Ghouljagd (Ghoul Hunting)

Moderators: Game Masters, AGMs

Re: Ghouljagd (Ghoul Hunting)

Postby Kelly Kellogg » Thu Oct 25, 2018 7:49 am

Perception 66*%: 1d100 = 1
JIC d20: 1d20 = 18
JIC d100: 1d100 = 34

Save vs. Magic (requested by GM): 6 EP CRITICAL SUCCESSES

*-5% for needing a fix included

Prudence takes a single half step, lining up to fire over Icky's left side, and puts two laser holes into the face of the dude in the blood covered robes, preferably while he is still talking. Okay, I've walked into the final scene of the slasher film. Jason Vorheez is indestructible, the mummy is already dead. Stop talking and die, nazi dude.

Initiative: 1d20 = 7

A1-A2: Called shot to the head on the jacketed fellow Strike: EP CRITICAL SUCCESS Damage: 5d6 = 13x2= 26
A3-A4: Called shot to the head on the jacketed fellow (masked fellow if jacketed fellow is gone) Strike: EP CRITICAL SUCCESS Damage: 5d6 = 20x2= 40

Defensive actions: Kelly is using Icky as something like 90% cover, so no dodges or parries
Do Not PM this account. PM Tyrannosapiens Rex.

Dear Prudence, won't you come out to play?

OOC Comments
Charm/Impress: 25%
Invoke Trust/Intimidate: 55%
P.P.E.: 4
H.P.: 13
S.D.C.: 21
User avatar
Kelly Kellogg
Diamond Level Patron
Diamond Level Patron
 
Posts: 35
Joined: Thu Jun 01, 2017 9:46 am

Re: Ghouljagd (Ghoul Hunting)

Postby Icky'Eow » Sun Oct 28, 2018 10:44 pm

JIC D20  1d20-2 = 10
JIC D100 1d20-2 = 17
Perc:  62% 1d100-10 = 16 (+30 to detect surprise attacks and to find salvage)

Conditions: Nightvision 400 ft, Chemoreceptors (68/48 to track other scents - 1d100 = 26  ), Sense magic (range: 120 ft / dur:3 mins 00 sec - 79 rds), armor of ithan (dur: 9/12 rds / MDC: 30), Sensor Pod: Sensory Equipment 45% 1d100 = 97/, Telemechanic Mental Operation (Duration: 5/8 rds; What is currently linked at the beginning of the post - sensor pod / Pixel/ M-90 rifle)/ Outside their shell, they can prowl at 64% 1d100 = 53 /
M-90 "Beach Stormer": 
OOC Comments
Humanoids who are less than 12 ft tall and/or have a PS of 24 to 30 have a -7 strike on all attacks.
Range on Dry Land: 4000 ft
Mega-Damage on Dry Land: Ion-Pulse: 1d6x10+10 / LAWS launcher 1d6x10 MD / vibro bayonet 3d6 md / Note: LAWS can fire mini missiles or torpedoes 
Payload: Ion-Pulse: 25 shots long clip / LAWS: 12 rd magazine



Icky is terrified: -2 to all d20 rolls and -10% to all skill checks. FACTORED IN


Icky hoists his BIG rifle and carries it easily, but as he checks it..it is apparent it is a little too large for him to use effectively. But the little guy has heart. As the group heads down the stairs, Icky starts making quiet noises, and his moustache and antenna start twitching.
”This is crazy. I fix gear normally, but here I am hunting a necromancer.” There is a gleam in his eye as he shrugs his shoulders and moves into the chamber. Then a one more squeak as he links with his rifle.

As the others move in combat positions, Icky stays in front of Kelly. ((“Stay behind. Stay safe. Me protect. Me cast protect magic.”)) With a squeak and a couple chirps he fires off his own magic. First, casts Armor of Ithan (10) on Kelly, then with a quick casting of Mystic Fulcrum (5) to prep for combat. Once the others have begun there assault, Icky joins in. With the help of his magic, Icky hoists and fires the rifle without issue.

APM: 3 (6 if technology is being used)
Initiative: 1d20+2 = 3
Strike with M-90: 1d20+1 = 6; Damage: [dice]1d6*10+10[/dice]
Strike with M-90: 1d20+1 = 10; Damage: [dice]1d6*10+10[/dice]
Strike with M-90: 1d20+1 = 4; Damage: [dice]1d6*10+10[/dice]
Strike with M-90: 1d20+1 = 20; Damage: [dice]1d6*10+10[/dice]

Contingency Actions if any enemy gets close
Strike with M-90 bayonet: 1d20+3 = 18strike; Damage: 3d6 = 7
Strike with M-90 bayonet: 1d20+3 = 13strike; Damage: 3d6 = 15

Contingency Dodge (No dodge, just parries)
Contingency Parry with M-90 bayonet (if something can't be Dodged; +4) 4d20:
4, 10, 15, 6


Contingency Save Vs Magic (+1): 6d20:
9, 7, 19, 17, 17, 3
The Dangerous Icky'eow
PPE: 112
ISP: 70
User avatar
Icky'Eow
Diamond Level Patron
Diamond Level Patron
 
Posts: 51
Joined: Mon Jan 22, 2018 2:30 pm

Re: Ghouljagd (Ghoul Hunting)

Postby Oculus » Thu Nov 01, 2018 1:47 am

JIC: 1d20 = 201d100 = 36
Perc: 24% / 1d100 = 74
Magic Save: 1d20+4 = 20 1d20+4 = 15 1d20+4 = 22
Moving beside Old Magnus so named Ironside, Oculus steps with a grating crush of gravel and stone underfoot as he readies his axe before him, speaking to Magnus as well as answering the necromancer,"Let us teach him that his evil ways are no game."

The druid's eye wavers from being fixed upon the undead creature and the necromancer for which he wished to end most. His instincts told him that the dark master would end the magic he wielded it by, yet he felt as if it would be a trading mortal blows. An axe to one's neck to cleave your enemies shield and shoulder was not a worthy decision.

In this Magnus felt as the ancient master to Oculus' experiences, that wisdom was leaving the challenge to the skilled. Giving word to action Oculus steps before Magnus growling,"Dispense your lesson to the dark one, I shall shield you from this monstrosity and see it destroyed."

---
Note: Oculus does not have much in resources on him this fight, so he is particularly inflexible in direct combat at this time.

Actions: 5
Init: 1d20+1 = 16
#1:Covers Magnus, oculus defends against the mummy: Attack: 1d20+2 = 14 / Parry: 1d20+5 = 18
#2 Covers Magnus, oculus defends against the mummy: Attack: 1d20+2 = 5 / Parry: 1d20+5 = 17
#3 Covers Magnus, oculus defends against the mummy: Attack: 1d20+2 = 18 / Parry: 1d20+5 = 11
#4 Covers Magnus, oculus defends against the mummy: Attack: 1d20+2 = 13 / Parry: 1d20+5 = 18
#5 Covers Magnus, oculus defends against the mummy: Attack: 1d20+2 = 17 / Parry: 1d20+5 = 9
Oculus
Impervious to Lightning/electricity(Including MDC magic and electricity; no damage).
Resistant to energy (including MDC psionic versions of laser, fire, etc; half damage).

Horror Factor: 11
Nightvision 60'' (see in total darkness).

--------------
Health: 60/60 MDC
Armor: None
Weapon: M-30 Dual Energy Rifle(large) --
(+1 to hit; laser beam targeting)
Magazine E-clip: 60/60 (Self charge:(1/1: 1 Particle or 4 Laser)
• Range: Particle Beam: 2.000' / Laser Beam: 3,000'
• Damage: Particle Beam: 1d4x10+6 MD / Laser Beam: 4d6 MD
User avatar
Oculus
Diamond Level Patron
Diamond Level Patron
 
Posts: 129
Joined: Thu Feb 19, 2015 5:19 pm
Location: lwhiting01

Re: Ghouljagd (Ghoul Hunting)

Postby Consumer » Sun Nov 04, 2018 8:26 pm

Information wrote: Date: 04/07/2395 (109 PA)
Time: 2:45:00 PM
Weather (Exterior): Foggy, High of 11°C (52°F), Low of 4°C (40°F) with moderate winds (27 kph (17 mph)).
Weather (Interior): Humid, with near constant temperature of 11°C (52°F)
Lighting: Rail Tunnel: None. Inside the bunker: Dim, -10% to Perception checks due to poor lighting.
Note on Ceiling Height: 6.096 m tall (20') unless otherwise noted)



Faust begins casting a slightly complex spell. Meanwhile the Necromancer known as The Nightwraith casts a much quicker spell with a harsh word. The area is filled with a sickly sweet smell of rotten meat and decay, causing both Faust and Ick to begin retching. Diomedes charges the masked man and strikes a blow that he parries at the last second with a dark bladed knife. Oculus moves behind Ol'Magnus and prepares to keep the man safe. The mummy moves over and swings a bandaged hand at Diomedes who barely parries the blow. The masked blood soaked man, pulls a small jar of blood from a pouch and speaks a few short words in Demongoggian, Ol'Magnus screams and collapses to the ground clutching his torso. Kelly takes aim at the blood covered humanoid. icky quickly casts armor of Ithan on Kelly.

Faust finishes his incantation and a pall falls over the Mummy, who doesn't seem to care. The Nightwraith begins a more complicated spell, its language twisted and dark. Diomedes tries to strike the masked mage and finds his blow parried once more. Oculus crouches near Ol'Magnus to see what is wrong, but can only see that the man is in pain (No First Aid Skills). The Mummy again tries to strike Diomedes, but doesn't even come close to the undead hunter. The masked man makes a quick cut across his own torso while uttering a verse in demongoggian, once the last syllable is uttered he snaps his fingers, but nothing seems to happen. Ol'Magnus continues to scream in pain. Kelly fires hitting her target square in the face mask, which shatters like porcelain leaving a beautiful human males face to view, though his dark eyes are filled with cruelty. Icky cast mystic Fulcrum.

Faust activates his Telekinesis and flings one of the blood soaked mages knives into the Necromancer, who seems to not even notice the attack. The Nightwraith completes the fouls spell he was casting and arcs of black lightnig shoot from his hand into Faust. Diomedes seeing that all of his blows have been parried, switches tactics and activates his mystic tattoo. Oculus continues to protect Ol'Magnus, while the mummy tries to hit Diomedes again, the blow is crude and easily parried. The blood mage snaps his fingers again and nothing happens, this seems to frustrate the mage. Ol'Magnus begins to whimper like a dying animal, while Kelly lines another attack up. Icky fires his gun but gets nowhere near his target.

Faust begins retching, The Nightwraith laughs darkly. "Your champions are pathetic Brom." Diomedes uses his mental blast, and the mage reals from the blow. Oculus has Ol'Magnus covered, while the mummy swings at Diomedes who parries the blow in turn. The Blood Mage growls, and spits out a terse word in Demongoggian, burying his blade into his side. Diomedes' veins and capillaries explode with blood coating everything three feet around him. Ol'Magnus whines in pain. Kelly hits the Blood Mage once more, only eliciting an angry glare from him. Icky begins retching. Diomedes keeps hammering the blood mage with mental blasts but he seems to shrug off the effects. The Blood MAge snaps his finges once more, but nothing happens yet again. The Nightwraith walks slightly to the side and eyes Oculus who is defending his mortal enemy. "A cyclops... interesting." and begins casting a lengthy spell, which eventually comes to fruition, and to no effect that can be seen, though Oculus is sure whatever was cast would have been unfortunate.

Image

Stench of the Dead has a Duration of 20 minutes.

Butcher's Bill
Faust: -11 Bodily S.D.C. Under the effects of Stench of the Dead (Speed, Attacks, & Combat Bonuses reduced by Half)
Icky: -15 P.P.E., Under the effects of Stench of the Dead (Speed, Attacks, & Combat Bonuses reduced by Half)
Diomedes: -40 M.D.C., -25 P.P.E.
Crimnor Harsk: -66 M.D.C., -29 S.D.C., -16 HP (-2 Initiative, -2 Strike/Parry/Dodge, -20% all skills.)
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

Medals
ImageImageImageImageImageImageImage
User avatar
Consumer
Game Master
 
Posts: 1270
Joined: Sun Sep 13, 2009 2:26 pm
Location: Phase World GM (Galactic Rogues)

Re: Ghouljagd (Ghoul Hunting)

Postby Diomedes » Wed Nov 07, 2018 7:16 pm

Notice: 29% vs 1d100 = 18 (Signs/Presence of: +30% Vampires/Undead, +20% Demons/Monsters)
JIC: 1d20 = 3, 1d100 = 93

Stats
  • M.D.C.: 202/264
  • P.P.E.: 198/258
  • Spd: 75'/action
Vampire Hunting Abilities
  • Bonuses when fighting Vampires: +15% Perception vs Undead, +2 Initiative, +1 Strike/Parry/Dodge, +2 Strike Impale/Stake the heart, +2 vs Insanity +3 vs HF (Vampires, Protectors and summoned animals) +1 Possession
  • Gut Feelings, Hunches and Realizations Involving Vampires
  • Bad Feeling that something is not right: 50% (+5%) - On success +1 Initiative and +5% Perception
  • Feeling that vampires are around or exerting control and influence over a community--69% (+3%)
  • Finding and recognizing evidence of the undead's presence or involvement--69% (+3%)
  • Hunch that someone is a vampire servant, henchman or assassin--55% (+5%)
  • Recognize Vampire Mind Slave--69% (+3%)
  • Recognize Wild Vampire--93% (+3%)
  • Recognize Secondary Vampire--69% (+3%)
  • Recognize Master Vampire--59% (+3%)
  • Guess Vampire's lair based on knowledge of undead and reports of vampire's activities and other evidence--29% (+3%)
  • Find actual lair or coffin at suspected location--54% (+3%)
  • Lore: Vampires 79% (+3%)
  • Vampire Combat: Knows all vampire weakness, vulnerabilities, tactics, methods of attack, defenses, etc.
      Resistance vs Vampire Seduction: +2 vs Pheromone-based trance (+1 @ 5, 7, 11, 15)
      Resistance vs Vampire Mind Control: +1
      Resistance vs Vampire Hypnotic Suggestion: +2
  • Sense Vampires: Automatic 600', cannot pinpoint location
  • Command Trust and Leadership
  • Calm and direct civilians: 50/level
  • Settle nerves of a small squad fighting force: 10+1d6/level. On success all non-Undead Slayers receive +1 Initiative, +1 Horror Factor if Undead Slayer within 250'

Temporary Abilities:
  • Sustain - 3 days
  • Supernatural Vision - 13.75 mins | Nightvision 1200' (including total darkness), See the invisible, See Auras, +1 Strike/Initiative
  • Magical Sword w/Flames and Dripping Blood - 29.75 min | 6d6 M.D.
  • Cracked Skull (Mental Blast) | BOM 109| 25 P.P.E. | 140' | User has power for 3.75 min, each blast takes 1 action | Save vs Magic 14+ | 5d6 direct to HP. -2 Initiative, -2 Strike/Parry/Dodge, -20% all skills. Multiple blasts have cumulative effects. Last 4 melee rounds

Euro 73% vs 1d100 = 61 | Pass
Lore: Magic 50% vs 1d100 = 72 | Fail | Any useful facts about blood magic?

Diomedes' first thought as he sees the being in the mask is, This thing is doing my work for me each time it stabs itself. His next is, What kind of grotesque magic is this? as he feels his skin grow warm from the sudden layer of his own blood coating his skin. "Ack! Blood Magic! Back, fiend!"

Diomedes raises his leg and with his supernatural strength, kicks out with his foot, hoping to knock the blood mage ass over teakettle back into the room. The Undead Slayer charges in and takes advantage of the high ground and strikes with his sword and mental blasts, hoping to pierce it's defenses and end the foul being's madness.


APM: 6 (+1 vs Vampires/Undead/Supernatural Evil)
Initiative: 1d20+2 = 19

  1. Knockdown/back kick: 1d20+6 = 24; Damage: 4d6 = 14 M.D.
    Parry: 1d20+10 = 24
  2. Strike with Sword: 1d20+9 = 14; Damage: 6d6 = 24 M.D.
    Parry: 1d20+10 = 29
  3. Mental Blast: 5d6 = 13 direct to H.P. plus other effects
    Parry: 1d20+10 = 12
  4. Strike with Sword: 1d20+9 = 23; Damage: 6d6 = 20 M.D.
    Parry: 1d20+10 = 29
  5. Mental Blast: 5d6 = 12 direct to H.P. plus other effects
    Parry: 1d20+9 = 14
  6. Strike with Sword: 1d20+9 = 20; Damage: 6d6 = 29 M.D.
    Parry: 1d20+10 = 20

Contingency Dodge (if something can't be parried; +8) 6d20:
17, 16, 8, 11, 9, 16


Contingency Save Vs Magic (+7): 6d20:
8, 6, 16, 20, 8, 18
Diomedes, EP Record

M.D.C.: 249
Sense Vampires: 600'
User avatar
Diomedes
 
Posts: 35
Joined: Mon Mar 12, 2018 9:59 am

Re: Ghouljagd (Ghoul Hunting)

Postby Kelly Kellogg » Thu Nov 08, 2018 8:21 am

Perception: 1d100 = 26
JIC d20: 1d20 = 18
JIC d100: 1d100 = 42


OOC Comments
APM: 4
Initiative: 1d20 = 16
A1-4: Doing non-combat things like looking around and talking and other useless scholarly actions

Dodges (no bonus!): 4d20:
4, 3, 16, 7


Prudence is freaking out inside her armor. Sure, they aren't casting anything at the junkie scholar that's landing, but those two shots should have vaporized 'Jason Vorheez' face right off.

Prudence casts a look around looking for another exit. If she doesn't spot one, the scholar calls for a general retreat. "Everyone out the way we came unless you want to be a permanent resident!"

With that said, Prudence is looking over her teammates for explosives. Ikky has what might be a grenade launcher. She whispers at the things eyestalks."When we're clear or one of those unkillable things makes for the door put some grenades into the ceiling. If we can't hurt them we'll bury them alive."
Do Not PM this account. PM Tyrannosapiens Rex.

Dear Prudence, won't you come out to play?

OOC Comments
Charm/Impress: 25%
Invoke Trust/Intimidate: 55%
P.P.E.: 4
H.P.: 13
S.D.C.: 21
User avatar
Kelly Kellogg
Diamond Level Patron
Diamond Level Patron
 
Posts: 35
Joined: Thu Jun 01, 2017 9:46 am

Re: Ghouljagd (Ghoul Hunting)

Postby Faust » Sun Nov 11, 2018 12:45 pm

Perception: 1d100 = 83 / 26% / 36% involving plants and nature (+10% underwater and wearing bio-armor)
JIC: 1d20 = 7 / 1d100 = 29
Conditions: Sixth Sense, Stench of Death

Faust's senses are overwhelmed by the odiferous body odor. His first instinct is to vomit but he manages to choke it down. Catching his breath as his eyes burn and begin to water. Hearing Kelly suggest a plan of action helps Faust keep his focus on the battle at hand.

Kelly wrote:"When we're clear or one of those unkillable things makes for the door put some grenades into the ceiling. If we can't hurt them we'll bury them alive."


Bury them?! Now that's some thinking. Don't know why I didn't think of that first. Just hope we don't bring the whole place down on us at the same time.”Sounds good. Just don't bury us along with them. Icky it’s your time to shine. Diomedes and everyone else, up the stairs.”

Combat Actions
APM: 3
Initiative: +2 /1d20+2 = 7
Attack 1: Speak and attack Necromancer with Pistol. to strike:1d20+2 = 18 damage:1d6 = 5
Attack 2: Attack Necromancer with pistol. to strike:1d20+2 = 9 damage:1d6 = 1
Attack 3: Reserved for Barnacle Grenade where Icky'Eow is firing his grenade launcher. strike: 1d20 = 11 damage: 4d6 = 16 to 4’ radius or reserved for dodge 1d20+1 = 12
Parries if needed: +2 /3d20:
6, 12, 19
+2

Save vs Magic rolls
1d20+3 = 18
1d20+3 = 20
1d20+3 = 23
1d20+3 = 10
1d20+3 = 23
1d20+3 = 6
P.P.E.: 106/120
I.S.P.: 33/35

H.P.: 60/60
S.D.C.: 47/47
User avatar
Faust
 
Posts: 30
Joined: Mon Mar 05, 2018 7:56 pm

Re: Ghouljagd (Ghoul Hunting)

Postby Oculus » Sun Nov 11, 2018 11:54 pm

JIC: 1d20 = 51d100 = 93
Perc: 24% / 1d100 = 78

Memory of a different life well up, memories of debasing actions met upon others and of choices that defile the chooser too. Slamming his foot down as if that motion sent the spell being cast upon him by the necromancer away through the earth like a grounding action and as well his memories of a darker past that pull him from the needs of the moment.

Growling in wrathful anger Oculus considers throwing his axe toward the blood mage in rage for reminding him of a self he rejected and at once wistfully longed for in darker dreams. His arm recoils but for a moment as the axe rises overhead before the druid faltering, instead lets his bag slip from his shoulder, anger simmering inside as a kettle brewing medicine.

Crouching over the slipped bag Oculus switches the axe to his weak throwing hand as he takes up his Lightning Javelin from its straps, his position and stance ready to spring across and over Magnus to deflect any direct attack against the old man writhing in pain before him(but not to leave the bag behind). The cyclops eye narrows as he studies the shaft of Cyclopean craft that only a rare few ever learn among his people. So guarded was the methods of its creation that it is said as both a warning and a curse among cyclopes, if a mortal should ever learn how, demons would sprout from the ground to take revenge upon the impudent being.

Raising his arm bearing the lightning shaft Oculus says with spittle flying,"I, Fulger Dé Brighid Taranaich, Scathach do not have wind, earth, fire, or the sea to cleanse your fear-making! Yet by the touch of Taranis may the wheel turn..." With an axel leap the cyclops' strength pushes himself forward thrusting the javelin ahead,"So that night may meet the dawn again!" It was said Cyclopes pounded into shape at the forges of gods lightning from the skies into such implements as wood pointed in steel transmutes into white lightning streaking from the druid, guided by his wrath toward the blood mage, seeking to end his crippling magic bent on ending Magnus' life.

Init: 1d20+1 = 6
Actions 5:

Action 1: Readies to throw his axe, but instead slips his bag to the ground.
Action 2: Switches his axe to his off hand and pulls his Lightning javelin free.
Action 3: "I, Fulger Dé Brighid Taranaich, Scathach do not have wind, earth, fire, or the sea to cleanse your fear-making! Yet by the touch of Taranis may the wheel turn..."
Action 4: ,"So that night may meet the dawn again!" Throws javelin into Blood mage: 1d20+5 = 6/ DMG: 4d6*10 = 110 MD Lightning!!
Action 5: Leaps forward to fight the necromancer swinging his axe: 1d20+2 = 6 / 4d6 = 11MDC
JIC parry:1d20+5 = 8 1d20+5 = 6 1d20+5 = 22 1d20+5 = 7
Oculus
Impervious to Lightning/electricity(Including MDC magic and electricity; no damage).
Resistant to energy (including MDC psionic versions of laser, fire, etc; half damage).

Horror Factor: 11
Nightvision 60'' (see in total darkness).

--------------
Health: 60/60 MDC
Armor: None
Weapon: M-30 Dual Energy Rifle(large) --
(+1 to hit; laser beam targeting)
Magazine E-clip: 60/60 (Self charge:(1/1: 1 Particle or 4 Laser)
• Range: Particle Beam: 2.000' / Laser Beam: 3,000'
• Damage: Particle Beam: 1d4x10+6 MD / Laser Beam: 4d6 MD
User avatar
Oculus
Diamond Level Patron
Diamond Level Patron
 
Posts: 129
Joined: Thu Feb 19, 2015 5:19 pm
Location: lwhiting01

Re: Ghouljagd (Ghoul Hunting)

Postby Consumer » Mon Nov 12, 2018 8:48 am

Information wrote: Date: 04/07/2395 (109 PA)
Time: 2:45:15 PM
Weather (Exterior): Foggy, High of 11°C (52°F), Low of 4°C (40°F) with moderate winds (27 kph (17 mph)).
Weather (Interior): Humid, with near constant temperature of 11°C (52°F)
Lighting: Rail Tunnel: None. Inside the bunker: Dim, -10% to Perception checks due to poor lighting.
Note on Ceiling Height: 6.096 m tall (20') unless otherwise noted)



Diomedes gives the Blood Mage a powerful boot, scooting him back several feet, but the villain manages to keep his feet. Harsk for his part points at Diomedes and snaps his fingers, though it seems to have no effect other than angering the man further. Kelly takes a moment to see if their is another exit, but doesn't see one. The mummy moves over to Ol'Magnus and begins stomping on him. ”Sounds good. Just don't bury us along with them. Icky it’s your time to shine. Diomedes and everyone else, up the stairs.” Faust yells before firing at the Nightwraith, hitting him squarely, but to little effect. Nightwraith tilts his head to the side and considers his next action, Uttering a couple of foul words, the ground erupts with skeletal and zombie hands, they clutch and grab at the group. Oculus, Kelly, Faust, Ol'Magnus, and Icky are grabbed by the horrifying limbs, which promptly pull them to their knees. Faust, Oculus, and Kelly spend the next several seconds trying to free themselves.

Diomedes having been quick enough, made his way to the stairs. Not having much in the way of ranged attacks, fires a mental barrage at the Blood Shaman. The Blood Shaman tries snapping at Diomedes again, but it has no effect. The mummy moves back towards the Nightwraith. Diomedes nails the Blood Mage once more, and watches as the man crumples to the ground before quickly dissolving into an enormous pool of blood. Kelly and Oculus manage to free themselves and get to the relative safety of the stairwell. Oculus goes into his satchel and produces a javelin of Cyclopian make.


Image
Stench of the Dead has a Duration of 20 minutes.
Grip of Death (Gray Area): Unable to move, No bonuses to attack.


Butcher's Bill
Faust: -11 Bodily S.D.C. Under the effects of Stench of the Dead (Speed, Attacks, & Combat Bonuses reduced by Half), Grip of Death (1 hands)
Icky: -15 P.P.E., Under the effects of Stench of the Dead (Speed, Attacks, & Combat Bonuses reduced by Half), Grip of Death (4 hands)
Diomedes: -40 M.D.C., -25 P.P.E.
Oculus:
Kelly:
Crimnor Harsk: Dead.
Nightwraith: -5 M.D.C.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

Medals
ImageImageImageImageImageImageImage
User avatar
Consumer
Game Master
 
Posts: 1270
Joined: Sun Sep 13, 2009 2:26 pm
Location: Phase World GM (Galactic Rogues)

Re: Ghouljagd (Ghoul Hunting)

Postby Diomedes » Mon Nov 12, 2018 10:53 am

Notice: 29% vs 1d100 = 100 (Signs/Presence of: +30% Vampires/Undead, +20% Demons/Monsters)
JIC: 1d20 = 19, 1d100 = 77

Stats
  • M.D.C.: 202/264
  • P.P.E.: 198/258
  • Spd: 75'/action
Vampire Hunting Abilities
  • Bonuses when fighting Vampires: +15% Perception vs Undead, +2 Initiative, +1 Strike/Parry/Dodge, +2 Strike Impale/Stake the heart, +2 vs Insanity +3 vs HF (Vampires, Protectors and summoned animals) +1 Possession
  • Gut Feelings, Hunches and Realizations Involving Vampires
  • Bad Feeling that something is not right: 50% (+5%) - On success +1 Initiative and +5% Perception
  • Feeling that vampires are around or exerting control and influence over a community--69% (+3%)
  • Finding and recognizing evidence of the undead's presence or involvement--69% (+3%)
  • Hunch that someone is a vampire servant, henchman or assassin--55% (+5%)
  • Recognize Vampire Mind Slave--69% (+3%)
  • Recognize Wild Vampire--93% (+3%)
  • Recognize Secondary Vampire--69% (+3%)
  • Recognize Master Vampire--59% (+3%)
  • Guess Vampire's lair based on knowledge of undead and reports of vampire's activities and other evidence--29% (+3%)
  • Find actual lair or coffin at suspected location--54% (+3%)
  • Lore: Vampires 79% (+3%)
  • Vampire Combat: Knows all vampire weakness, vulnerabilities, tactics, methods of attack, defenses, etc.
      Resistance vs Vampire Seduction: +2 vs Pheromone-based trance (+1 @ 5, 7, 11, 15)
      Resistance vs Vampire Mind Control: +1
      Resistance vs Vampire Hypnotic Suggestion: +2
  • Sense Vampires: Automatic 600', cannot pinpoint location
  • Command Trust and Leadership
  • Calm and direct civilians: 50/level
  • Settle nerves of a small squad fighting force: 10+1d6/level. On success all non-Undead Slayers receive +1 Initiative, +1 Horror Factor if Undead Slayer within 250'

Temporary Abilities:
  • Sustain - 3 days
  • Supernatural Vision - 13.50 mins | Nightvision 1200' (including total darkness), See the invisible, See Auras, +1 Strike/Initiative
  • Magical Sword w/Flames and Dripping Blood - 29.50 min | 6d6 M.D.
  • Cracked Skull (Mental Blast) | BOM 109| 25 P.P.E. | 140' | User has power for 3.50 min, each blast takes 1 action | Save vs Magic 14+ | 5d6 direct to HP. -2 Initiative, -2 Strike/Parry/Dodge, -20% all skills. Multiple blasts have cumulative effects. Last 4 melee rounds

Euro 73% vs 1d100 = 39 | Pass
Lore: Magic 50% vs 1d100 = 82 | Fail | Any useful facts about necromancy?

"Yes!" Diomedes yells as he see's the blood mage crumple. "Not all is dark in this pit. They can be beaten." He turns towards the necromancer. "Now you to shall answer to the light you abhor." Kelly's idea of bring this place down upon these foul creatures is good, but our friends are trapped and all is not yet lost!

Seeing his new friends trapped by skeletal hands, Diomedes bends his powerful legs and leaps over the grasping arms and then strikes with his blade. Like with the blood mage, he alternates with Mental Blasts to keep the death mage from being able to cast any magic.

APM: 6 (+1 vs Vampires/Undead/Supernatural Evil)
Initiative: 1d20+2 = 21

  1. Speak
  2. Leap towards the necromancer (can leap up to 49' long, 8' high); Dodge: 1d20+9 = 25
  3. Strike with Sword: 1d20+9 = 15; Damage: 6d6 = 20 M.D.
    Parry: 1d20+10 = 18
  4. Mental Blast: 5d6 = 16 direct to H.P. plus other effects
    Parry: 1d20+10 = 16
  5. Strike with Sword: 1d20+9 = 20; Damage: 6d6 = 18 M.D.
    Parry: 1d20+10 = 20
  6. Mental Blast: 5d6 = 20 direct to H.P. plus other effects
    Parry: 1d20+10 = 25

Contingency Dodge (if something can't be parried; +8) 6d20:
14, 5, 14, 20, 18, 20


Contingency Save Vs Magic (+7): 6d20:
10, 10, 16, 18, 18, 12
Diomedes, EP Record

M.D.C.: 249
Sense Vampires: 600'
User avatar
Diomedes
 
Posts: 35
Joined: Mon Mar 12, 2018 9:59 am

Re: Ghouljagd (Ghoul Hunting)

Postby Icky'Eow » Mon Nov 12, 2018 1:24 pm

JIC D20 1d20-2 = -1
JIC D100 1d20-2 = 4
Perc: 62% 1d100-10 = 84 (+30 to detect surprise attacks and to find salvage)

Conditions: Nightvision 400 ft, Chemoreceptors (68/48 to track other scents - 1d100 = 9 ), Sense magic (range: 120 ft / dur:3 mins 00 sec - 79 rds), armor of ithan (dur: 9/12 rds / MDC: 30), Sensor Pod: Sensory Equipment 45% 1d100 = 4/, Telemechanic Mental Operation (Duration: 5/8 rds; What is currently linked at the beginning of the post - sensor pod / Pixel/ M-90 rifle)/ Outside their shell, they can prowl at 64% 1d100 = 23 / M-90 "Beach Stormer":
OOC Comments
Humanoids who are less than 12 ft tall and/or have a PS of 24 to 30 have a -7 strike on all attacks.
Range on Dry Land: 4000 ft
Mega-Damage on Dry Land: Ion-Pulse: 1d6x10+10 / LAWS launcher 1d6x10 MD / vibro bayonet 3d6 md / Note: LAWS can fire mini missiles or torpedoes
Payload: Ion-Pulse: 22 / 25 shots long clip / LAWS: 12 rd magazine


Icky is terrified: -2 to all d20 rolls and -10% to all skill checks. FACTORED IN
Icky: Under effects of Stench of the Dead (Speed, Attacks, & Combat Bonuses reduced by Half - factored in)

APM: 1 (3 if technology is being used)
PPE: 17 remaining / 83 total
ISP: 34 remaining / 54 total

Initiative: 1d20+1 = 21
Attack 1 - Regain feet....stand not move
Attack 2 - Strike ceiling with M-90 LAWS: 1d20 = 4-9=-5; Damage: 1d6*10 = 60+10=70
Attack 3 - Strike mummy with M-90: 1d20 = 4-9=-5; Damage: 1d6*10 = 50+10=60

Icky looks around in shock. ”Frak!! I shoot and miss….now i am sick...the others are not having much effect. What do i do?’ The junk crab huddles down and pukes, dropping his gun as he retches. ’Okay. C/mon...icky, get up!!” he chastises himself into action. ’what would your family say? They died fighting the good fight. In the name of my father, my mother, and dead sisters, i will not FALL!”

With a grunt, he tries regains his feet and realizes he is stuck, so he grabs his rifle tight. As he manages to focus on the action, he hears kelly.

With that said, Prudence is looking over her teammates for explosives. Ikky has what might be a grenade launcher. She whispers at the things eyestalks."When we're clear or one of those unkillable things makes for the door put some grenades into the ceiling. If we can't hurt them we'll bury them alive."


Icky perks up at the idea. ((“On it. You clear room and i drop room.”)) There is an obvious fire in his eyes he looks back at the uglies. With one eyestalk on the enemy and the other eyestalk on his team, Icky readies his rifle. It is apparent he is struggling with the nausea, but he is being a good soldier. ”Friend Ganon would be proud. I may actually live long enough to be a knight, like he said.” As he tries scuttling to the door, he remembers the hands. With a loud squeak, icky is pulled to his knees. Seeing most of his team behind him, he makes a decision. As he cocks a LAW round, he says ((If can go, go….then i bring down room.”)) Staring down the barrel of his rifle, icky hears the cyclops speak.

"I, Fulger Dé Brighid Taranaich, Scathach do not have wind, earth, fire, or the sea to cleanse your fear-making! Yet by the touch of Taranis may the wheel turn..." "So that night may meet the dawn again!"
this is follwed by

”Sounds good. Just don't bury us along with them. Icky it’s your time to shine. Diomedes and everyone else, up the stairs.” Faust yells



With a primal yell, Icky pulls the trigger, sending a LAW missile at the 2 uglies grinning like morons. He aims behind them. ”Maybe the explosion will knock them into the grabby hands.” ((“You want fight, Icky give fight.”)) As he fires an ion pulse at mummy. ((“NO HURT FRIENDS!!”))
1d20+1 = 20
1d20+1 = 11
Last edited by Icky'Eow on Sun Nov 18, 2018 8:35 pm, edited 5 times in total.
The Dangerous Icky'eow
PPE: 112
ISP: 70
User avatar
Icky'Eow
Diamond Level Patron
Diamond Level Patron
 
Posts: 51
Joined: Mon Jan 22, 2018 2:30 pm

Re: Ghouljagd (Ghoul Hunting)

Postby Faust » Fri Nov 16, 2018 8:28 pm

Perception: 1d100 = 48 / 26% / 36% involving plants and nature (+10% underwater and wearing bio-armor)
JIC: 1d20 = 3 / 1d100 = 60
Conditions: Sixth Sense, Stench of Death (duration ?), Grip of Death (1 hand)

What the fuck! First it the smell and we have hands. What's next, some ethereal spirits. Better not give him any ideas but first I got to shake off his attacks.I'm sure not going to let any of us die down here either. Faust kick and yanks himself from the deathly looking arms grabbing him. As he manages to free himself, he scrambles to his feet. Regaining his bearings, Faust refocuses his attention back at the Nightwraith. Daring not to get caught again by the grip of death, he fires his pistol at the Nightwraith. If Diomedes can get clear, then Faust will toss a barnacle grenade at the Nightwraith. If not, then he will prepare for an onslaught.

Combat Actions
APM: 3
Initiative: +2 /1d20+2 = 15
Attack 1: Pull free from the grip of death
Attack 2: Attack Nightwraith with TX-20. strike: 1d20+2 = 19 damage: 2d6 = 11
Attack 3: Reserved for Barnacle Grenade. strike: 1d20 = 9 damage: 4d6 = 14 to 4’ radius or reserved for dodge 1d20+1 = 21
Parries if needed: +2 /3d20:
13, 11, 19
+2

Save vs Magic rolls
1d20+3 = 21
1d20+3 = 16
1d20+3 = 18
1d20+3 = 11
1d20+3 = 4
1d20+3 = 5
P.P.E.: 106/120
I.S.P.: 33/35

H.P.: 60/60
S.D.C.: 47/47
User avatar
Faust
 
Posts: 30
Joined: Mon Mar 05, 2018 7:56 pm

Re: Ghouljagd (Ghoul Hunting)

Postby Consumer » Mon Nov 19, 2018 8:29 am

Information wrote: Date: 04/07/2395 (109 PA)
Time: 2:45:30 PM
Weather (Exterior): Foggy, High of 11°C (52°F), Low of 4°C (40°F) with moderate winds (27 kph (17 mph)).
Weather (Interior): Humid, with near constant temperature of 11°C (52°F)
Lighting: Rail Tunnel: None. Inside the bunker: Dim, -10% to Perception checks due to poor lighting.
Note on Ceiling Height: 6.096 m tall (20') unless otherwise noted)



The next several seconds are tense as Diomedes yells across the room. Yes! Not all is dark in this pit. They can be beaten." He turns towards the necromancer. "Now you to shall answer to the light you abhor." While Icky strains against his bonds. The Nightwraith spits out a spell and a gout of flames lash out at Diomedes who ducks out of the way. Faust pulls himself free of the last arm holding him down. The mummy seems to gleefully kick Ol'Magnus while he's down.

Diomedes leaps across the the way to land directly in front of the necromancer. Icky fuddles with his enormous rifle flipping several switches and buttons inadvertently firing a rocket towards the ceiling, which ricochets off of the rounded ceiling, one of the walls, and the floor, before finally exploding harmlessly in the air above everyone. Again the Nightwraith fires a lash of flame at Diomedes, who again ducks out of it's path. Faust shoots the Necromancer, striking him soundly. The mummy continues to kick the wimpering Ol'Magnus.

Diomedes slashes at Nightwraith with his sword, but finds his sword batted to the side. Icky tries to fire the Ion gun of his rifle only to find his gun make a whirring noise as it powers down. The Nightwraith tries to punch Diomedes, but punches the clumsy blow. Faust throws his Barnacle Grenade, trying not to catch DIomedes, but still catches the True Atlantean barely. The mummy continues to bully the old man on the ground.

Diomedes and Nightwraith trade attacks, Mental bolts seem to wash off of the necromancer, while another clumsy punch is easily parried. The Nightwraith growls, shouts out a cruel incantation and unleashes black bolts of lightning that Diomedes, grits his teeth against.

Image

Stench of the Dead has a Duration of 20 minutes.
Grip of Death (Gray Area): Unable to move, No bonuses to attack.


Butcher's Bill
Faust: -11 Bodily S.D.C. Under the effects of Stench of the Dead (Speed, Attacks, & Combat Bonuses reduced by Half)
Icky: -15 P.P.E., Under the effects of Stench of the Dead (Speed, Attacks, & Combat Bonuses reduced by Half), Grip of Death (3 hands)
Diomedes: -54 M.D.C., -25 P.P.E.
Oculus:
Kelly:
Crimnor Harsk: Dead.
Nightwraith: -30 M.D.C.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

Medals
ImageImageImageImageImageImageImage
User avatar
Consumer
Game Master
 
Posts: 1270
Joined: Sun Sep 13, 2009 2:26 pm
Location: Phase World GM (Galactic Rogues)

Re: Ghouljagd (Ghoul Hunting)

Postby Diomedes » Mon Nov 19, 2018 1:42 pm

Notice: 29% vs 1d100 = 57 (Signs/Presence of: +30% Vampires/Undead, +20% Demons/Monsters)
JIC: 1d20+2 = 5, 1d20+9 = 12

Stats
  • M.D.C.: 188/264
  • P.P.E.: 198/258
  • Spd: 75'/action
Vampire Hunting Abilities
  • Bonuses when fighting Vampires: +15% Perception vs Undead, +2 Initiative, +1 Strike/Parry/Dodge, +2 Strike Impale/Stake the heart, +2 vs Insanity +3 vs HF (Vampires, Protectors and summoned animals) +1 Possession
  • Gut Feelings, Hunches and Realizations Involving Vampires
  • Bad Feeling that something is not right: 50% (+5%) - On success +1 Initiative and +5% Perception
  • Feeling that vampires are around or exerting control and influence over a community--69% (+3%)
  • Finding and recognizing evidence of the undead's presence or involvement--69% (+3%)
  • Hunch that someone is a vampire servant, henchman or assassin--55% (+5%)
  • Recognize Vampire Mind Slave--69% (+3%)
  • Recognize Wild Vampire--93% (+3%)
  • Recognize Secondary Vampire--69% (+3%)
  • Recognize Master Vampire--59% (+3%)
  • Guess Vampire's lair based on knowledge of undead and reports of vampire's activities and other evidence--29% (+3%)
  • Find actual lair or coffin at suspected location--54% (+3%)
  • Lore: Vampires 79% (+3%)
  • Vampire Combat: Knows all vampire weakness, vulnerabilities, tactics, methods of attack, defenses, etc.
      Resistance vs Vampire Seduction: +2 vs Pheromone-based trance (+1 @ 5, 7, 11, 15)
      Resistance vs Vampire Mind Control: +1
      Resistance vs Vampire Hypnotic Suggestion: +2
  • Sense Vampires: Automatic 600', cannot pinpoint location
  • Command Trust and Leadership
  • Calm and direct civilians: 50/level
  • Settle nerves of a small squad fighting force: 10+1d6/level. On success all non-Undead Slayers receive +1 Initiative, +1 Horror Factor if Undead Slayer within 250'

Temporary Abilities:
  • Sustain - 3 days
  • Supernatural Vision - 13.25 mins | Nightvision 1200' (including total darkness), See the invisible, See Auras, +1 Strike/Initiative
  • Magical Sword w/Flames and Dripping Blood - 29.25 min | 6d6 M.D.
  • Cracked Skull (Mental Blast) | BOM 109| 25 P.P.E. | 140' | User has power for 3.25 min, each blast takes 1 action | Save vs Magic 14+ | 5d6 direct to HP. -2 Initiative, -2 Strike/Parry/Dodge, -20% all skills. Multiple blasts have cumulative effects. Last 4 melee rounds

Euro 73% vs 1d100 = 95 | Fail

The spittle flies as Diomedes feels the dark electrical energy strike his already damaged flesh. His body already criss-crossed with bloody streaks from burst capillaries, other than a few dark patches where the bolt strikes, it's hard to see what other damage may have been inflicted.

He continues to ply his blade as he thinks, I need to change the odds, he has not show significant martial prowess, but he still has beat my blade aside more than once. The mental attacks seem to have little effect either.

Over his left shoulder, ectoplasm streams out of the top of his shirt and quickly forms the shape of White Slayer. It's triangular shape headed snapping, while the three bladed fingers of of it's hand scrape the stone. "Sunergeó!" Diomedes yells, saying 'Together!' in Atlantean as he forgets the word in Euro as he continues his strikes. The creature now fully formed, skitters and screeches as it looks for an opening. With both clawed hands it instinctively strikes at the necromancer's back.

Diomedes Actions

APM: 6 (+1 vs Vampires/Undead/Supernatural Evil)
Initiative: 1d20+2 = 19

  1. Strike with Sword: 1d20+9 = 22 ; Damage: 6d6 = 24 M.D.
    Parry: 1d20+10 = 15
  2. Strike with Sword: 1d20+9 = 15; Damage: 6d6 = 24 M.D.
    Parry: 1d20+10 = 11
  3. Summon White Slayer
  4. Strike with Sword: 1d20+9 = 24; Damage: 6d6 = 26 M.D.
    Parry: 1d20+10 = 18
  5. Strike with Sword: 1d20+9 = 13; Damage: 6d6 = 21 M.D.
    Parry: 1d20+10 = 24
  6. Strike with Sword: 1d20+9 = 21; Damage: 6d6 = 19 M.D.
    Parry: 1d20+10 = 20

Contingency Dodge (if something can't be parried; +8) 6d20:
7, 14, 17, 16, 20, 14


Contingency Save Vs Magic (+7): 6d20:
19, 19, 2, 8, 4, 20


White Slayer Actions

APM 5 (based on when it was summoned going to give it 3 attacks this round)
Initiative: 1d20+2 = 12

  1. Double Claw Strike at Necromancer, Strike 1d20+6 = 13, Damage: 12d6 = 41 M.D.
  2. Double Claw Strike at Necromancer, Strike 1d20+6 = 22, Damage: 12d6 = 44 M.D.
  3. Double Claw Strike at Necromancer, Strike 1d20+6 = 21, Damage: 12d6 = 47 M.D.


White Slayer Contingency Dodge/Magic (+5/+5) 3d20:
8, 1, 11



White Slayer w/Flaming Claws and Barding
  • P.P.E. Cost: 90
  • Duration: 120 min
  • M.D.C. Cost: 5d6 M.D. if destroyed
  • Stats:
    • Size: 6' to 7' Long, Weight: 250 lbs. M.D.C.: 50 P.S. 24 (supernatural), P.P.: 17, P.E.: 21, Spd: 61, H.F.: 13, Nightvision: 200', Keen hawk-like vision, track by sight 65%, leap 20' high, 30' across, double if running. Regenerate 2d6/round, Impervious to Cold, Resident to Fire (half damage).
    • Personal M.D.C.: 50 M.D.C.
    • Protective Armor: 120 M.D.C
    • Combat: 5 attacks per melee round. Claws can be used like paired weapons.
    • Damage: Restrained Claw Strike: 2d6 to 6d6 S.D.C., Blade/Claw Strike: 1d6 to 3d6 M.D., Power Strike: 6d6 M.D., Double Blade/Claw strike: 6d6 M.D., Kick: 2d6 M.D., Leap kick 4d6 M.D., Bite: 2d6 M.D.
    • Bonuses: +2 Initiative, +5 Strike, +6 Parry, +4 Dodge, +3 Pull Punch, +3 Roll w/Impact, +6 vs H.F., +2 vs Magic. Double damage to claw attacks (not factored in above)
    • Psionics: Sense Fear, Detect Psionics, Sense Magic - 50 I.S.P.
    • Appearance: A demonic predator that resembles both man and animal. Its hairless flesh is stark white, but its eyes are a bright emerald green. Its rear legs are like those of an animal, while its ares are more like those of a humanoid, except that its three fingers have long, sickled shaped claws the length a short sword. The head is inhuman and has a beak-like mouth that is as sharp as a razor blade. It's long, pale green tongue is used to lap up the blood of its prey. SB 3 p61.
Diomedes, EP Record

M.D.C.: 249
Sense Vampires: 600'
User avatar
Diomedes
 
Posts: 35
Joined: Mon Mar 12, 2018 9:59 am

Re: Ghouljagd (Ghoul Hunting)

Postby Oculus » Tue Nov 27, 2018 1:30 am

JIC: 1d100 = 271d20 = 10
Perc: 24% / 1d100 = 70

Unable to reach the mummy abusing the defenseless Ol'Magnus, Oculus plods forward around Diomedes until the necromancer is in the giant's singular sight. Reeling his arm back Oculus unceremoniously thrusts the javelin aloft toward the Nightwraith.

Init: 1d20+1 = 5
Actions: 5

---
Action 1: Moving to clear line of sight to Nightwraith Attack roll for Javelin when Oculus has a fully unobstructed view of the nightwraith: 1d20+5 = 23 / 4d6*10 = 110
Action 2: Moving to clear line of sight to Nightwraith
Action 3: Moving to clear line of sight to Nightwraith: If not all actions are utilized in moving; attack Nightwraith with axe: 1d20+2 = 6/ 4d6 = 13MDC
Action 4: If not all actions are utilized in moving; attack Nightwraith with axe: 1d20+2 = 13/ 4d6 = 18MDC
Action 5: If not all actions are utilized in moving; attack Nightwraith with axe: 1d20+2 = 9/ 4d6 = 11MDC
Oculus
Impervious to Lightning/electricity(Including MDC magic and electricity; no damage).
Resistant to energy (including MDC psionic versions of laser, fire, etc; half damage).

Horror Factor: 11
Nightvision 60'' (see in total darkness).

--------------
Health: 60/60 MDC
Armor: None
Weapon: M-30 Dual Energy Rifle(large) --
(+1 to hit; laser beam targeting)
Magazine E-clip: 60/60 (Self charge:(1/1: 1 Particle or 4 Laser)
• Range: Particle Beam: 2.000' / Laser Beam: 3,000'
• Damage: Particle Beam: 1d4x10+6 MD / Laser Beam: 4d6 MD
User avatar
Oculus
Diamond Level Patron
Diamond Level Patron
 
Posts: 129
Joined: Thu Feb 19, 2015 5:19 pm
Location: lwhiting01

Re: Ghouljagd (Ghoul Hunting)

Postby Icky'Eow » Tue Nov 27, 2018 12:46 pm

JIC D20 1d20-2 = 10
JIC D100 1d20-2 = 7
Perc: 62% 1d100-10 = 89 (+30 to detect surprise attacks and to find salvage)

Conditions: Nightvision 400 ft, Chemoreceptors (68/48 to track other scents - 1d100 = 9 ), Sense magic (range: 120 ft / dur:3 mins 00 sec - 79 rds), armor of ithan (dur: 9/12 rds / MDC: 30), Sensor Pod: Sensory Equipment 45% 1d100 = 75/, Telemechanic Mental Operation (Duration: 5/8 rds; What is currently linked at the beginning of the post - sensor pod / Pixel/ M-90 rifle)/ Outside their shell, they can prowl at 64% 1d100 = 85 /

Icky is terrified: -2 to all d20 rolls and -10% to all skill checks. FACTORED IN
Icky: Under effects of Stench of the Dead (Speed, Attacks, & Combat Bonuses reduced by Half - factored in)

Icky just stands there stunned for a moment. ’What the frak? This is dumb… i must get free and protect the professor.” with one eyestalk on the bad guys and the other on Kelly, Icky does his best to get free. ((“Professor!! Get safe...Me coming.”)) First he throws his gun towards Oculus ((Large friend….Use this! Me cant with no shell…)) Then returns to tearing at the hands.

APM: 1 (3 if technology is being used)
PPE: 58 / 83
ISP: 54 / 54

Initiative: 1d20+1 = 13
Attack 1 - try to break free

M-90 "Beach Stormer":
OOC Comments
Humanoids who are less than 12 ft tall and/or have a PS of 24 to 30 have a -7 strike on all attacks.
Range on Dry Land: 4000 ft
Mega-Damage on Dry Land: Ion-Pulse: 1d6x10+10 / LAWS launcher 1d6x10 MD / vibro bayonet 3d6 md / Note: LAWS can fire mini missiles or torpedoes
Payload: Ion-Pulse: 22 / 25 shots long clip / LAWS: 12 rd magazine
Last edited by Icky'Eow on Mon Dec 03, 2018 10:55 am, edited 1 time in total.
The Dangerous Icky'eow
PPE: 112
ISP: 70
User avatar
Icky'Eow
Diamond Level Patron
Diamond Level Patron
 
Posts: 51
Joined: Mon Jan 22, 2018 2:30 pm

Re: Ghouljagd (Ghoul Hunting)

Postby Faust » Tue Nov 27, 2018 7:16 pm

Perception: 1d100 = 86 / 26% / 36% involving plants and nature (+10% underwater and wearing bio-armor)
JIC: 1d20 = 5 / 1d100 = 40
Conditions: Sixth Sense, Stench of Death (duration ?)

Out of the fire and into the frying pan. Well, that didn’t go as I had thought. No more explosives, got to do this the hard way. I hope Diomedes and Oculus can keep their attention while I free Icky. ”Sorry Diomedes, I won't do that again. Keep them two busy while I free our friend.” Faust immediately turns to Icky'Eow and begins to help the crustacean get free of the hands of death. If Icky'Eow becomes free before the round has ended then Faust will fire his pistol at the Nightwraith.

Combat Actions
APM: 3
Initiative: +2 /1d20+2 = 6
Attack 1: Pull Icky'Eow free from the grip of death
Attack 2: Continue to pull Icky'Eow free or Attack Nightwraith with TX-20. strike: 1d20+2 = 19 damage: 2d6 = 10
Attack 3: reserved for dodge 1d20+1 = 12
Parries if needed: +2 /3d20:
19, 16, 15
+2

Save vs Magic rolls
1d20+3 = 20
1d20+3 = 11
1d20+3 = 4
1d20+3 = 22
1d20+3 = 16
1d20+3 = 19
P.P.E.: 106/120
I.S.P.: 33/35

H.P.: 60/60
S.D.C.: 47/47
User avatar
Faust
 
Posts: 30
Joined: Mon Mar 05, 2018 7:56 pm

Re: Ghouljagd (Ghoul Hunting)

Postby Consumer » Thu Nov 29, 2018 11:52 am

Information wrote: Date: 04/07/2395 (109 PA)
Time: 2:45:30 PM
Weather (Exterior): Foggy, High of 11°C (52°F), Low of 4°C (40°F) with moderate winds (27 kph (17 mph)).
Weather (Interior): Humid, with near constant temperature of 11°C (52°F)
Lighting: Rail Tunnel: None. Inside the bunker: Dim, -10% to Perception checks due to poor lighting.
Note on Ceiling Height: 6.096 m tall (20') unless otherwise noted)


Diomedes slashes his sword at Nightwraith, scoring a hit on his right arm, though it seems that his leather coat is taking the beating well. Icky struggles to free himself, managing to loosen himself from one of the arms. The Knight Wraith takes a moment and draws to wicked looking daggers. Faust assists in pulling Icky free, leaving one rotten hand holding the Junk Crab down. Oculus shifts his position and hurls a Cyclops Javelin at the Necromancer, who tries to dodge, but is caught rather squarely, shredding his leather coat to almost nothing. The mummy seems to be taking great glee in kicking Ol'Magnus while he's down.

Diomedes again scores a hit on the necromancer, who fails to parry with his knives. Though Diomedes luck is cut short as the Nightwraith gets one of his knives inside of his guard scoring a hit. Faust pulls icky the rest of the way free, while Oculus moves to attack the Necromancer. The mummy continues to kick an old man while he's down, leaving some to believe there is a metaphor to be learned here.

Diomedes touches on of his tattoos and summons a White Slayer, complete with armor. The Nightwraith takes this moment to stab Diomeses once again, before ducking out of the way of White slayer's claws. Faust takes the commotion to shoot the Necromancer, burning a small hole in his coat. Oculus swings his axe, but is surprised by the strength of the Nightwraith as its batted back. Ol'Magnus cries as the mummy kicks him somewhere tender, no honor from the undead it seems.

Diomedes' sword flashes out and sunders what likely was the last of the Necromancer's armor, before quickly parrying the Nightwriath's retalitory strike. The White Slayer carves furrows into the necromancer who fails to get out of the beasts way. OCulus takes the opening to hit the necromancer with his axe, causing the creature to collapse. Unsurprisingly the comedy hour of mummy kicking old man continues, entertainment these days.

A few moments later the mummy is easily dispatched, leaving a wounded and weak Ol'Magnus on the floor.

Combat is over. What do you do?

Butcher's Bill
Faust: -11 Bodily S.D.C. Icky: -15 P.P.E.
Diomedes: -90 M.D.C., -25 P.P.E.
Crimnor Harsk: Dead.
Nightwraith:Dead
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

Medals
ImageImageImageImageImageImageImage
User avatar
Consumer
Game Master
 
Posts: 1270
Joined: Sun Sep 13, 2009 2:26 pm
Location: Phase World GM (Galactic Rogues)

Re: Ghouljagd (Ghoul Hunting)

Postby Diomedes » Thu Nov 29, 2018 4:27 pm

Notice: 29% vs 1d100 = 63 (Signs/Presence of: +30% Vampires/Undead, +20% Demons/Monsters)
JIC: 1d20 = 16, 1d100 = 98

Stats
  • M.D.C.: 174/264
  • P.P.E.: 108/258
  • Spd: 75'/action
Vampire Hunting Abilities
  • Bonuses when fighting Vampires: +15% Perception vs Undead, +2 Initiative, +1 Strike/Parry/Dodge, +2 Strike Impale/Stake the heart, +2 vs Insanity +3 vs HF (Vampires, Protectors and summoned animals) +1 Possession
  • Gut Feelings, Hunches and Realizations Involving Vampires
  • Bad Feeling that something is not right: 50% (+5%) - On success +1 Initiative and +5% Perception
  • Feeling that vampires are around or exerting control and influence over a community--69% (+3%)
  • Finding and recognizing evidence of the undead's presence or involvement--69% (+3%)
  • Hunch that someone is a vampire servant, henchman or assassin--55% (+5%)
  • Recognize Vampire Mind Slave--69% (+3%)
  • Recognize Wild Vampire--93% (+3%)
  • Recognize Secondary Vampire--69% (+3%)
  • Recognize Master Vampire--59% (+3%)
  • Guess Vampire's lair based on knowledge of undead and reports of vampire's activities and other evidence--29% (+3%)
  • Find actual lair or coffin at suspected location--54% (+3%)
  • Lore: Vampires 79% (+3%)
  • Vampire Combat: Knows all vampire weakness, vulnerabilities, tactics, methods of attack, defenses, etc.
      Resistance vs Vampire Seduction: +2 vs Pheromone-based trance (+1 @ 5, 7, 11, 15)
      Resistance vs Vampire Mind Control: +1
      Resistance vs Vampire Hypnotic Suggestion: +2
  • Sense Vampires: Automatic 600', cannot pinpoint location
  • Command Trust and Leadership
  • Calm and direct civilians: 50/level
  • Settle nerves of a small squad fighting force: 10+1d6/level. On success all non-Undead Slayers receive +1 Initiative, +1 Horror Factor if Undead Slayer within 250'

Temporary Abilities:
  • Sustain - 3 days
  • Supernatural Vision - 13.25 mins | Nightvision 1200' (including total darkness), See the invisible, See Auras, +1 Strike/Initiative
  • Magical Sword w/Flames and Dripping Blood - 29.25 min | 6d6 M.D.
  • Cracked Skull (Mental Blast) | BOM 109| 25 P.P.E. | 140' | User has power for 3.25 min, each blast takes 1 action | Save vs Magic 14+ | 5d6 direct to HP. -2 Initiative, -2 Strike/Parry/Dodge, -20% all skills. Multiple blasts have cumulative effects. Last 4 melee rounds

Euro 73% vs 1d100 = 71 | Pass
Identify Magic Item 20% vs 1d100 = 60 | Fail

Diomedes doesn't rest until the Mummy is put down and burning nicely in the room. He checks the blood mage and necromancer and separates their heads from their bodies and tosses them on to the burning rags of the mummy. It's then that the aches and pains begin to make themselves known, the large man groans as he feels his various hurts. I've spent to much energy to try and heal myself immediately, we are not yet out of this dark hole. When we are out a trip out to a local ley line will take care of these wounds.

He directs the white slayer to one corner and be quiet. He goes to Ol'Magnus and helps him up, he uses the name he heard from the necromancer, "Brom? Can you here me?" He turns looking up towards Oculus, "Oculus, do you have any healing herbs that you could use?"

If Oculus steps in, Diomedes moves to his team helping Icky and Faust free of the grasping hands and out of the nausating stench in the room if they want help. Once they are out, he goes back down and searches the bodies and the rooms.

"It's possible these fiends did what they did for just pleasure, but that necromancer's comment make me think they play the long game," the undead slayer says. "We should look to returning any valuables we find to their original owners, then claim what bounty remains, though it's most likely all tainted by evil." Unspoken, the undead slayer thinks, Perhaps they have a clue to the prize I seek, it's uncertain what type of foul creatures stole the blade, but this necromancer seemed like the kind of being to know it's true worth.
Diomedes, EP Record

M.D.C.: 249
Sense Vampires: 600'
User avatar
Diomedes
 
Posts: 35
Joined: Mon Mar 12, 2018 9:59 am

Re: Ghouljagd (Ghoul Hunting)

Postby Faust » Mon Dec 03, 2018 5:33 am

Conditions:
Life Sense

Perception: 1d100 = 7 / 26% / 36% involving plants and nature (+10% underwater and wearing bio-armor)
JIC: 1d20 = 8 / 1d100 = 46
Conditions: Sixth Sense

Once Faust's senses return back to normal, he scans the are area to make sure there are no lingering presences around. After he has determined the are none, he watches as the others try and wake Brom. Seeing that broke is in good hands, Faust begins to search the room for anything that might seem out of place or of interest.

Diomedes wrote:"It's possible these fiends did what they did for just pleasure, but that necromancer's comment make me think they play the long game," the undead slayer says. "We should look to returning any valuables we find to their original owners, then claim what bounty remains, though it's most likely all tainted by evil."


"From my experience, vile creatures and the their kin are always playing the long game. Besides and anytime you can stop some evil, it's a step in the right direction. As for the valuables, I'm already on it. You just keep tending to our old friend there." Faust responds without turning. Focused more on finding some valuables or important piece of information as to the what the end goal is, besides total domination.

Find Contraband, Weapons, & Cybernetics 36% / 1d100 = 23
Surveillance 30% / 1d100 = 13
Streetwise 37% /1d100 = 17
Intelligence 50% /1d100 = 29
P.P.E.: 106/120
I.S.P.: 33/35

H.P.: 60/60
S.D.C.: 47/47
User avatar
Faust
 
Posts: 30
Joined: Mon Mar 05, 2018 7:56 pm

Re: Ghouljagd (Ghoul Hunting)

Postby Diomedes » Sun Dec 09, 2018 10:29 am

(rolls carried)

Faust wrote:"From my experience, vile creatures and the their kin are always playing the long game. Besides and anytime you can stop some evil, it's a step in the right direction. As for the valuables, I'm already on it. You just keep tending to our old friend there." Faust responds without turning. Focused more on finding some valuables or important piece of information as to the what the end goal is, besides total domination.


"Excellent, thank you friend Faust! Brom!" Diomedes gently shakes the old man, "Ol'Magnus, we have defeated your foe. Tell me, are there any special rituals that we should perform to ensure that this foul being stays dead?"

If Oculus has nothing to help Ol'Magnus, Diomedes activates his Thorned Rose tattoo at his waist (30 P.P.E. 4 min 3 touches per minute, 1d6 H.P. and 3d6 S.D.C. or 1d6+3 M.D.) and lays his hands on the man's wounds. Be well, my new friend. We have achieved a great victory today, stay with us so you can celebrate with us.
Diomedes, EP Record

M.D.C.: 249
Sense Vampires: 600'
User avatar
Diomedes
 
Posts: 35
Joined: Mon Mar 12, 2018 9:59 am

Previous

Return to Eurasia Adventure Forum

Who is online

Users browsing this forum: No registered users and 0 guests