!)

Prowl [59%]: 1d100 = 19 (Sneaky Sneak to avoid attracting attention)
Detect Ambush [59%]: 1d100 = 81 (Ensure no one flanks him, watch for ambush points)

Conditions
  • Chromatic protection- BoM P. 100, lasts 30min, 30-foot radius of effect, save vs. magic 17 or be blinded for 1d4*2.5 melees. Blindness causes -10 to all combat moves among other penalties. Reduce penalties by half for lesser supernatural beings, greater ones are immune.
  • Invincible armor- 225/225 MDC, 40m30s, regen 1d6MDC/melee, -15% physical skills, fully environmental, half damage from energy attacks.
  • Silver Armor: Personal M.D.C. of 489, SNPS of 60, SNPE of 20, Natural AR of 16


Ronan scowls as the smoke fills his sights, though is understandable shocked as Vheld summons forth his small army of primitive warriors clad in old armor and using ancient style weapons, akin to his silver-forming ones. Holy Atlas what the hell am I witnessing. Did this guy just call forth hundreds of warriors to do his bidding? What the hell does someone like that even need a team for. That's insane. Ronan thinks to himself, flabbergasted. Time to move, going to be close quarters.

Ronan slings his rifle securely so he can access it quickly, and activates his silver skin armor. He'll then activate both talismans of Invincible of Armor and Chromatic Protection. He'll follow Mierin down, he'll call forth two silver swords in his hands, pressing on with the horde, making a point to avoid the carpets of adhesion. "Queen, on your six. I'm moving in with the horde, towards Ace."



Combat
APM: 6
Initiative: 1d20+2 = 14

A1: Slinging his rifle, activating Silver Armor
A2: Activating Talisman of Invincible Armor
A3: Activating Talisman of Chromatic Protection
A4: Activating Matter Expulsion Silver, Silver Swords.
A5: Silver Sword flurry attack on undead; focusing Harvesters > Eviscerators > Other. Strike: 1d20+8 = 28(NAT20!), DMG: 1d6*10 = 50 | 1d20+8 = 21, DMG: 1d6*10 = 10
A6: Silver Sword flurry attack on undead; focusing Harvesters > Eviscerators > Other. Strike: 1d20+8 = 10, DMG: 1d6*10 = 50 | 1d20+8 = 15, DMG: 1d6*10 = 20
Ronan Deshe | EP Ledger | Other PCs: Culter (CS 40-4th) | Scythe | Venenifer
Constant Stats and Supers
Skadoosh
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: [Mega Juicer Combat EBA] || M.D.C. by Location; Helm: 50|| Arm(L): 45 || Arm(R): 45 || Leg(L): 55|| Leg(R): 55|| MB: 130
Carried: [WI-MG15 "Viper" 15mm Anti-Infantry Machine-Gun] || See Equipment Post -- Will declare which setting is being used.
Carried [Secured on belt]: [TW Lightblade] || DMG: 1d6*10 (2d6*10 vs Supernatural Creature) || Modifiers: +1 Strike || Features: Fueled by wielder's H/S/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 5:

Postby Rocky » Thu Mar 26, 2020 7:41 am

Perception: 80% 1d100 = 16
JIC d20: 1d20 = 2 / d100: 1d100 = 10

INIT 1d20+5 = 17

MARS
Conditions
OOC Comments
Comments
Six Sense
See Invisible
Crystal Armor 30 MDC + Force Field 70 MDC
Shadow Cloak,
Shadow Meld: as per the spell at 5th level of proficiency (p.103, BoM) Activation Cost: 10 P.P.E.
Enhance Reflexes: ISP.: 10 This incredible psionic power augments the psychic's physical senses, enhancing his perception. This enhanced state of awareness sharpens al natural senses by 50%, and further enables the psychic to "filter" all of this extra sensory input in order to concentrate on one or a few specific things. While using this ability, the psychic will notice every detail around him down to the slightest motion, sound, scent, and shadow. He will further be likely to notice changes and inconsistencies that might reveal traps, illusions, feints, or tricks (including sleight-of-hand, etc.). The psionic power provides the psychic with a +3 to Perception, + I to strike, +2 to parry and dodge, and a +I0% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).

Night Vision (4)
Natural Ability
Heightened Presence Sense: 80% 1d100 = 58
•Range: 170’ To pinpoint location of a presence
• Duration: Constant
• Automatically sense all presences


Prowl 98 %/ 1d100 = 78
After rocky raises all his defenses the crap hit the fan. He stays to the shadows and hopes Saul is doing the same. He carful picks his way forward trying to pick his way through the fight. Grabs CFT Auto Shooter with Silver rounds. And his phase sword. He moves from shadow to shadow , he only will shoot if the undead notice him, Then he will use CFT Auto Shooter with Silver rounds Burst

Number of Attacks: 7
Action 1: Rocky is moving from shadow to shadow
Action 2: Grabs CFT Auto Shooter with Silver rounds.
Action 3: continues to move if needed CFT Auto Shooter 1d20 = 9 Damage: Short Burst: 9d6 = 37
Action 4: continues to move if needed CFT Auto Shooter 1d20 = 11 Damage: Short Burst: 9d6 = 35
Action 5: continues to move if needed CFT Auto Shooter 1d20 = 11 Damage: Short Burst: 9d6 = 32
Action 6: continues to move if needed CFT Auto Shooter 1d20 = 5 Damage: Short Burst: 9d6 = 32
Action 7: continues to move if needed CFT Auto Shooter 1d20 = 10 Damage: Short Burst: 9d6 = 31
Parry: 1d20+16 = 26 , 1d20+16 = 27 , 1d20+16 = 19 , 1d20+16 = 32 , 1d20+16 = 18 , 1d20+16 = 27 , 1d20+16 = 19
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: The Doom of Nxla, Act 5:

Postby Jack Killian » Thu Mar 26, 2020 8:13 am

Perception: 79% 1d100 = 64
JIC d20: 1d20 = 15
JIC: 1d100 = 37
INIT: 1d20+2 = 14

Roughnecks

Conditions:
OOC Comments
On a Ley Line
Double Range and Duration of all Psionic Powers OR as noted in the specific description of power.
Damage is increased by 1 additional die.
Psi body Field 80 MDC 30ISP
Flame Burst Body Protection (Special) 72 4ISP --Renews at a rate of 3d6 per melee
Resist Magic (15)
Enhanced Perception 10ISP
This incredible psionic power augments the psychic's physical senses, enhancing his perception. This enhanced state of awareness sharpens all natural senses by 50%, and further enables the psychic to "filter" all of this extra sensory input in order to concentrate on one or a few specific things. While using this ability, the psychic will notice every detail around him down to the slightest motion, sound, scent, and shadow. He will further be likely to notice changes and inconsistencies that might reveal traps, illusions, feints, or tricks (including sleight-of-hand, etc.). The psionic power provides the psychic with a +3 to Perception, + I to strike, +2 to parry and dodge, and a +I0% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).


Jack has put up his Psi Body Field prior to getting to this position. starts moving forward toward the interior. He uses his tommy gun firing burst at the undead with the silver rounds. He hopes that he has better luck then the last battle.

Actions: Number of Attacks: 6

Action #1As he moves forward
Tommy gun Strike: 1d20 = 4 Short Burst silver rounds: 8d6 = 23 (5 rounds/30)
Action #2 Tommy gun Strike: 1d20 = 10 Short Burst silver rounds: 8d6 = 29 (5 rounds/30)
Action #3 Tommy gun Strike: 1d20 = 19 Short Burst silver rounds: 8d6 = 33 (5 rounds/30)
Action #4 Tommy gun Strike: 1d20 = 2 Short Burst silver rounds: 8d6 = 21 (5 rounds/30)
Action # 5 saved for bringing up his Flame Burst Body Protection
Action #6 Dodge
1d20+10
Parry: 1d20+13 = 29 , 1d20+13 = 16 , 1d20+13 = 20 , 1d20+13 = 27 , 1d20+13 = 23 , 1d20+13 = 33
Last edited by Jack Killian on Fri Mar 27, 2020 8:51 am, 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 5:

Postby William Summers » Thu Mar 26, 2020 9:00 am

Perception: 1d100 = 65/48%
JIC: 1d20 = 20/1d100 = 40

Conditions
  • SDC: 62/62
  • HP: 60/60
  • Ley Line Proximity: Double range/duration, Will can draw 10PPE/melee.
  • Personal PPE: 27/178
  • Captured PPE: 507/534. 59:45/60 minutes
  • Energy Sphere: 152/800. 32/32 days
  • PPE Talisman: 50/50
  • NE-BA-50 Raider Heavy Body Armor:
    • Helmet: 80
    • Arms: 55 each
    • Legs: 80 each
    • Main Body: 140
    • Lifeward: BoM pg 121
    • Must spend 20% more PPE to cast spells
    • Additional Effects: - 61-80% Reduce both range and duration of the spell by 20%.
  • Cosmic Armor
    • MDC: 337/400
    • Duration: 95:45/96 minutes
    • Magic and M.D. cold and heat/fire/plasma attacks do half damage to the Cosmic Armor.
    • Cosmic Armor can hover, and flies at a speed of 383 MPH (½ Mach One)
    • -5% to all Physical skills such as Acrobatics, Climbing, and similar, and -10% to Palming, Pick Pocket, Prowl, Safe-Cracking, Seduction and most Medical and highly technical skills that require a delicate touch.[/size]

    Fighting Spirit
    • Duration: 4:30/4:45 minutes
    • +2 attacks/actions per melee round
    • +1 on initiative
    • +1 to strike with guns
    • +3 to strike in melee combat
    • +2 to disarm, parry and dodge
    • +4 to pull punch, +2 to roll with impact
    • +4 to save vs Horror Factor/fear
    • +2 to save vs possession
    • Critical Strike on a Natural 18-20
    • Karate kick (1D8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw.

    Superhuman Agility
    • Duration: 4:30/4:45 minutes
    • Walk a tightrope or narrow ledge: 88%
    • Auto Sense of Balance
    • No fear of heights
    • +1 on initiative, +1 to parry, +5 to dodge and +5 to roll with impact.
    • Automatic Dodge: +5
    • Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts).
    • +20% to Climb/Rappel

    Superhuman Speed
    • Duration: 9:15/9:30 minutes
    • Speed: 44 (equal to 30 mph/48 km)
    • +2 to parry and +6 to dodge
    • No fatigue

    Lightning Arc
    • Duration: 2:15/2:30 minutes
    • Damage: 4d6+16 MD
    • +4 to strike targets within 100 feet (30.5 m), but only +1 to strike those at greater distances.
    • Range: 1200 feet

    Battle Fury
    • Duration: 2:45/3 minutes
    • Damage: 1D6x10 MD
    • Two for one: Opponents -5 to parry second strike.
    • Battle Armor: 100/100 MDC

    Magic Warrior
    • Duration: 6:15/6:30 minutes
    • Range: 120 feet
    • MDC: 98
    • Attributes: I.Q. 9, P.S. 30, P.P. 22, P.E. 30, Spd. 20; all physical attributes are Supernatural and the magical essence is impervious to pain, poison, cold, heat, and fear.
    • Horror Factor: 12.
    • Combat: Five physical attacks per melee. does 2D6 M.D. with fists, 3D6 M.D. kicks or via some particular weapon, modem or ancient, and it can parry projectiles (bullets, arrows, etc.).
    • +4 on initiative, +5 to strike, parry, and dodge, Spd. 20


After drawing some fire and having some successes, Will's blood is pumping in this battle. He notes the sheer number of undead and necromancers present for this ceremony and knows that they all have to go. Alright, lets see what this sword can do. With Battle Fury blade charged and ready to go, Will carves into the necromancers and undead like they were dinner.

Vheld wrote:”All allied magic-users, steer clear of the southern front.”

Controlling the field. Got it. Moving north. Will flies northeast, closing in on Evisceral 10 before moving on to the invisible (but not to him) Harvester 8 and then Bone Fiend 4.

Initiative: 1d20+12 = 13

Action 1: Fly to Evisceral 10.
Action 2: Strike Evisceral 10 with Battle Fury Blade. Strike: 1d20+11 = 20 Damage: 1d6*10 = 20
Action 2a: Second Strike Evisceral 10 (-5 to parry) with Battle Fury Blade. Strike: 1d20+11 = 28 Damage: 1d6*10 = 40
Action 3: Strike Evisceral 10 with Battle Fury Blade. Strike: 1d20+11 = 26 Damage: 1d6*10 = 60
Action 3a: Second Strike Evisceral 10 (-5 to parry) with Battle Fury Blade. Strike: 1d20+11 = 17 Damage: 1d6*10 = 20
Action 4: Strike Evisceral 10 with Battle Fury Blade. Strike: 1d20+11 = 12 (DEUS EX CRIT) Damage: 1d6*10 = 50x2=100 MD
Action 4a: Second Strike Evisceral 10 (-5 to parry) with Battle Fury Blade. Strike: 1d20+11 = 28 Damage: 1d6*10 = 20
Action 5: Strike Evisceral 10 with Battle Fury Blade. Strike: 1d20+11 = 18 Damage: 1d6*10 = 60
Action 5a: Second Strike Evisceral 10 (-5 to parry) with Battle Fury Blade. Strike: 1d20+11 = 27 Damage: 1d6*10 = 30
Action 6: Strike Evisceral 10 with Battle Fury Blade. Strike: 1d20+11 = 29 (CRIT) Damage: 1d6*10 = 10x2=20 MD
Action 6a: Second Strike Evisceral 10 (-5 to parry) with Battle Fury Blade. Strike: 1d20+11 = 23 Damage: 1d6*10 = 10
Action 7: Strike Evisceral 10 with Battle Fury Blade. Strike: 1d20+11 = 16 Damage: 1d6*10 = 10
Action 7a: Second Strike Evisceral 10 (-5 to parry) with Battle Fury Blade. Strike: 1d20+11 = 24 Damage: 1d6*10 = 30
Action 8: Strike Evisceral 10 with Battle Fury Blade. Strike: 1d20+11 = 14 (DEUS EX CRIT) Damage: 1d6*10 = 40x2=80 MD
Action 8a: Second Strike Evisceral 10 (-5 to parry) with Battle Fury Blade. Strike: 1d20+11 = 27 Damage: 1d6*10 = 30
Action 9: Strike Evisceral 10 with Battle Fury Blade. Strike: 1d20+11 = 23 Damage: 1d6*10 = 10
Action 9a: Second Strike Evisceral 10 (-5 to parry) with Battle Fury Blade. Strike: 1d20+11 = 19 Damage: 1d6*10 = 10
Action 10: Strike Evisceral 10 with Battle Fury Blade. Strike: 1d20+11 = 26 Damage: 1d6*10 = 10
Action 10a: Second Strike Evisceral 10 (-5 to parry) with Battle Fury Blade. Strike: 1d20+11 = 24 Damage: 1d6*10 = 40



Auto-Dodge: 1d20+7 = 27(CRIT) 1d20+7 = 261d20+7 = 101d20+7 = 201d20+7 = 261d20+7 = 211d20+7 = 241d20+7 = 261d20+7 = 221d20+7 = 22
Parry: 1d20+16 = 231d20+16 = 211d20+16 = 191d20+16 = 311d20+16 = 321d20+16 = 241d20+16 = 261d20+16 = 261d20+16 = 321d20+16 = 34

Contingency: Once Evisceral 10 is down, Will moves on to Harvester 8. Once Harvester 8 is down (or if he runs into the enchantment that John did), he'll move on to Bone Fiend 10. Once Bone Fiend 10 is down, he'll move on to Bone Fiend 11. Once Bone Fiend 11 is down he'll move on to Bone Fiend 4. Once Bone Fiend 4 is down he'll move on to Evisceral 11.
Contingency: If Will's Cosmic Armor goes down, he will sacrifice an action to activate the Invincible Armor Talisman. If Invincible Armor goes down, he will reactivate until he's out of activations. Once he runs out of activations, he will sacrifice an action to cast Armor of Ithan and find cover.
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Re: The Doom of Nxla, Act 5:

Postby Wakiza » Thu Mar 26, 2020 10:53 pm

Perception: 1d100 = 5 / 82% (+15% for either cybernetic hearing or vision if applicable)
JiC: 1d20 = 3 1d100 = 69

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.
Fighting Spirit
OOC Comments
    Duration: 4:45/4:45 minutes
    +2 attacks/actions per melee round
    +1 on initiative
    +1 to strike with guns
    +3 to strike in melee combat
    +2 to disarm, parry and dodge
    +4 to pull punch, +2 to roll with impact
    +4 to save vs Horror Factor/fear
    +2 to save vs possession
    Critical Strike on a Natural 18-20
    Karate kick (1D8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw.

Invincible Armor
OOC Comments
    Duration: 28:45/28:45 minutes
    MDC: 200/200
    Regenerates: 1D6 M.D.C. per melee round.
    Complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply.
    All energy attacks, magic or mundane, inflict only half their usual damage to the armor!
    Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.
    Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.

Superhuman Agility
OOC Comments
    Duration: 4:45/4:45 minutes
    Walk a tightrope or narrow ledge: 88%
    Auto Sense of Balance
    No fear of heights
    +1 on initiative, +1 to parry, +5 to dodge and +5 to roll with impact.
    Automatic Dodge: +5
    Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts).
    +20% to Climb/Rappel

Superhuman Speed
OOC Comments
    Duration: 9:30/9:30 minutes
    Speed: 44 (equal to 30 mph/48 km)
    +2 to parry and +6 to dodge
    No fatigue

Resist Magic
OOC Comments
    Duration: 45/45 minutes
    reduces damage/effects/and duration of all magic by half
    +3 to magic saves


Wak is feeling good taking down a few undead until he hears liquid drops hitting his armor. He panics and runs to the south but stumbles, Spirits is this blood? Wak pulls himself out and runs to the south until the panic leaves him. "Been covered in blood to much lately!" As it isn't Wak's first rodeo and considering what he has faced in the past, must have been a curse or magic! Derilian use the spell remove curse twice on me. If he still feels the panic, Derilian Negate Magic twice on me. Assuming he feels better he will activate his psi power of Resist Magic (-15 isp).

He scans the battlefiled for a necromancer, Damn where did all those warriors . . . must be what Vheld spoke of! Nice to have your own personal army with you. Assuming he spots one he will pull his NE-75H Shoulder Cannon and let off a few one handed shots.

Please don't forget Zen combat abilities and Advanced Combat Awareness

APM: 10 or 12
Init: 1d20+13 = 33

(If all my spells go down Wak is -2 APMs; -2 init; -1 to strike; -5 to parry; -12 to dodge; -1 to autododge (but can only dodge the two closest to him with rifles)

Attack 1: Get up and run to the south 120'
Attack 2: Cast Remove curse on himself (Blood Spell) from Derilian - Save 1d20+14 = 17
Attack 3: Cast Remove curse on himself (Blood Spell) from Derilian - Save 1d20+14 = 15
Attack 4: Cast Negate Magic on himself (Blood Spell) from Derilian - Save 1d20+9 = 14
Attack 5: Cast Negate Magic on himself (Blood Spell) from Derilian - Save 1d20+9 = 23
Attack 6: Activate psi power Resist Magic (-15 isp) For the duration he is now +12 to Save vs Magic!
Attack 7: Scans the battlefield for a necromancer while grabbing his NE-75H Shoulder Cannon one handed
Attack 8: Strikes with NE-75H Shoulder Cannon. Strike: 1d20+10 = 14; Damage: (2d4*10)+20 = 50 or activate Invincible Armor from Talisman (if spells are down).
Attack 9: Strikes with NE-75H Shoulder Cannon. Strike: 1d20+10 = 28 Crit!; Damage: (2d4*10)+20 = 80 x2= 160
Attack 10: Strikes with NE-75H Shoulder Cannon. Strike: 1d20+10 = 20; Damage: (2d4*10)+20 = 40
Attack 11: Strikes with NE-75H Shoulder Cannon. Strike: 1d20+10 = 28 Crit!; Damage: (2d4*10)+20 = 80 x2= 160
Attack 12: Strikes with NE-75H Shoulder Cannon. Strike: 1d20+10 = 21; Damage: (2d4*10)+20 = 60

Parry as needed: 1d20+27 = 28 1d20+27 = 45 1d20+27 = 32 1d20+27 = 37 1d20+27 = 44 1d20+27 = 41 1d20+27 = 45 1d20+27 = 46 1d20+27 = 41 1d20+27 = 43 1d20+27 = 42 1d20+27 = 40

AutoDodge as needed: 1d20+12 = 20 1d20+12 = 32 1d20+12 = 32 1d20+12 = 32 1d20+12 = 28 1d20+12 = 13 1d20+12 = 22 1d20+12 = 26 1d20+12 = 30 1d20+12 = 22 1d20+12 = 31 1d20+12 = 31

Dodge as needed: 1d20+30 = 41 1d20+30 = 33 1d20+30 = 37 1d20+30 = 31 1d20+30 = 46 1d20+30 = 32 1d20+30 = 35 1d20+30 = 35 1d20+30 = 45 1d20+30 = 41 1d20+30 = 34 1d20+30 = 43

Contingency 1: If overwhelmed he will burn an action and activate Storm Rider Armor and fight from the air.
Contingency 2: If Invincible Armor goes down he will burn an action and reactivate Invincible Armor from talisman
Last edited by Wakiza on Fri Mar 27, 2020 8:05 am, edited 1 time in total.
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 43/115
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: 76 / 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 5:

Postby Zed » Fri Mar 27, 2020 3:03 am

Perception: 24% | 1d100 = 23
JiC d20/d100: 1d20 = 14 / 1d100 = 89

Conditions:
Emotions: Anxious, Focused
Energy Sphere: 300ppe

The Timneh flies up and away from the area of effect of the blood rain spell in a big hurry.

'What is this feeling? Why am I not in control of my senses- it must be some sort of curse or magicked affect.'

He casts: Negate Magic on the effects of the Blood Rain spell [30ppe] 1d20 = 7 +2

ACTION 1&2: Cast Negate Magic

Contingency:
Will try to fly away but not use an action to dodge an attack, he will try to allow his armor to protect him and save the actions for casting.
If Negate Magic does not work he will try again.
P.P.E.: 177|30 +3d6/lvl
S.D.C.: 45|45
H.P.: 20|20 +1d6/lvl


Special Abilities
1. One with the body: -50% fatigue rate, hold breath for 3 minutes, +5% to balance
2. One with the mind: alert and able to stay focused even when all hell is breaking loose around him
3. One with Magic: comprehensive understanding of the principles of magic and is especially well versed in ritual magic and power spells
4. Pilot Automaton. [All, but prefers the Colossus]
5. May Draw P.P.E. from ley lines, nexus points, people, and ritual blood sacrifice the same as a Ley Line Walker
6. Link with the Lords of Magic: can draw upon the P.P.E. reserves of the three Lords of Magic to create magic weapons via the Enchant Weapons (minor) spell, at 50% P.P.E. cost to The Three; alerts The Three when a High Mage is killed
7. Automaton Creation & Bonding Rituals: knows the secrets of creating Automatons and the bonding ritual that gives the Controllers their unique union with the magical constructs


Zed aka Daelur Ezekiel Zenth
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Re: The Doom of Nxla, Act 5:

Postby Minerva » Fri Mar 27, 2020 8:27 am

Perception: 1d100 = 47/54%
JIC: 1d20 = 17/1d100 = 8

Conditions
  • H.P.: 104/104
  • S.D.C.: 177/177
  • I.S.P.: 321/390
    Psionic Crystal Armor
  • 35/35 MDC
  • Psionic Forcefield (Inactive)
  • 0/70 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
    Invincible Armor Talisman (Active)
  • 250/250 MDC
  • Regen: 1D6 MDC/Melee
  • 2/3 Activations
    Psi-Sword
  • Damage: 8D6 (6D6 base + 1 die from ley line +1D6 from fencing) Double vs Xombies and Harvesters.
  • Duration: 59:45/60 minutes
    Near a Ley Line
  • Can use 1D6+1 ISP per melee round. Can not be stored.
  • +50% Range and Duration of all Psionic Powers OR as noted in the specific description of power.
  • Damage is increased by 1 additional die.
Hyper Telekinesis
Telekinetic Flight



The Magic Warrior horde partially stuck in place impedes Minerva's plans to free the prisoners. She rethinks her game plan and goes after the Bone Fiends and Festulents in her area to clear up some space for the Warrior Horde. Psi-Sword swinging, she takes down the undead as quickly as she can. Estos son solo los peones del mal. ¿Dónde está la cabeza de la serpiente? While she chops down the undead, Minerva keeps her eyes open for any Necromancers in the area.

    Battle Order:
  • Bone Fiend 3
  • Festulent to the right of Bone Fiend 3 (number is covered up on the map)
  • Festulent 10
  • Festulent 2
  • Xombie 3

Initiative: 1d20+3 = 4
APM: 6

Action 1: Slash Bone Fiend 3 with Psi-Sword. Strike: 1d20+11 = 25 Damage: 8d6 = 28 (x2 vs beings vulnerable to psionics [Xombies + Harvesters])
Action 2: Slash Bone Fiend 3 with Psi-Sword. Strike: 1d20+11 = 28 Damage: 8d6 = 29 (x2 vs beings vulnerable to psionics [Xombies + Harvesters])
Action 3: Slash Bone Fiend 3 with Psi-Sword. Strike: 1d20+11 = 13 Damage: 8d6 = 29 (x2 vs beings vulnerable to psionics [Xombies + Harvesters])
Action 4: Slash Bone Fiend 3 with Psi-Sword. Strike: 1d20+11 = 12 (DEUS EX CRIT) Damage: 8d6 = 22x2=44 MD (x2 vs beings vulnerable to psionics [Xombies + Harvesters])
Action 5: Slash Bone Fiend 3 with Psi-Sword. Strike: 1d20+11 = 21 Damage: 8d6 = 29 (x2 vs beings vulnerable to psionics [Xombies + Harvesters])
Action 6: Slash Bone Fiend 3 with Psi-Sword. Strike: 1d20+11 = 23 Damage: 8d6 = 24 (x2 vs beings vulnerable to psionics [Xombies + Harvesters])

Parries: 1d20+11 = 12(DEUS EX CRIT) 1d20+11 = 201d20+11 = 281d20+11 = 251d20+11 = 141d20+11 = 15


Contingency: If Minerva's Invincible Armor goes down, she will activate the Talisman of Invincible Armor again.
Contingency: If Minerva's Talisman of Invincible Armor runs out of activations, Minerva will activate her armor's Psionic Force Field.
Contingency: If Minerva's Psionic Force Field on her armor goes down and she has no activations left, she will use her Psychic Body Field ability.
Contingency: If Minerva's Psychic Body Field ability goes down, she will engage her supernatural transformation.


Translations
Estos son solo los peones del mal. ¿Dónde está la cabeza de la serpiente?=These are just the pawns of evil. Where is the head of the snake?
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Re: The Doom of Nxla, Act 5:

Postby Seymour Ruiz » Fri Mar 27, 2020 5:22 pm

JIC: 1d20 = 14 / 1d100 = 69
Init: 1d20 = 9
Perc: 30% / 1d100 = 20
Charm/Impress: 5% / 1d100 = 54
Invoke Trust/Intimidate: 10% / 1d100 = 77


Conditions:


Skills Used
T.V./Video -- 52% / 1d100 = 36
Photography -- 58% / 1d100 = 84
Surveillance -- 54% / 1d100 = 13
Prowl -- 76% / 1d100 = 69

Post -
Seymour takes advantage of the horde’s appearance to reposition his drone. ”i need to calm down. I need to get in this fight.” He then puts his pistol away and draws his skorblade. He will, once again, attempt to break the chains. ’I am gonna try to bust thesde. If i do, Run. Head that way *uses tail to point towards ARTV.” Seymour uses his limited strength and goes to town on the chains.

Contingency:
If undead attack, Seymour will use aikido auto parry/throw and toss undead towards carpets of adhesion.
- Strike: 1d20 = 8 // Damage: 1d6 = 5 + knockdown


APM: 6
Initiative: 1d20+6 = 17

Auto-Parries: 1d20+10 = 29 | 1d20+10 = 20 | 1d20+10 = 21 | 1d20+10 = 21

Auto-Dodges; 1d20+14 = 33 | 1d20+14 = 22 | 1d20+14 = 17 | 1d20+14 = 18

A1: Reposition drone
A2: holster pistol
A3: draw skorblade
A4: strike spot where chains are attached to wall - Strike: 1d20 = 20 // Damage: 4d6 = 14
A5: strike spot where chains are attached to wall - Strike: 1d20 = 19 // Damage: 4d6 = 12
A6: strike spot where chains are attached to wall - Strike: 1d20 = 10 // Damage: 4d6 = 14
Seymour Ruiz
 

Re: The Doom of Nxla, Act 5:

Postby Augur » Fri Mar 27, 2020 6:12 pm

Current Mission Goals & Order of Battle
  • Recruit help from The True Federation
  • Recruit help from Magestar
  • Recruit help from MercTown (MARS)
  • Recruit help from Psyscape
  • Recruit help from Dweomer
  • Recruit help from Stormspire
  • In three separate locations within Soulharvest, rituals will be conducted simultaneously which, when complete, will strengthen Nxla as he manifests on Earth:
    • The three rituals will be conducted at night (on either June 4th or 5th, nobody knows which as that info has been compartmentalized).
      • The first location is in a remote meadow within Soulharvest, but nearer the ruins of Lexington.
      • The second location is in the Harvesters' original temple deep in the Soulharvest forest.
      • The third location is among the ruins of Old Pilgrim Road on the outskirts of the ruins of Lexington itself.
Order of Battle
Jack (Roughnecks; Black Talon Motorcycle)
John (Roughnecks; afoot)
Lahz (Spooks; Marauder PA)
Mierin (Spooks; MI-3000 Firefly Hovercycle)
Minerva (Spooks; Black Talon Motorcycle)
Ray the Robot (Lahz's; NE-ATRV)
Rocky (MARS; NG-XF17 Ironwing)
--T-42 (MARS; driving QV-119 Lynx Hover Jeep)
Ronan (Spooks; afoot)
Saul (MARS; QV-119 Lynx Hover Jeep)
Seymour (Spooks; afoot)
Vheld (Spooks; afoot)
----Silhouette (w/Vheld)
----Sshir (w/Vheld)
----Slithn (w/Vheld)
Wakiza (Roughnecks; NE-ATRV)
William (Roughnecks; NE-ATRV)
Wolf Whitaker (Roughnecks; RH-1001A Appaloosa Light Robot Horse)
Zed (Roughnecks; NE-ATRV)
Zion (MARS; QV-119 Lynx Hover Jeep)
Timeline: 6 weeks to end of JTFA. Last 6 weeks (max) dedicated to finale.
Player Posts/Skill Checks
  • John is at a loss as to what the Harvesters have done to cause him such pain.




The Final Countdown
Conditions:
Date: Summer, Saturday, June 4, 111 P.A.
Time: 0630.5
Environmental Effects: 70°, early morning/dark
Ley Line Effects: Mages can draw 10 P.P.E. once/melee, +50% to range & duration of spells
Location: Black Mountain



The Spook Squad
[Vheld]
Vheld triggers a protective talisman and radios the coalition forces before crouching with his back to the ruined fortification to cast a powerful spell. He peers around the corner to focus his attention on where he wants this incantation to be centered when it goes off, then ducks back to finish his chant. Finished, he looks back around again to witness a green cloud erupt out of a pinprick hole in reality and expand with explosive speed. He then bosses his minions and casts a minor protective spell on himself while readying himself to see how the battle develops. Sil maintains her post like a faithful companion while Slithn seethes with rage. "You're fighting against the forces of darkness! You're aiding a bunch of do-gooders! I've seen at least three heroic and selfless acts in the last minute! You might be cruel, but you're not evil. You're a puppet of the light, not a master!" (Battle of Wills initiated) Sshir does as bidden and slips around the horde along its right flank and emerges to face down a group of undead engaged in slaughtering the warrior horde caught in the carpet of adhesion. He rips to shreds an Evisceral and a Xombie before he's engaged by a murder wraith.

[Lahz]
Lahz repositions himself just West of the warrior horde stuck to the carpet of adhesion where they're being butchered by the undead. He lets loose a salve of armor-piercing mini-missiles at a humanoid target visible only through his multi-optic sensors and is satisfied by the tremendous destruction they wreak. The enemy mage doesn't seem to miss a beat though as he survives the blast, and blasts John with two successive arcs of black lightning which erupt from the mage's fingertips. Lahz then offers the warrior horde some measure of relief by ruthlessly pounding an Evisceral to dust with silver-loaded shotgun slugs from his reliable Wellington Industries weapon. They both note Sshir slip past the horde along its East flank avoiding the dangerous carpet and the sounds of a terrific sword fight battle that quickly follows. When a strange green cloud seems to just wink into existence all around him, he notes the carpets of adhesion vanish and knows that the tide is about to turn.

[Minerva]
Minerva's forced to go around the horde in order to reach her targets. There's simply no clear path to them between the summoned warriors, the carpet of adhesion, and the twenty foot tall walls. She dashes West, hooks around the end of the wall, and dashes into melee with a Bone Fiend that's busily chopping up the summoned warrior constructs with gleeful abandon. Hacking it to pieces with her psi-sword, she stands ready for the rest as a strange green cloud seems to just wink into existence just East of her current position. She notes the carpets of adhesion vanish at the same moment and grins in anticipation of the struggle about to ensue.

[Ronan & Mierin]
Mierin radios the Spook Squad, but receiving no response, heads North toward the wall just East of the hundred summoned warriors who are taking tremendous punishment while pinned down in and behind a carpet of adhesion. Ronan slings his rifle and wills a skin of silver protection into existence. He then activates both his protective talismans and follows Mierin, summoning silver swords as they advance. Reaching the choke point, she makes her way East of the kill zone in which the hordes find themselves and behind a twenty foot tall wall of crumbling stone. He gauges the situation, notes the tightness of the area given the sheer volume of bodies, notes the obscuring smoke to the East of the hordes, and watches, curious, as the fire burning just behind him winks out all of a sudden as a strange green cloud seems to just wink into existence all around him. (Chromatic Protection & Invincible Armor effects gone.) The cloud of smoke and the carpets of adhesion vanish and he knows it's time to get down to some punishment.

[Seymour]
Seymour hurriedly has his drone move a little ways Northeast of its previous position, then focuses in the face of the onrushing clash of undead and warrior horde. He gets down to the tedious business of hacking free the chains of the captives as the trapped warrior horde is descended upon by three Festulent and a Bone Fiend. He finds the chains to be woven oddly around the captives, but then perceives the weakness inherent in the arrangement. Farther along the mass of captives is a knot of chain which seems to be what binds all the chains together. Unfortunately, to reach it, he'd have to step into the mystic carpet of tendrils to reach it. Steeling his nerves and knowing the likely cost, he pushes past warriors bunched up on the left side of their group and makes a short leap. He lands and his feet are immediately seized by the smoky blue white tendrils of magic. He reaches out, elbows and squeezes his arms and head in between the captives, and like Alexander the Great, demonstrates his solution to this knot. The skorblade cleaves through the mass of chain, and in moments the crowd of captives are running South for the lives. Seymour smiles upon witnessing their release and is overcome with a wave of satisfaction and, perhaps for the first time in his life, confidence even as the poleaxe descends in the periphery of his vision and the lights go out.



The Roughnecks
[John]
Panicked by the rain of blood, John runs at top speed to the Southwest, following the contour of the mountainside before looping around to the North. He nearly slips in what he assumes to be mud as he dashes at high speed like a towering rock-slide toward the captive-encrusted blood pillar. John hollers at Saul as the Monkey Boy lands nearby, "Saul! Free the captives, help protect them!" Blasts of what can only be described as black lightning erupt from seemingly thin air about a hundred feet or so east of his position and strike John's leviathan form. The blasts seem to arc and twist at his very core, causing his bizarre form to twist in his agony. (-4 to initiative, -1 to parry and dodge, -25% to SPD for 4 melees) He nearly forgets the pain when a strange green cloud seems to just wink into existence all around him.

[William]
Will is pumped at having the opportunity to repay some debts...with a fury. He launches himself over the stepped mountainside crags, and eviscerates an Evisceral, hacks down a suddenly exposed and fleeing necromancer, then hooks back to help clear some undead from the rest of the Roughnecks' advance. As he flies down to hack at a Bone Fiend an eerie green cloud manifests all of a sudden, and finds himself falling atop the undead warrior sword-first, no longer able to fly. Hacking the resurrected warrior to bits, he rises to his feet just in time to start crossing blades with another. (Lifeward and all active magics have been dispelled; spells reduced by half strength/successful save vs Anti-Magic Cloud.)

[Wolf]
Wolf trots his robot horse south and east around John's ankles only to have the mountain of rocks roar across the hillside at tremendous speed towards the hilltop where the pillar stands. Wolf's brought up short by a clutch of undead who swarm to hold the Western pass. His target now out of sight due to John's rapid crush across the terrain, he re-focuses his attacks on an onrushing pair of armed Evisceral and hose them down with blasts from his pistols before hurriedly reloading under the onslaught of the undead rush. When a strange green cloud manifests all of a sudden, he notes with alarm the vanishing of the carpet of adhesion that had a few undead pinned in place and knows that the fight is about to come to him.

[Zed]
Zed flies North, away from raining blood in a hurry. Once he regains his senses a bit, he turns around and casts an incantation of negation on the cloud and is ecstatic when the terrifying red cloud vanishes in a puff of pink steam.

[Wakiza]
Wakiza, his mind full of terror at the raining blood, rushes hard to the South to get out of the area. Finding his way blocked due South, he veers a little West and gathers his wits at the end a towering, ruined wall. Moments later, Minerva dashes by him without a word, seemingly focused on a particular task. He urges his sword to do his will, then casts around to survey the field of battle when a green haze seems to settle over much of the area East of his position. When he sees a carpet of adhesion vanish at nearly the same instant, he gets the gist of what's just occurred and hefts his shoulder cannon to perhaps take some pot shots at the bastard nercomancers who were at the heart of all this. Unfortunately, given John's gigantic form downrange as well as the frenetic action of countless teammates rushing hither and thither, captive civilians in certain areas, and the general haze of battle, he finds he has no clear target for some heavy sniping action. His tactical experience tells him he needs a stable elevated position from which to survey the field of battle as that would minimize his aim being spoiled by a crumby line of sight or inconvenient mountains of rock shambling at high speed across the landscape. It's then that he notices the giant bloody footprints across the snow, the mound of smashed corpses along the hillside, and John's bloody feet. His mind is reeling at the realization of what happened when he hears voices behind him and turns to see three squads of mages step out of the lazily drifting battle smoke.

[Jack]
Terrified of the blood rain and all such portends, Jack leaps off the top of the ATRV and rushes South and away from the cloud of raining blood before he's able to regain his sense enough to will a psychic body field into existence. As if the bloody cloud to the North wasn't bad enough, all he sees East of him is carnage, mayhem, and terror as his teammates battle against undead monsters, a horde of warriors in antiquated apparel wielding primitive weapons are boxed into a killing zone and surrounded by undead, and an eerie green fog hangs over much of the area.



M.A.R.S.
[Saul]
Saul screams and takes to the sky with his magical wings towards the center of battle, landing just Southeast of the Blood Pillar which he now sees is practically cocooned in human and d-bee captives. As he lands he notes the sudden, bloody arrival of John whose feet and ankles are drenched in blood and bits of gore. A moment's confusion is resolved when Saul sees the bloody footprints leading back to a mass of what must be a couple dozen crushed and pulped corpses chained to the hillside. Some poor, unfortunate souls who were apparently in the path of John's advance toward the center of action. A curious green cloud winks into existence all around him and Saul is taken aback for a second as two Harvester necromancers seem to just wink into existence south of his position.

[Rocky]
Rocky stays to the shadows and cautiously picks his way along the treeline heading West away from his hover jeep.

[Zion]
Zion finds himself hunkered down beside Rocky's hover jeep, paralyzed with fear at the enormity of the situation and the horrors happening all around him.

Coalition Forces
To the Northeast one of the Psyscape squads finds itself pinned down by a carpet of adhesion while the other three take heavy fire to bring down a number of undead and free a group of captives. A squad of bursters seems to be relishing the chance to let loose their destructive potential and wreak havoc among the tides of undead. The three squads from Magestar find themselves pummeled as they cross the open terrain to reach the line of fortifications on the hill. The reinforcements from Dunscon are still conspicuously absent, but from a distinctive horn blows from from the Southwest that Will, Zed, Saul, and others recognize having heard it in sounded by the Dweomer Defense Force on a number of occasions. Moments later, a trio squads emerge from the smoke that's drifting in that direction from the battle on Black Mountain raging above, and a voice crackles in the air, sending a chill of anticipation through all allies who hear it. "Behold the might of the disciples of The Lords of Magic!"

Spook Squad Map (Open in new tab)
Roughnecks Map (Open in new tab)
M.A.R.S. Map (Open in new tab)

Reference Map (Open in new tab)

GM NOTES:
  • Green cloud: ANTI-MAGIC CLOUD (see p.138, BoM for details)
  • Horde tokens block ground-based line of sight. And are difficult terrain to move through (human-sized: slow speed to 1/4 moving through them, slow down speed by 1/2 for every doubling in size relative to 6'). Please plan accordingly.
  • Each square on the map is 20' & each feature of elevation is 20' in height, including the ruin walls
  • Make sure your conditions & butcher bill entry are up-to-date!


What are your intentions?

Butcher's Bill
Tracks damage & ammo/I.S.P./P.P.E. spent
Black Talon Motorcycle:
Jack Killian: CP-30: 21 shots/-18 shots; BR status 8 melees
John Altfeld: -575 MDC. BR status 8 melees; -4 to initiative, -1 to parry and dodge, -25% to SPD for 4 melees
Lahz: (Sustain active);
Marauder PA: Mini-Missiles: ; LPC: 240 shots/-0 shots; WI-GL8: 60/-41 silver shots; N-F50A Force Field: ; 1 Secondary Optics/Camera destroyed
MI-3000 Firefly Hovercycle:
Mierin: (Sustain active) JA-12: 10 shots/-3 shots; TW L-20: -3 shots
Minerva: Psionic Crystal Armor 35/35 M.D.;
NE-ATRV:
QV-119 Lynx Hover Jeep:
RH-1001A Appaloosa Light Robot Horse:
Rocky: Thundergun: 6/6 shots;
Ronan: -3 KLS shots
Saul: -10 PPE
Seymour: Dead
Silhouette:
Slithn: -8 ISP
Sshir: -36 M.D.C.; -20 PPE; -1 invincible armor talisman charge
Vheld: P.P.E. tracked in sig-line; -0 charges/invincible armor talisman; -16 S.D.C.
Wakiza: Liberator PB: 50 shots/-7 shots; -24 from P.P.E. Battery; -8 MDC; BR status 8 melees
William Summers: NE-BA-50 “Raider” Heavy Body Armor; -63 MDC; BR status 8 melees; -562 PPE
Wolf Whitaker: .44 Mag: 6/6 shots; NE-6SL: 4/6 shots; Thundergun: -7 shots
Zed: 177 P.P.E.; Energy Sphere: 300 P.P.E.; -55 PPE
Zion:
"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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Re: The Doom of Nxla, Act 5:

Postby Wolf Whitaker » Sat Mar 28, 2020 11:48 am

Perception: 1d100 = 94/24%
JIC: 1d20 = 18;1d100 = 85


Paranoia Thought Text

Active Effects:
  • HF: 10 (When threatening or being attacked)
  • Fighting Spirit
    • Duration: 4:15/4:45 minutes
    • +2 attacks/actions per melee round
    • +1 on initiative
    • +1 to strike with guns
    • +3 to strike in melee combat
    • +2 to disarm, parry and dodge
    • +4 to pull punch, +2 to roll with impact
    • +4 to save vs Horror Factor/fear
    • +2 to save vs possession
    • Critical Strike on a Natural 18-20
    • Karate kick (1D8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw.
  • Invincible Armor
    • Duration: 28:15/28:45 minutes
    • MDC: 200/200
    • Regenerates: 1D6 M.D.C. per melee round.
    • Complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply.
    • All energy attacks, magic or mundane, inflict only half their usual damage to the armor!
    • Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.
    • Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.
  • Superhuman Agility
    • Duration: 4:15/4:45 minutes
    • Walk a tightrope or narrow ledge: 88%
    • Auto Sense of Balance
    • No fear of heights
    • +1 on initiative, +1 to parry, +5 to dodge and +5 to roll with impact.
    • Automatic Dodge: +5
    • Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts).
    • +20% to Climb/Rappel
  • Superhuman Speed
    • Duration: 9:00/9:30 minutes
    • Speed: 44 (equal to 30 mph/48 km)
    • +2 to parry and +6 to dodge
    • No fatigue


Wolf grits his teeth as he sees the undead, now freed, surge towards him. Need to stay mobile. can remain in one place for to long...don't let them get behind you either...Got it. Will is getting isolated...Roll back north and cut east in an arc...Waz is behind me. Going to let him fall on what I leave behind...Be smart...I am. I can't kill everything.
Wolf will maneuver in between Xombie 10 and Minerva then angle towards Will's position. Wolf will fire on Festulent 12 to create a hole for him to ride through.

Horsemanship: Cowboy-- 1d100 = 73/85%

Combat:

Init: 1d20+17 = 28

APM: 8

Action 1: Dual shot; Target Festulent 12: Right Strike: 1d20+5 = 23 CRIT; Left Strike: 1d20+5 = 20; Right Damage: 1d4*10 = 40x2=80; Left Damage: 1d4*10 = 10
Action 2: Dual shot; Target Festulent 12: Right Strike: 1d20+5 = 23 CRIT; Left Strike: 1d20+5 = 13; Right Damage: 1d4*10 = 30x2=60; Left Damage: 1d4*10 = 10
Action 3: Dual shot; Target Festulent 12: Right Strike: 1d20+5 = 23 CRIT; Left Strike: 1d20+5 = 7; Right Damage: 1d4*10 = 10x2=20; Left Damage: 1d4*10 = 30
Action 4: Dual shot; Target Festulent 12: Right Strike: 1d20+5 = 13; Left Strike: 1d20+5 = 19; Right Damage: 1d4*10 = 40; Left Damage: 1d4*10 = 30
Action 5: Dual shot; Target Festulent 12: Right Strike: 1d20+5 = 21; Left Strike: 1d20+5 = 25 CRIT (Nat 20); Right Damage: 1d4*10 = 20; Left Damage: 1d4*10 = 10x2=20
Action 6: Dual shot; Target Festulent 12: Right Strike: 1d20+5 = 9; Left Strike: 1d20+5 = 9; Right Damage: 1d4*10 = 30; Left Damage: 1d4*10 = 10
Action 7: Reload Right Pistol
Action 8: Reload Left Pistol

Auto-Dodge (+7 from PP, +2 from Commando, +5 from Superhuman Agility): 1d20+14 = 23; 1d20+14 = 33; 1d20+14 = 17; 1d20+14 = 17; 1d20+14 = 21; 1d20+14 = 33; 1d20+14 = 34(Nat 20); 1d20+14 = 25

Contingencies:
-If Festulent 12 goes down Wolf will target Festulent 1.
-If festulent 1 goes down or is not available Target Festulent 3.
-If Invincible Armor goes down Wolf will immediately burn an action to activate his talisman of Invincible armor.
-If Wolf is thrown from his horse he will command the horse to return to the ARTV. (Super Human Agility automatic roll with fall)
- Roll for Invincible Armor regeneration (If Needed): 1d6 = 5


Dusty: The horse.

Init: 1d20+2 = 13

APM: 3

Action 1: 5 to 10 MPH trot between Minerva and Xombie 10.
Action 1: 5 to 10 MPH trot between Minerva and Xombie 10.
Action 3: Dodge 1d20+3 = 9
Wolf Whitaker

Reputation-Based Horror Factor: 10

Weapons
NE-6SL 3/6
NE-6SL 1/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 0/6

Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
Legs: L 50/50 R 50/50
Main Body: 90/90
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Re: The Doom of Nxla, Act 5:

Postby Wakiza » Sat Mar 28, 2020 5:43 pm

Perception: 1d100 = 69 / 82% (+15% for either cybernetic hearing or vision if applicable)
JiC: 1d20 = 7 1d100 = 100

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.
Fighting Spirit
OOC Comments
    Duration: 4:45/4:45 minutes
    +2 attacks/actions per melee round
    +1 on initiative
    +1 to strike with guns
    +3 to strike in melee combat
    +2 to disarm, parry and dodge
    +4 to pull punch, +2 to roll with impact
    +4 to save vs Horror Factor/fear
    +2 to save vs possession
    Critical Strike on a Natural 18-20
    Karate kick (1D8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw.

Invincible Armor MDC: 192/200
OOC Comments
    Duration: 28:45/28:45 minutes
    MDC: 200/200
    Regenerates: 1D6 M.D.C. per melee round.
    Complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply.
    All energy attacks, magic or mundane, inflict only half their usual damage to the armor!
    Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.
    Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.

Superhuman Agility
OOC Comments
    Duration: 4:45/4:45 minutes
    Walk a tightrope or narrow ledge: 88%
    Auto Sense of Balance
    No fear of heights
    +1 on initiative, +1 to parry, +5 to dodge and +5 to roll with impact.
    Automatic Dodge: +5
    Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts).
    +20% to Climb/Rappel

Superhuman Speed
OOC Comments
    Duration: 9:30/9:30 minutes
    Speed: 44 (equal to 30 mph/48 km)
    +2 to parry and +6 to dodge
    No fatigue

Resist Magic +12 to save vs Magic (+14 vs Harvester Magic)
OOC Comments
    Duration: 45/45 minutes
    reduces damage/effects/and duration of all magic by half
    +3 to magic saves

Shadow Meld
OOC Comments
    Duration: 10/10 minutes
    Disappears to others while in shadow


Wak considers, Damnit, no clear shots! Didn't Lahz's dad say they were vulnerable to Psi. Wak says to the Dweomer forces, "Welcome to the party!" He puts his rifle away and activates his Shadow-Meld (-10 ppe from armor battery) while saying over the radio , "Heading for those necromancers north of John." He activates Blink of an Eye (-24 ppe from armor battery) to teleport about 20' north of Harvester #1.

At that point he remains motionless and thinks, Derilian cast Negate Magic then Mute on that necromancer (#1). Wak activates his Psi Sword and moves forward towards Harvester #1. When within 10' he thinks, Cast Luck Curse. He then touches the Necromancer with Derilian and thinks Cast Mindshatter on this bastard. Next, Wak strikes with his Psi Sword. Focus Wak!

Prowl-- 1d100 = 37 / 103%

Please don't forget Zen combat abilities and Advanced Combat Awareness

APM: 11
Init: 1d20+13 = 25

Attack 1: Puts his rifle away and speaks
Attack 2: Activates his Shadow-Meld (-10 ppe from armor battery) while speaks over the radio
Attack 3: Activates Blink of an Eye (-24 ppe from armor battery) to teleport
Attack 4: Casts Negate Magic on Harvester #1
Attack 5: Casts Mute on Harvester #1
Attack 6: Activates his Psi Sword while moving forward
Attack 7: Cast Luck Curse on Harvester #1
Attack 8: Touch Harvester #1 with Derilian and cast Mindshatter: 1d20+14 = 29 (if it works attack Harvester #4, if not continue with #1)
Attack 9: Strikes Harvester #1 or #4 with Psi Sword. Strike: 1d20+19 = 30; Damage: 16d6+8 = 58 + 1d4 = 2 = 60
Attack 10: Strikes Harvester #1 or #4 with Psi Sword. Strike: 1d20+19 = 27; Damage: 16d6+8 = 70 + 1d4 = 2 = 72
Attack 11: Strikes Harvester #1 or #4 with Psi Sword. Strike: 1d20+19 = 27; Damage: 16d6+8 = 49 + 1d4 = 4 = 53

Parry as needed: 1d20+27 = 29 1d20+27 = 46 1d20+27 = 35 1d20+27 = 45 1d20+27 = 42 1d20+27 = 36 1d20+27 = 47 1d20+27 = 30 1d20+27 = 34 1d20+27 = 35 1d20+27 = 31

AutoDodge as needed: 1d20+12 = 31 1d20+12 = 27 1d20+12 = 14 1d20+12 = 30 1d20+12 = 21 1d20+12 = 25 1d20+12 = 22 1d20+12 = 23 1d20+12 = 13 1d20+12 = 24 1d20+12 = 17

Dodge as needed: 1d20+30 = 31 1d20+30 = 43 1d20+30 = 38 1d20+30 = 40 1d20+30 = 44 1d20+30 = 481d20+30 = 43 1d20+30 = 44 1d20+30 = 42 1d20+30 = 31 1d20+30 = 47

Contingency 1: If overwhelmed he will burn an action and activate Storm Rider Armor and fight from the air.
Contingency 2: If Invincible Armor goes down he will burn an action and activate Invincible Armor from Vheld's Talisman
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 43/115
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: 76 / 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 5:

Postby Lahz » Sun Mar 29, 2020 2:35 pm

Perception [45%]: 1d100 = 37 [+15% involving Electronics or Machines]
JiC D20: 1d20 = 10
JiC D100: 1d100 = 71

Conditions: Telemechanics (0 ISP, Constant, 5ft, 99%), 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 [Calm] (100ft to psychics, 12ft to non-psychics), Marauder PA, Sustain (18 Days), Enhanced Reflexes (Rifter 25, 35.00 Min (+15% to Physical Skills, +1 Attack, +3 Initiative, +2 Strike, +3 Parry & Dodge))

ISP: 165/221
Bonus ISP: 1d6+9 = 15

Telemechanics [99%]: 1d100 = 49

N-F50A Force Field: 160/160
Marauder [MB]: 440/440




Lahz watches as a Titan made of gravel (John) surges in from the west with bloody looking feet. The Marauder steps into the breach ... a bit (and keeps partial cover using the wall) and levels his WI-GL8 to assist Will, "Hi Will, fancy meeting you here. John looks like he stepped in something ... but if he can move I can start putting missiles on that pillar-thing." *Gah ... clip is about 2/3 empty ... only have 1 more after this.*

If something advances out towards him, Lahz will move defensively and parry using his large hammer, and dodge to the degree it appears appropriate. If his gun jams, Lahz will use an action to clear the round for safe resumption.

** CONTINGENCY -- If John ends up moving, and Lahz has a clear line of sight on the Blood Pillar (since the hostages are human sized, and each feature of elevation is 20' which would include the Pillar), the Psi-Tech will forego up to 2 actions to [EP] launch volleys of AP missiles to land on the top-center of the pillar.

APM: 10
Initiative [+5]: 1d20+5 = 19

1 ~~ Speak and assist Will by firing on Bone Fiend, 1d20+5 = 6 Strike, 5d6 = 19 Damage
2 ~~ Speak and assist Will by firing on Bone Fiend, 1d20+5 = 10 Strike, 5d6 = 16 Damage
3 ~~ Speak and assist Will by firing on Bone Fiend, 1d20+5 = 25 Strike, 5d6 = 27*2=54 Damage
4 ~~ Assist Will by firing on Bone Fiend, 1d20+5 = 18 Strike, 5d6 = 23 Damage
5 ~~ Assist Will by firing on Bone Fiend, 1d20+5 = 6 Strike, 5d6 = 13 Damage
6 ~~ Assist Will by firing on Bone Fiend, 1d20+5 = 12 Strike, 5d6 = 19 Damage
7 ~~ Assist Will by firing on Bone Fiend, 1d20+5 = 9 Strike, 5d6 = 18 Damage
8 ~~ Assist Will by firing on Bone Fiend, 1d20+5 = 14 Strike, 5d6 = 12 Damage
9 ~~ Assist Will by firing on Bone Fiend, 1d20+5 = 13 Strike, 5d6 = 22 Damage
10 ~~ Assist Will by firing on Bone Fiend, 1d20+5 = 6 Strike, 5d6 = 12 Damage

** Contingency: Place volleys of AP Missiles on top center of Blood Pillar: Volley 1 [EP Strike, 4d4*30 = 420 MD Damage], Volley 2 [EP Strike, 4d4*30 = 180 MD Damage] OOC: Blast Radius is only 3ft

Parry with Hammer (+15): 1d20+15 = 33, 1d20+15 = 25, 1d20+15 = 27, 1d20+15 = 17, 1d20+15 = 31, 1d20+15 = 19, 1d20+15 = 23, 1d20+15 = 33, 1d20+15 = 29, 1d20+15 = 23

Dodge if appropriate (+11): 1d20+11 = 30, 1d20+11 = 30
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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Re: The Doom of Nxla, Act 5:

Postby William Summers » Tue Mar 31, 2020 9:04 pm

Perception: 1d100 = 8/48%
JIC: 1d20 = 2/1d100 = 58

Conditions
  • SDC: 62/62
  • HP: 60/60
  • Ley Line Proximity: Double range/duration, Will can draw 10PPE/melee.
  • Personal PPE: 27/178
  • Captured PPE: 507/534. 59:30/60 minutes
  • Energy Sphere: 140/800. 32/32 days
  • PPE Talisman: 50/50
  • NE-BA-50 Raider Heavy Body Armor:
    • Helmet: 80
    • Arms: 55 each
    • Legs: 80 each
    • Main Body: 140
    • Must spend 20% more PPE to cast spells
    • Additional Effects: - 61-80% Reduce both range and duration of the spell by 20%.


    Battle Fury
    • Duration: 2:30/3 minutes
    • Damage: 1D6x10 MD
    • Two for one: Opponents -5 to parry second strike.
    • Battle Armor: 100/100 MDC



Landing safely on the ground, Will continues hacking and slashing as he knows best. Godsdamned Anti-Magic. If Will's Battle Fury effect from the sword winked out with the rest of his magic, he reactivates it immediately. Then he sticks Murder Wraith 1 and finishes up the swath of undead he's dealing with to clear a path for the Warrior Horde to further clear the field.

Lahz wrote:"Hi Will, fancy meeting you here. John looks like he stepped in something ... but if he can move I can start putting missiles on that pillar-thing."

Over his radio he hollers at Lahz, Vheld and then the crew in general. ”Thanks for the assist, Ace. Deuce, you got me, but I'm still casting. Everyone, take out the Harvesters now! They're vulnerable!” Upon hearing the distinctive horn blast of Dweomer, Will smiles under his helmet. Dweomer arrives! We can win this!

    Battle Order:
  • Bone Fiend to Will's North
  • Bone Fiend 6
  • Bone Fiend to Will's East just past Bone Fiend 6


If Will makes it through the aforementioned undead, he will run toward the Blood Pillar and the edge of the Anti-Magic Cloud/just beyond Saul. He does this leaving the Festulents to the Warrior Horde. He continues moving until he's clear of the Anti-Magic Cloud and his spells come back into play.



Initiative: 1d20+10 = 17
APM: 8

Action 1: Cast Carpet of Adhesion on Murder Wraith 1 (-12 Energy Sphere PPE).
Action 2: Slash Bone Fiend (number says 1 but is covered up) with Battle Fury Blade. Strike: 1d20+8 = 22 Damage: 1d6*10 = 20
Action 2a: Second Strike Bone Field (-5 to parry) with Battle Fury Blade. Strike: 1d20+8 = 9 (DEUS EX CRIT) Damage: 1d6*10 = 30x2=60 MD
Action 3: Slash Bone Fiend (number says 1 but is covered up) with Battle Fury Blade. Strike: 1d20+8 = 28 (CRIT) Damage: 1d6*10 = 50x2=100 MD
Action 3a: Second Strike Bone Field (-5 to parry) with Battle Fury Blade. Strike: 1d20+8 = 28 (CRIT) Damage: 1d6*10 = 40x2=80 MD
Action 4: Slash Bone Fiend (number says 1 but is covered up) with Battle Fury Blade. Strike: 1d20+8 = 10 Damage: 1d6*10 = 10
Action 4a: Second Strike Bone Field (-5 to parry) with Battle Fury Blade. Strike: 1d20+8 = 12 Damage: 1d6*10 = 60
Action 5: Slash Bone Fiend (number says 1 but is covered up) with Battle Fury Blade. Strike: 1d20+8 = 16 Damage: 1d6*10 = 60
Action 5a: Second Strike Bone Field (-5 to parry) with Battle Fury Blade. Strike: 1d20+8 = 10 Damage: 1d6*10 = 40
Action 6: Slash Bone Fiend (number says 1 but is covered up) with Battle Fury Blade. Strike: 1d20+8 = 21 Damage: 1d6*10 = 40
Action 6a: Second Strike Bone Field (-5 to parry) with Battle Fury Blade. Strike: 1d20+8 = 20 Damage: 1d6*10 = 30
Action 7: Slash Bone Fiend (number says 1 but is covered up) with Battle Fury Blade. Strike: 1d20+8 = 10 Damage: 1d6*10 = 10
Action 7a: Second Strike Bone Field (-5 to parry) with Battle Fury Blade. Strike: 1d20+8 = 13 Damage: 1d6*10 = 10
Action 8: Slash Bone Fiend (number says 1 but is covered up) with Battle Fury Blade. Strike: 1d20+8 = 17 Damage: 1d6*10 = 50
Action 8a: Second Strike Bone Field (-5 to parry) with Battle Fury Blade. Strike: 1d20+8 = 27 (CRIT) Damage: 1d6*10 = 40x2=80 MD


Parries: 1d20+11 = 251d20+11 = 291d20+11 = 211d20+11 = 131d20+11 = 251d20+11 = 121d20+11 = 221d20+11 = 14

Contingency: If Will's Battle Fury effect (Sword and Armor) goes down, he will sacrifice an action to reactivate it using his Energy Sphere. He will do this first before doing anything else (but also this shouldn't be an issue because Magic Weapons are not affected by Anti-Magic Cloud). If he does this, he will still cast Carpet of Adhesion.
Contingency: If Will's Battle Fury Armor goes down, he will sacrifice an action to activate the Invincible Armor Talisman. If Invincible Armor goes down, he will reactivate until he's out of activations. Once he runs out of activations, he will sacrifice an action to cast Armor of Ithan and find cover.
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Re: The Doom of Nxla, Act 5:

Postby Minerva » Wed Apr 01, 2020 10:13 pm

Perception: 1d100 = 32/54%
JIC: 1d20 = 8/1d100 = 83

Conditions
  • H.P.: 104/104
  • S.D.C.: 177/177
  • I.S.P.: 321/390
    Psionic Crystal Armor
  • 35/35 MDC
  • Psionic Forcefield (Inactive)
  • 0/70 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
    Invincible Armor Talisman (Active)
  • 250/250 MDC
  • Regen: 1D6 MDC/Melee
  • 2/3 Activations
    Psi-Sword
  • Damage: 8D6 (6D6 base + 1 die from ley line +1D6 from fencing) Double vs Xombies and Harvesters.
  • Duration: 59:30/60 minutes
    Near a Ley Line
  • Can use 1D6+1 ISP per melee round. Can not be stored.
  • +50% Range and Duration of all Psionic Powers OR as noted in the specific description of power.
  • Damage is increased by 1 additional die.
    Hyper Telekinesis
  • Duration: 11:30/12 minutes
  • Max Weight: 2900 lbs
  • Range: 350'
  • Bonuses:
    • +3 to strike with Telekinesis, physical/skill bonuses to strike do not apply when Telekinesis is used.
    • +4 to parry with Telekinesis by using a controlled object to parry or sheer telekinetic force to block an attack
    Telekinetic Flight
  • Duration: 11:30/12 minutes
  • Max Speed: 100 mph


    Battle Order:
  • Xombie 3
  • Xombie 10
  • Harvester 4

Minerva focuses her combat energies on the Xombies, knowing that they are vulnerable to her talent set. Using her Psi-Sword, she'll slice the two of them into ribbons. Once the two Xombies near her are down, she leaves the Festulents to the Warrior Horde. "Diamond to The Wolf and Volcano. Cover my flight." She takes to the sky using her Telekinetic Flight, heading over top of the mountain shelf and comes down with a Psi-slash for Harvester 4. Looking at the Harvester, she can feel the evil emanating from it. She says to it. "Yes. This is what I was looking for. The ones responsible. Now you will die."

Initiative: 1d20+3 = 20
APM: 6

Action 1: Slash Xombie 3 with Psi-Sword. Strike: Strike: 1d20+11 = 28 Damage: 8d6*2 = 60
Action 2: Slash Xombie 3 with Psi-Sword. Strike: Strike: 1d20+11 = 22 Damage: 8d6*2 = 48
Action 3: Slash Xombie 3 with Psi-Sword. Strike: Strike: 1d20+11 = 25 Damage: 8d6*2 = 46
Action 4: Slash Xombie 10 with Psi-Sword. Strike: Strike: 1d20+11 = 28 Damage: 8d6*2 = 68
Action 5: Slash Xombie 10 with Psi-Sword. Strike: Strike: 1d20+11 = 28 Damage: 8d6*2 = 68
Action 6: Slash Xombie 10 with Psi-Sword. Strike: Strike: 1d20+11 = 13 Damage: 8d6*2 = 52

Parries: 1d20+11 = 27 1d20+11 = 18 1d20+11 = 30 1d20+11 = 22 1d20+11 = 22 1d20+11 = 30


Contingency: If Minerva finishes the two Xombies, she will fly to the Northwest of the Blood Pillar to engage the Harvesters using the above rolls to attack.
Contingency: If Minerva's Invincible Armor goes down, she will activate the Talisman of Invincible Armor again.
Contingency: If Minerva's Talisman of Invincible Armor runs out of activations or doesn't function due to the Anti-Magic Cloud, Minerva will activate her armor's Psionic Force Field.
Contingency: If Minerva's Psionic Force Field on her armor goes down and she has no activations left, she will use her Psychic Body Field ability.
Contingency: If Minerva's Psychic Body Field ability goes down, she will engage her supernatural transformation.
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Re: The Doom of Nxla, Act 5:

Postby Vheld » Thu Apr 02, 2020 6:49 am

Initiative: 1d20 = 11
JIC: 1d100 = 75, 1d100 = 58
PER: 1d100 = 64 vs. 76%
APM: 7
Conditions
[*]Ley line proximity- +50% range, duration of spells, draw 10 PPE per melee)
[*]Warrior Horde- BoM P. 159 for warrior stats. Summons 200, 118 melee duration, 70 MDC each. Use melee weapons that do 3d6 MDC each, will also pick up and use discarded modern weapons.
[*]Invincible armor- 225/225 MDC, 40m15s, regen 1d6MDC/melee, -15% physical skills, fully environmental, half damage from energy attacks.
[*]Anti-magic cloud- BoM P. 138, lasts 599 melees, saves on natural 18-20 only plus PE bonuses (please also note Vheld’s +5 to spell strength). Spells, TW items are impotent. Rune and magic weapons can still do damage but lose all abilities. Spellcaster is immune.
[*]Chromatic protection- BoM P. 100, lasts 29.75min, 30-foot radius of effect, save vs. magic 17 or be blinded for 1d4*2.5 melees. Blindness causes -10 to all combat moves among other penalties. Reduce penalties by half for lesser supernatural beings, greater ones are immune.
[*]Invisibility: Simple- RUE P. 203, lasts 90min, self + equipment only, opponents -9 to hit Vheld. Aggressive action, spellcasting will not terminate invisibility.
[*]Psionic protection tattoo- BoM P. 237, lasts 30min, impervious to mind control of all types, +3 to save vs. psionic attacks of any kind.
[*]Speed of the snail- RUE P. 60 melees left, reducues speed/APM/dodge/parry to one-third.
Battle of Wills
Slithn has an ME of 21, corresponding to a +3 to save vs. psionics, with no extra bonuses to save vs. mind control. Vheld has an MA of 22, therefore Slithn needs to roll a 19 or better three out of five times to save.
1d20+3 = 6
1d20+3 = 6
1d20+3 = 18
1d20+3 = 4
1d20+3 = 16

”You are a fool, Slith, in addition to a disobedient bitch. Nxla is not your ally. I will deal with your insolence when I have time, later. Now follow your instructions.” Vheld levels his considerable willpower against the deevil wraith in the battle of wills- if Vheld prevails, he will repeat his previous instructions to Slithn and send her out to murder some necromancers. Assuming he manages to corral his wayward minion, Vheld commands Sil to follow the battle line forward ((mentally directing her to the L-shaped wall just north of Vheld’s starting position) while the shifter continues to concentrate on support spellcasting. Once hunkered down, Vheld steels himself and casts an invisibility cantrip. He then mentally directs Sil to rise into the air- ideally, just high enough that Vheld can see over the wall but Sil is not exposed to attack. While she does so, Vheld reactivates his mental protection tattoo. Then, once he has line of sight on the battle, Vheld will return to the offensive, directing Sil to charge towards the blood pillar and do what she can to avoid enemy undead.

First order of business will be to control the field- if Vheld spots any enemy spellcasters that are still within the radius of his anti-magic cloud, or any undead that are not using ranged weapons, he will cast carpet of adhesion on them to keep them contained ((PPE not deducted)). As Sil moves northward, towards the pillar, Vheld engages in a more substantial casting to try and slow down the enemies attacking John (not to mention clearing Vheld’s path towards the pillar). Once he has clear line of sight on the blood pillar, Vheld tries to

Action 1: Battle of wills/dialogue.
Action 2: Cast invisibility: simple ((-3 PPE)).
Action 3: Activate mental protection tattoo ((-25 PPE)).
Action 4: Contingent carpet of adhesion.
Actions 5-6: Cast speed of the snail ((-25 PPE)) on 1d6+1 = 4 targets. Order of priority (from most to least): Murder wraith 4, Harvester 6, Harvester 5, Harvester 3, Murder wraith 1, anything else that threatens Vheld or is nearby.
Action 7: Another contingent carpet of adhesion.

Contingency 1: If Vheld identifies no targets meeting the above criteria for a carpet of adhesion, he will locate any undead soldier nearby with a spare e-clip that Vheld can target with sub-particle acceleration.
Contingency 2: If neither carpet of adhesion nor sub-particle acceleration are appropriate per the above criteria, Vheld will instead activate his staff ((-15 PPE, not deducted)) and fire a lightning bolt at one of John’s attackers. 1d20+3 = 12 to strike, 6d6 = 23 MD.

Auto-parries with staff (will not interrupt spellcasting to defend): 1d20+8 = 19, 1d20+8 = 24, 1d20+8 = 14, 1d20+8 = 16, 1d20+8 = 23, 1d20+8 = 17, 1d20+8 = 24

Sil
Initiative: 1d20+1 = 11
JIC: 1d20 = 17, 1d100 = 8
APM: 5
Conditions
[*]Ley line proximity- +50% range, duration of spells, draw 10 PPE per melee)
[*]Fly as the eagle- BoM P. 115, 209.5min, 50 MPH, +1p/2d, +2 damage from diving attack
[*]Invincible armor- 225/225 MDC, 40m00s, regen 1d6MDC/melee, -15% physical skills, fully environmental, half damage from energy attacks.

In response to Vheld’s telepathic command, Sil moves forward but remains crouched behind walls where available, and will focus on keeping herself and her master safe. At the end of the round, she will float towards the top of the wall to give Vheld more complete line of sight on the area.

Actions 1-5: Reserved for defensive maneuvers. Dodges: 1d20+8 = 21, 1d20+8 = 20, 1d20+8 = 10, 1d20+8 = 11, 1d20+8 = 19

Auto-dodges: 1d20+6 = 9, 1d20+6 = 24, 1d20+6 = 9, 1d20+6 = 20, 1d20+6 = 24

Sshir
Initiative: 1d20 = 1
JIC: 1d100 = 44, 1d100 = 68
APM: 5
Conditions
[*]Ley line proximity- +50% range, duration of spells, draw 10 PPE per melee)
[*]Invincible armor- 225/225 MDC, 40m00s, regen 1d6MDC/melee, -15% physical skills, fully environmental, half damage from energy attacks.
[*]Wall of ice- 200 MDC, 29.5min, BoM P. 85, covers 40x40x20 area.
[*]Sorcerous fury- Gains 500 MDC, hovers 1-4 feet above the ground, can unleash lightning bolts doing 2d4x10 MD and +4 to strike, gains 2 APM, anyone touching Sshir receives 2d6 MD, he has a HF of 16, is +4 initiative, +3 to save vs. magic and poison, impervious to mind control/possession/HF, can draw an extra 40 PPE per melee, regenerates 1d4x10 MDC per melee, lasts 14.75 minutes. Cannot cast non-offensive spells.

With the sorcerous fury temporarily dispelled by the anti-magic cloud, Sshir lets loose with bite attacks on any undead nearby. Once the way is clear, he will make for the closest edge to the cloud so that his magic will return.

Action 1: Bite attacks. 1d20+5 = 15, 4d6 = 15 MD
Action 2: Bite attacks. 1d20+5 = 20, 4d6 = 16 MD
Action 3: Bite attacks. 1d20+5 = 7, 4d6 = 13 MD
Action 4: Bite attacks. 1d20+5 = 14, 4d6 = 11 MD
Action 5: Bite attacks. 1d20+5 = 7, 4d6 = 19 MD

Auto-parries: 1d20+4 = 16, 1d20+4 = 16, 1d20+4 = 5, 1d20+4 = 24, 1d20+4 = 24

Slithn
Initiative: 1d20 = 13
JIC: 1d100 = 94, 1d100 = 31
APM: 4

Actions pending resolution of battle of wills.
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 (8d remaining)
PPE: 199/327 (Vheld), 83/83 (Sil), 81/126 (Sshir), 200/200 (Slithn). ISP: 90/90 (Medallion), 230/230 (Slithn).
Talismans: 2/3 on Vheld IA; 2/3 on Sil IA and FatE; 2/3 on Sshir, IA
Energy Spheres: 450/1000 PPE (29d; floating behind Vheld)
Weapon in Hand- TW Storm Staff.
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