Beyond Broken Door

The continuing adventures of an arrogant elf, and the masochists who join him on his fools errands.

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Re: Beyond Broken Door

Postby Grant Latham » Thu Oct 18, 2018 2:37 pm

New Perception: 72% vs 1d100 = 46
JIC: 1d20 = 4, 1d100 = 94

Constant Abilities
Character Sheet

  • Sense Ley Line: 79%
  • Sense Ley Line Nexus 89%
  • Sense a Rift: Automatic | 120mi
  • Sense Magic in Use: 800'
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 14
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 90/90
  • I.S.P.: 57/78
  • P.P.E.: 437/610 (Hold excess for 3 min)
  • MA-2 TW Combat Mage Armor • Main Body: 35/50 • Armor of Ithan: 50/50 [Off]
Active Magic and Psionics
  • Energy Sphere (800/800 P.P.E.) Duration: 16/16 days
  • Energy Sphere (500/500 P.P.E.) Duration: 29/30 days
  • Farseeing | MA 9 | 4.50 min | 6 miles | Can see a license plate up to max distance, magnification adjusts automatically
  • Fly as an Eagle | BOM 115 | 460.50 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Infrared Vision | MA 9 | 100.50 min | 3000' | See through 4" S.D.C. .5" light M.D.C. material. 1" dirt. 1' water or heavy M.D.C.
  • Invincible Armor | BOM 121 | 54.50 min | 150/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy.
  • Mystic Alarm | BOM 95 | 2 P.P.E. | 8 years | Affects one object, will activate if disturbed.
  • Mystic Invisibility | MA 17 | 99.50 min | Undetectable by psionics or magic. Includes Psi-Stalker/Dog boy or similar. No aura
  • Nightvision | MA 9 | 123.50 min | 3600' | Works in non-magical darkness
  • See the Invisible | BOM 92 | 5.50 min | 1200' | Can see astral beings, entities, elementals, ghosts, objects, forces and creatures that are or can turn invisible even if no form per se.
  • See Wards | HUGM 182 | 75.50 min | 360' | See active wards, how many, general sense of power.
  • Sense Evil | BOM 92 | 21.50 min | 600' r | Mind Block/Alter Aura/Protection from Magic will block spell
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Tongues | BOM 114 | 51.50 min | Speak and understand all languages at 98%
  • Illusion Manipulation | BOM 128 | 9000' 4800 sq ft | -4 to save for an elaborate illusion | 236.50 min
  • Illusionary Terrain | BOM 141 | 1000' 48000 sq ft | -4 to save for an elaborate illusion | 236.50 min | Can manipulate the illusion 12 times per round, +4 init to react without noticeable delay.
  • Telepathy | 4 I.S.P. | 60' surface thoughts, 360 two way telepathic communication | 12.75 min |


Ronith wrote:As Ronith's senses detect a nearby presence, he reaches out telepathically to the rest of the team ((if telepathic messaging needs to be one-at-a-time, then he will start with Beltin and Grant)). Someone is nearby. I shall see what they want, the rest of you form up around the APC and prepare for the worst.


Grant is not entirely surprised that this particular encounter is not over, but is dismayed that his many sensory spells failed to detect anything. He remembers the warning he received from Nebula while he was in the q845 dimension that as his power grew he would become more and more detached from the 'Now', and have a tendency to focus inward. He visibly shakes it off as if he were casting off a cloak or blanket. To Sir Ronith, he replies mentally, I will be overhead, but probably out of range telepathically to all but Beltin's considerable mental abilities. Out loud he says to those around him, "I will be high above you in a moment and invisible, but not to worry, I will still be able to engage the enemy."

Rather than draw on his talismans, he begins weaving magic directly. First, Fleet Feet, then Invulnerability, then he draws on the knowledge he recently gained from saving the Earth and Phase World in the Three Galaxies, a powerful piece of space magic, Nova Blast.

With the magic cast, he goes invisible though he knows the two glowing balls of energy over his shoulders will give away his general location if anyone looks up. He flies upward into the sky, (he should be able to get to 1000' with his remaining actions in the initial 30 seconds) The energy spheres will make my location obvious once I start throwing energy, but I should be out of range of any ability to see the invisible and my ability to see in the infrared, farsight, and nightvision should allow me to spot the enemy if they are similarly cloaked, Grant thinks to himself. This will be interesting, I've never been particularly good at throwing, but my enhanced agility should more than compensate. With a bit of a grin on his face at trying new magic, Grant muses about the Nova Blast spell, The notes about the spell stated the effects are quite spectacular.

Spells Cast
  • Fleet Feet | 20 P.P.E. | PF2 186 | 4 min | Double P.P., Spd, and APM. -2 Init, susceptible to surprise attacks. -20% using skills that require a delicate touch.
  • Invulnerability | 25 P.P.E. | BOM 116 | 2 min | Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 50 M.D.C. force field. +10 vs Magic, Psionics, HF
  • Nova Blast | 30 P.P.E. | DB13 121 | 2600' | 2 min | Dodge (people -2, fighters/shuttles -3, larger ships -4) | Use bonuses to Throw. 1d4x100 M.D. in space, 1d4x10 M.D. in atmosphere.
  • Invisibility: Simple | 0 P.P.E. | BOM 97 | Indefinite | There should be some penalty to strike/parry/dodge, but it's not listed in the spell. With the Energy Spheres on Grant's shoulders there should probably be some reduction in the penalties.

Total P.P.E.: 75
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record

Info
H.P.: 49/49 • S.D.C.: 23/23 • P.P.E.: 207/207 • I.S.P.: 60/60 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 64% | 50mi • Sense Ley Line Nexus: 74% • Sense a Rift: Automatic | 90mi • Sense Magic in Use: 500'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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Re: Beyond Broken Door

Postby Alays » Thu Oct 18, 2018 6:31 pm

Perception: 1d100 = 27 / 39%
JIC: 1d20 = 6
JIC: 1d100 = 71
Conditions: Sixth Sense, Dissociative identity disorder: Ivor=Orange, Lillian=Pink, Jessie=Purple,


Ronith wrote:"Someone is nearby. I shall see what they want, the rest of you form up around the APC and prepare for the worst.


?! Wait ?! Who said that? That definitely wasn't Ivor or Lillian. Then who was….oh, right the new guys. Gotta remember that.

Alays darts over to his bike and secures his helmet. He then picks his rifle back up and begins to scan around for the incoming threat. He takes a position to better lose himself with the rest of the group.


Initiative: (+3) 1d20+3 = 12
Action per Melee round: 7

Action 1: Wait for anyone else to shoot first if he wins initiative. Otherwise Attack with NG-LG6 strike: 1d20+3 = 20 / damage: 3d6+5 = 14

Action 2: Attack with NG-LG6 strike: 1d20+3 = 4 / damage: 3d6+5 = 12

Action 3: Attack with NG-LG6 strike: 1d20+3 = 11 / damage: 3d6+5 = 16

Action 4: Attack with NG-LG6 strike: 1d20+3 = 8 / damage: 3d6+5 = 20

Action 5: Attack with NG-LG6 strike: 1d20+3 = 18 / damage: 3d6+5 = 14

Action 6: Attack with NG-LG6 strike: 1d20+3 = 4 / damage: 3d6+5 = 13

Action 7: Attack with NG-LG6 strike: 1d20+3 = 11 / damage: 3d6+5 = 11

Rolls for parry: 7d7:
1, 5, 5, 3, 5, 6, 6
rolls do not include bonus of +2

Rolls for Auto-dodge: 7d20:
17, 19, 13, 5, 1, 6, 14
rolls do not include bonus of +2
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Re: Beyond Broken Door

Postby Beltin Delhomme » Fri Oct 19, 2018 2:29 am

-----------------------------------
Perception: 1d100 = 26/77%
JIC: 1d20 = 12| 1d100 = 88%
Initiative: 1d20+9 = 13
APM: 7
-----------------------------------

Current Status
  • N-F20A Medium Force Field [on] (75/75 MDC)
  • NG Stalker Suit (12/12 MDC)
ISP: 181/298
SDC: 69/69
HP: 41/41
Conditions (constant): Sixth Sense, Radiate Nature [focused], Sense Supernatural Evil and Magic Energy (900 ft, 90%... 1900 ft when supernatural force is using supernatural abilities and/or magic)
Conditions (temporary):
  • Invincible Armor | BOM 121 | 53.50 min | 150/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy.
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 460 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 52.00 min | Speak and understand all languages at 98%
  • See the Invisible | RUE 176 | 5.50 min | See invisible
  • Enhanced Reflexes | R25 76 | 14.75 min | +1 attack per melee, +3 initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all physical skills that rely on coordination or balance
  • Psi-sword (rapier) | RUE 180 | 87.25 min | 21d6 MD
  • Telepathy: Superior | R25 84 | 15.50 min | 550' probe, 1100' 2-way comm | 67% deeper extraction


Trouble. Beltin thinks to himself as his sixth sense tingles, he glances over at Sir Ronith and confirms his suspicions as their elven cyberknight leader moves to action.

Ronith wrote:As Ronith's senses detect a nearby presence, he reaches out telepathically to the rest of the team ((if telepathic messaging needs to be one-at-a-time, then he will start with Beltin and Grant)). Someone is nearby. I shall see what they want, the rest of you form up around the APC and prepare for the worst.


I feel it too. I will get McGrath inside. Beltin mentally responds. "Come, we are heading back into the APC, McGrath. Something is amiss," the young investigator says to Whynne/McGrath and gestures for her to head back up the ramp. Acting under the pretense that they are being monitored at all times, Beltin plays the role of a nervous bodyguard. He maintains proximity to McGrath and glances about anxiously as he guides him back into the APC cargo hold.

Weiss wrote:"Grant, Beltin, could one of you take a look at Ash please? I think the wizard who invaded the Beauty may have done something to her. I think she's acting far more Ashlike than normal."

Hearing Weiss over their comms, Beltin is hit with a twinge of worry that the team's reliance on telepathy may have not done the best job of communicating their intentions and the plan to the robot pilot. The young investigator is therefore quick to depress his throat-mic, address Weiss' concern and echo Sir Ronith's standing order, "Certainly. At this exact moment, we might benefit from a little extra Ash. Danger incoming. Sir Ronith is investigating but wants us to form up on the APC. If these are the Sunaj, their target is likely still McGrath. This'll be your chance to show us what Blue Beauty can do with a little extra room to maneuver. It would also be helpful if you call out enemy targets as they show up on your sensors."
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Re: Beyond Broken Door

Postby Ronith » Fri Oct 19, 2018 7:22 am

Initiative: 1d20+13 = 16
JIC: 1d20 = 14, 1d100 = 60
PER: 1d100 = 26 vs. 66% (+15% hearing)
APM: 9

Prowl: 1d100 = 68 vs. 101%+20% cloak bonus (+ anything from shadow meld/silent flight?)
Sneak attack!
Conditions
  • Invincible Armor | BOM 121 | 53.25 min | 150/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy.
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 459.75 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 51.75 min | Speak and understand all languages at 98%
  • Ext. Presence Sense | Rifter 25 77 | 2.25m | Exact number/location of all sentient beings in a 75-ft radius
  • Shadow Meld | BoM 103 | 5.25m | +15% prowl, attackers -5 to strike
  • Enhance Reflexes | Rifter 25 75 | 17.25m | +1APM, +3I, +2S, +3P/D, +2 PP (--> 27), +15% to physical skills relying on coordination or balance
  • Telepathy: Superior | Rifter 25 83 | 17.25m


Ronith freezes in the shadows as soon as he recognizes the Sunaj. At last. The cyber-knight's initial instinct, as always, is to take advantage of his stealth and attack his foes. But Ronith restrains himself- he realizes that he's never ruled out the Sunaj having psychic abilities of their own, and in fact it would explain some of their apparent ability to stay one step ahead of the team, and match Ronith. If they do possess such capabilities, a rash attack now would not take them by surprise, and do little but isolate Ronith from the rest of the team while the others do a mad scramble to enter the fray.

Instead, he performs another telepathic sending to as much of the team as he can reach quickly (starting with Beltin and Grant, in case they need to relay Ronith's message to the others). The Sunaj are here- three of them, and a woman I do not recognize. Let us end this. Wait for my signal- it shall be obvious.

Ronith knows he needs to prepare carefully- he will observe the Sunaj as they creep along towards the group. His first objective will be to determine their route of attack, and relay it to the others as soon as possible (i.e., through the building or around it). He will also attempt to identify the leader- either by recognizing the head Sunaj he fought before, a general assessment of their weaponry and skill, or by seeing who defers to whom. That will be Ronith's primary target.

After observing them for several seconds, and once he judges that the others will have clear lines of fire, Ronith will make his move. The first order of business will be to telekinetically (-3 ISP) pull the hammer out of the woman's belt, and hurl it at the leader. The goal is less to do damage (though he wants to do some), and more to cause a distraction and disarm the woman- Ronith will attempt to angle the throw such that, after the hammer bounces off of the leader, it is deflected away from the group.

If all goes according to plan, the leader will either glance back or (if he has some means of anticipating an attack), avoid it before it hits. Either way, in that crucial moment of distraction, Ronith will act. Kicking Grant's flight spell up to maximum speed, Ronith's swords will flash out and he will make for the leader with swords leading. He will attempt to strike the leader with his swords, not only doing damage but using his momentum to carry both himself and the leader out of the rest of the team's line of fire. At the same time, he will use telekinesis to clip one of the blinder grenades from his belt and drop it in the midst of the others as he passes through them.

From there, Ronith will focus all of his considerable attention and sword-fighting acumen on the leader. Leaving aside the damage these Sunaj have inflicted to him personally, and to Heroes for Hire's headquarters, Ronith is sick and tired of them being underfoot when there are clearly weightier concerns. He has every intention of ensuring that none of the Sunaj leave the warehouse alive. If the leader falls, Ronith will visit his wrath on the next closest target, although if he becomes aware of the second group moving on them the cyber-knight will interpose himself there.

Free action (during the very end of the prep-melee?)- TK toss of hammer. 1d20+4 = 5 to strike, damage = ???.

Action 1: Flying strike at leader. Frostfang: 1d20+19 = 21 to strike, 1d6*11 = 66 (+2 from flight) MD; Skyrender: 1d20+19 = 29 to strike, 6d6+2 = 24 MD.
Action 2: Drop blinder grenade. Strike roll (if necessary?): 1d20+4 = 20 (see New West P. 209 for details)
Action 3: Paired sword strikes at leader. Frostfang: 1d20+19 = 38 to strike, 1d6*11 = 66 (+2 from flight)x2=136 MD; Skyrender: 1d20+19 = 21 to strike, 6d6+2 = 26 MD.
Action 4: Paired sword strikes at leader. Frostfang: 1d20+19 = 29 to strike, 1d6*11 = 44 (+2 from flight) MD; Skyrender: 1d20+19 = 20 to strike, 6d6+2 = 17 MD (NAT1!).
Action 5: Paired sword strikes at leader. Frostfang: 1d20+19 = 38 to strike, 1d6*11 = 66 (+2 from flight)x2=136 MD; Skyrender: 1d20+19 = 26 to strike, 6d6+2 = 18 MD.
Action 6: Paired sword strikes at leader. Frostfang: 1d20+19 = 36 to strike, 1d6*11 = 11 (+2 from flight) MD; Skyrender: 1d20+19 = 36 to strike, 6d6+2 = 23 MD.
Action 7: Paired sword strikes at leader. Frostfang: 1d20+19 = 39 to strike, 1d6*11 = 33 (+2 from flight) MD; Skyrender: 1d20+19 = 26 to strike, 6d6+2 = 22 MD.
Action 8: Paired sword strikes at leader. Frostfang: 1d20+19 = 23 to strike, 1d6*11 = 66 (+2 from flight) MD; Skyrender: 1d20+19 = 23 to strike, 6d6+2 = 18 MD.
Action 9: Paired sword strikes at leader. Frostfang: 1d20+19 = 37 to strike, 1d6*11 = 33 (+2 from flight)x2=70 MD; Skyrender: 1d20+19 = 36 to strike, 6d6+2 = 22 MD.

Auto-dodges (+12): 9d20:
19, 2, 11, 14, 14, 1, 16, 7, 15
I am better than you. You just don't know it.
Always active- Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible
+12 vs. Magic, 11 vs. HF, 8 vs. Psi
Status
ISP- 4/66; PPE- 47/57; MDC- 54/86; EBA and cyber-armor destroyed
Talismans: AoI (0/3); Invulnerability (0/3); Cleanse (2/3)

Anti-tech bonuses: No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +1 dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
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Re: Beyond Broken Door

Postby Grant Latham » Fri Oct 19, 2018 10:40 am

(rolls carried)

Beltin Delhomme wrote:
Weiss wrote:"Grant, Beltin, could one of you take a look at Ash please? I think the wizard who invaded the Beauty may have done something to her. I think she's acting far more Ashlike than normal."

Hearing Weiss over their comms, Beltin is hit with a twinge of worry that the team's reliance on telepathy may have not done the best job of communicating their intentions and the plan to the robot pilot. The young investigator is therefore quick to depress his throat-mic, address Weiss' concern and echo Sir Ronith's standing order, "Certainly. At this exact moment, we might benefit from a little extra Ash. Danger incoming. Sir Ronith is investigating but wants us to form up on the APC. If these are the Sunaj, their target is likely still McGrath. This'll be your chance to show us what Blue Beauty can do with a little extra room to maneuver. It would also be helpful if you call out enemy targets as they show up on your sensors."


From his overwatch position, Grant catches sight of Sir Ronith and those he's tracking. His altitude prevents him from getting Sir Ronith's telepathic confirmation of the Sunaj, but his enhanced vision quickly picks them out. He realizes as well that they are invisible as he had to stop his ascent when they faded from view. He hears Weiss and Beltin's discussion and clicks the radio on his harness, "Confirmed, the armor resembles what we've seen previously, it's the Sunaj. There are four of them. I haven't seen the other group yet." One of them appears to be a woman, and is marked shorter than the others, interesting. She's dressed differently, always a bad sign.

The mage watches Sir Ronith's actions waiting to see what he does, then an eye blink later sees Sir Ronith is on the move.

"Sir Ronith has engaged our foes, I will provide fire support," Grant says. He pauses a moment to see whom Sir Ronith has engaged with his blades and then targets the other three. He winds up his arm and small ball of plasma forms, he releases it in a sharp downward throw, his arm quickly spinning up to release a cascade of others. The small baseball size plasma spheres once released accelerate rapidly, crackling as it grows to the size of a basketball. (If the 'leader' is the woman, Grant targets the other three, otherwise, he focuses on her first, then to which everyone is not directly engaged with Sir Ronith.) After every few throws, he checks to see if anyone is closing on him, or firing upon him from the ground and will attack them instead.

Initiative: 1d20+4 = 6
APM: 16
P.P.: 28 (+7 Strike/Parry/Dodge)

  1. Evaluate which to target first
  2. Throw Nova Blast - Strike: 1d20+7 = 26, Damage: 1d4*10 = 10
  3. Throw Nova Blast - Strike: 1d20+7 = 9, Damage: 1d4*10 = 20
  4. Throw Nova Blast - Strike: 1d20+7 = 22, Damage: 1d4*10 = 40
  5. Pause to make sure he's not being snuck up upon, or attacked from a different direction. Dodge: 1d20+11 = 31
  6. Throw Nova Blast - Strike: 1d20+7 = 24, Damage: 1d4*10 = 40
  7. Throw Nova Blast - Strike: 1d20+7 = 25, Damage: 1d4*10 = 40
  8. Throw Nova Blast - Strike: 1d20+7 = 12, Damage: 1d4*10 = 10
  9. Pause to make sure he's not being snuck up upon, or attacked from a different direction. Dodge: 1d20+11 = 21
  10. Throw Nova Blast - Strike: 1d20+7 = 26, Damage: 1d4*10 = 10
  11. Throw Nova Blast - Strike: 1d20+7 = 12, Damage: 1d4*10 = 20
  12. Throw Nova Blast - Strike: 1d20+7 = 23, Damage: 1d4*10 = 40
  13. Pause to make sure he's not being snuck up upon. Dodge: 1d20+11 = 21
  14. Throw Nova Blast - Strike: 1d20+7 = 15, Damage: 1d4*10 = 30
  15. Throw Nova Blast - Strike: 1d20+7 = 15, Damage: 1d4*10 = 10
  16. Pause to make sure he's not being snuck up upon or attacked from a different direction. Dodge: 1d20+11 = 23

Contingency Dodges/Magic/Psionics (+11/+16/+10) 6d20:
18, 6, 18, 10, 2, 5
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record

Info
H.P.: 49/49 • S.D.C.: 23/23 • P.P.E.: 207/207 • I.S.P.: 60/60 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 64% | 50mi • Sense Ley Line Nexus: 74% • Sense a Rift: Automatic | 90mi • Sense Magic in Use: 500'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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Re: Beyond Broken Door

Postby Barracuda » Thu Oct 25, 2018 11:01 pm

Perception: 1d100 = 41/43% (58% underwater)
JIC: 1d20 = 1/1d100 = 24

Conditions
  • Invincible Armor | BOM 121 | 56.5 min | 150/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy.
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 462.5 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 53.5 min | Speak and understand all languages at 98%


Ronith wrote:Someone is nearby. I shall see what they want, the rest of you form up around the APC and prepare for the worst.

Barracuda perks up at the telepathic communication and nods his head slightly in response. He heads to the APC and grips his trident tightly, charging it with energy. Waiting for the call to action, Barracuda tenses up as he does before most fights. Jeez, we just finished fighting. You'd think they'd give us at least a second to catch our breath. When the enemy shows themselves, he will launch into action using the gifts Grant bestowed upon him and his own natural abilities.

Initiative: 1d20+3 = 9
APM: 6

Action 1: Stab enemy with King Tide. Strike: 1d20+5 = 13 Damage: 6d6+16 = 36
Action 2: Stab enemy with King Tide. Strike: 1d20+5 = 16 Damage: 6d6+16 = 37
Action 3: Stab enemy with King Tide. Strike: 1d20+5 = 15 Damage: 6d6+16 = 35
Action 4: Stab enemy with King Tide. Strike: 1d20+5 = 14 Damage: 6d6+16 = 30
Action 5: Stab enemy with King Tide. Strike: 1d20+5 = 13 Damage: 6d6+16 = 34
Action 6: Reserved for Dodge.

Parries: 1d20+9 = 181d20+9 = 281d20+9 = 121d20+9 = 171d20+9 = 271d20+9 = 25
Dodge: 1d20+8 = 24
Barracuda
Benjamin "Barracuda" Berry, Lord of the Bay
SDC: 121/121
HP: 23/23
Critical Strike: 18-20



Amulet of Protection Against The Supernatural: +2 vs. Horror Factor and Possession
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Re: Beyond Broken Door

Postby Weiss » Fri Oct 26, 2018 4:00 am

Rolls carried
Initiative 1d20+3 = 14 +2 if vs bots or PA
APM 9

Conditions:
Invincible Armor | BOM 121 | 72 min | 150/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy.
Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
Fly as an Eagle | BOM 115 | 480 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
Tongues | BOM 114 | 72 min | Speak and understand all languages at 98%
Frequency Absorption behind him in the Blue Beauty - nobody coming inside can speak. Only area exempt is around the

Virtus wrote:Weiss can tell that the reports of fire are coming from downtown. Several buildings are on fire. Apparently there were explosions reported.


"Fire is Downtown. Explosions reported and multiple buildings on fire. Definitely their M.O. I'd say likelihood of backup unlikely to be quick. Weiss reports to the others.

Beltin Delhomme wrote:Certainly. At this exact moment, we might benefit from a little extra Ash. Danger incoming. Sir Ronith is investigating but wants us to form up on the APC. If these are the Sunaj, their target is likely still McGrath. This'll be your chance to show us what Blue Beauty can do with a little extra room to maneuver. It would also be helpful if you call out enemy targets as they show up on your sensors."


"Already on it Weiss responds, manoeuvring the Blue Beauty into position at the rear of the APC. If anybody tries to enter the APC, they will have to go past Weiss and his robot. "If you spot anybody invisible, let me and I have a surprise for them.

Hopefully those mages we just fought won't decide to get involved again, but just in case... He activates his armour, placing a zone of silence inside the Beauty's pilot compartment, exempting him and his radio.
As Ronith attacks, Weiss actively begins tracking targets using his sensors and relaying position to the others.


OOC Comments
Read sensory equipment 69% 1d100 = 11

Rail Gun - aimed shots - 2 attacks apiece
1d20+6 = 23 1d6*10 = 10
1d20+6 = 11 1d6*10 = 40
1d20+6 = 19 1d6*10 = 50
1d20+6 = 12 1d6*10 = 40

if any invisible people try to sneak past the Beauty and somebody points out their location to Weiss, he fires his flame retardant short range missile in the area 20' blast radius coating everything in a flame retardant and making them visible
1d20+6 = 11 No damage

Shooting down missiles - 1 attack apiece
1d20+3 = 17 1d6*10 = 10
1d20+3 = 6 1d6*10 = 30
1d20+3 = 23 1d6*10 = 50
1d20+3 = 20 1d6*10 = 60
1d20+3 = 18 1d6*10 = 50
1d20+3 = 16 1d6*10 = 60
1d20+3 = 18 1d6*10 = 20
1d20+3 = 20 1d6*10 = 30
viewtopic.php?f=86&t=16132

HP: 32
SDC: 54

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Re: Beyond Broken Door

Postby Virtus » Fri Oct 26, 2018 10:15 am

Conditions
Time & Date: Day 3, 5:29pm
Climate: 58F, partly cloudy
Visibility: 1 mile
Terrain: Warehouse District,
Moderate radio traffic
Magic in heavy use. Detectable everywhere.


Ronith stalks his prey with practiced skill. One of the mercs in EBA flies to the roof of the warehouse, unknowledgeable of the eye in the sky or Ronith's quiet observance. Sensing the time was now before they spread out, Ronith uses his telekinesis to toss the hammer at the Sunaj. To Ronith's shock the hammer is incredibly heavy (-18 ISP !), creating a sense of danger to him (a sense that something is dangerously wrong with her, not sixth sense). He is still able to throw it backwards towards what he judges to be the leader of this group. Sensing the incoming attack even as it happens the lieutenant side steps easily. However, it does its job of distracting them and turning heads. Darting in a perpendicular attack so as to clear the line of fire, he uses his momentum to easily carry himself and the floating Sunaj into the adjacent alley. The grenade he drops blinds all but the Sunaj he carried out. He sets in, carving up the Sunaj, his frustration, anger and justice taking physical form. The Sunaj tries to parry but most of the attacks land. A forcefield of some type quivers under the assault.

Grant from high begins lobbing energy spheres at the remaining group below. They scatter like cockroaches under the surprise assault. The Sunaj seem to have the easiest recovery, likely using whatever ability Ronith experienced them using in the parking garage. The two caught in the blast of the light grenade don't seem phased much at all, almost like they have radar. The initial nova blasts do catch them off guard but soon they've moved to engage Ronith as well. The woman in gold and the other merc in EBA stumble about looking for cover as destruction rains down on them. The EBA merc puts up some fashion of force field but the nova blasts cut through just as Grant notices movement. Two huge birds, obviously magical constructs of some fashion, rushing his way from the north east coming up quickly to his altitude. Also coming into sight is another Sunaj. Grant is sure this is their mage. It casts a spell of some fashion that affects his invulnerability. The warbirds are faster though and pose an imminent threat not to mention that Barracuda is closing in on the woman in gold. They don't seem daunted by the invisibility of Grant and are capable combatants, their great talons dealing significant damage as their massive forms beat the air around him. Grant looks down towards the origin of the birds and sees without doubt the leader of the Sunaj, his gear clearly calling him out. With him is a second Sunaj and another merc in EBA.

Alays, moving to position himself at the corner of the warehouse to provide cover from the team coming up from the south. He sees noting but alleyway until glowing energy balls erupt on thin air. The Sunaj team, now under attack, become visible to all. Everyone else is positioned at the west side of the APC where the door was blown open. Barracuda darts away to engage the woman in gold. Alays opens fire on her as Barracuda flies to confront her. He lands several hit, though there seems to be almost no effect on her. Instead he switches to the EBA merc who is also stumbling around as the whole area is bathed Grant's Nova Blasts.

Weiss and Ashlynn suddenly hear Grant's warning and can see a team of three figures materialize, two of which are Sunaj. The are over a hundred feet away and are easy prey for Blue's rail gun. He opens fire on the Sunaj leader, his hits battering him. He lands several shots and the Sunaj master tries to evade them unsuccessfully. Ashlynn also opens fire, moving to the top of the APC so as to still guard the door, have some cover and a line of fire to the new Sunaj group. It is then that several things happen.

Alays, Beltin, Whyne, Ashlynn and Weiss including Blue suddenly feel a crushing force that drags them to the ground. Blue creaks and groans horribly as even the rail gun becomes absurdly heavy. Alarms blare as the system is unable to cope with whatever is going on. His system is reading out that the frame is beyond maximum capacity to the indicated 540 tons! To his horror, he can only watch with his eyes as his screen reads out that his missile system has been activated. A volley of three missiles launch two fragmentation and a plasma. Ashlynn, now crushed against the APC watches as the missiles leave the teetering robot. They arc almost straight up, but seem to struggle a mere fifty feet in the air before flopping over backwards towards the APC. The missiles look odd in their brief arc, wobbling under their own great weight. In a blink they collide with the APC. Only Beltin and Whyne are spared the blast, thanks to the APC though they too are pinned on the floor. The missiles detonate. Alays has some cover thanks to the height of the APC and that the missiles fell short of a direct hit on top of the APC rather than their off center landing. Ashylnn's invincible armor fortunately absorbs the explosion. Blue is rockets as the sensors, shoulder lasers and shoulder launchers are rendered inoperable by the damage. Weiss watches helplessly again as now as the multi warhead is armed. The fire command is initiated but apparent the systems has sustained so much damage from the weight being exerted that the missile will not fire. The Sunaj from the newly arrived team do not advance but keep their distance. One appears to be reading something as a large meteor rockets past Grant. It crashed just past the nose of the APC resulting in a massive explosion that creates massive blast sending debris everywhere. A dust plume rises into the air and a 10 foot deep crater is left behind. The end of the warehouse is significantly damage and Blue only received minor damage Once again, Alays' location graces him with cover.

Ronith, alerted the presence of the actual leader, flies away in furry and wrath. In moment he spots the one he's been looking for. He remembers that armor, its unique visage. In a rocket like approach he inflicts a might wound. Buckling a forcefield of some fashion, the two skilled warriors face off against one another though like last time Ronith is clearly the superior. The cyberknight leaps towards the Sunaj leader, the tsunami of his might fully behind the stroke. Then the group at the APC suddenly feel the weight lifted off them just as Ronith now experiences crushing weight, perhaps even more intense than the others as his body struggles under the oppression of ten thousand pounds. The Sunaj brandishes his sword, steps to Ronith and commences hewing the burdened cyberknight. Ronith tries to parry but the extreme weight of his limbs makes it all but impossible.

Beltin and Whyne, now relieved from the extreme weight can move. The APC is still intact but the systems are not doing well. With the door removed the compression hit both of them, but thanks to their armor were spared from being compressed to death. Whyne looks at Beltin and says, "Well, we have their attention!"

Barracuda advances on the woman in gold as the fireworks display from the nova blasts cease. With her blind, she simply cannot content with his attacks. Out of sheer luck as she flails about trying to guard against the unseen attacks and actually succeeds in parrying. Barracuda's history seems to feed his interaction. Something is unnatural about this woman. He's doing damage, actually knocking her around but she doesn't buckle like a normal person would. She's dangerous and he knows it. At close range he sees her armor is very ornate and she wears a lot of flare or trophies. He maneuvers are big and showy. They are serious no doubt, but they don't have the normal combat efficiency one expects to see on the battle field. She is or has been involved in some fashion of showmanship, maybe even a gladiator in this world. She swings at him several times but is unable to make contact. He notices now that the Sunaj, now abandoned by Ronith are making their way towards him with speed. (they arrive at the end of the round).

Map

Butcher's Bill
Blue: Main Body and all shoulder mounted items: -210 MD, the weight distorted the frame and systems. No optics. Actions are halved, -6 to attack, parry and dodge.
Ashlynn: Invincible Armor popped. Meteor -50MD
Alays: -80 MD
Ronith: -160 MD (Invincible armor pops absorbing the excess damage)
Grant: -58 MD
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Re: Beyond Broken Door

Postby Ashlynn » Fri Oct 26, 2018 12:51 pm

Perception: 50% (enclosed spaces)/55% (wide open spaces) 1d100 = 79 (FAIL)

JIC: 1d20 = 15
1d100 = 26

Conditions:
    UNARMORED
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 480 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 72 min | Speak and understand all languages at 98%
  • Befuddled | -2 Strike, parry, dodge | APM reduced by 1/2 | Skills are at -20% | duration ??
  • Invulnerability | Impervious to cold, disease, drugs, gases, energy, poison, and toxins | 50 M.D.C. vs other attacks | +10 vs Magic/Psionics/Horror Factor | 5/5 melees

Ashlynn crumples under the crushing weight of gravity, struggling to breathe. What... the... frak... can't... She has just a brief moment to inhale as the gravity field is lifted before being buffeted by an explosion that tears through the remains of her armor.

She staggers to her feet, intent on bloody revenge. Through the debris, she casts her eye upon her misbegotten victim - the Sunaj mage near the APC. With a roar of rage, she launches herself at him, in a full assault. "GRAAAAHHHHH!!!"

Initiative: 1d20+10 = 26
APM: 4

Action 1: Bounce attack bodyblock/tackle 1d20+4 = 5 (Nat. 1!); Damage 2d4 = 3 SDC + 60% 1d100 = 12 chance of knockdown
Multitask action 1: Activate Talisman of Invulnerability
Action 2: Slice with Laser Sword 1d20+4 = 19; Damage 5d6 = 11 MD
Multitask action 2: Draw Pistol
Action 3: Slice with Laser Sword 1d20+4 = 15; Damage 5d6 = 22 MD
Multitask action 3: Muzzle to meat shot from pistol; 1d20+4 = 11; 5d6 = 15 MD
Action 4: Slice with Laser Sword 1d20+4 = 21; Damage 5d6 = 15 MD
Multitask action 4: Muzzle to meat shot from pistol; 1d20+4 = 18; 5d6 = 21 MD

Parries: 1) 1d20+10 = 27; 2) 1d20+10 = 16; 3) 1d20+10 = 30 (Nat. 20!); 4) 1d20+10 = 20

Auto-Dodges: 1) 1d20+1 = 9; 2) 1d20+1 = 7; 3) 1d20+1 = 10; 4) 1d20+1 = 18
Ashlynn
AKA Mega KillRocket Superstar

H.P.: 15/45
S.D.C.: 26/68


Bushman Trooper EBA (borrowed from Weiss)
M.D.C. by Location:
  • Helmet: 50/50
  • Arms: 32/32 each
  • Legs: 57/57 each
  • Main Body: 90/90
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Re: Beyond Broken Door

Postby Grant Latham » Fri Oct 26, 2018 1:06 pm

New Perception: 72% vs 1d100 = 88
JIC: 1d20 = 8, 1d100 = 89

Constant Abilities
Character Sheet

  • Sense Ley Line: 79%
  • Sense Ley Line Nexus 89%
  • Sense a Rift: Automatic | 120mi
  • Sense Magic in Use: 800'
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 14
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 90/90
  • I.S.P.: 57/78
  • P.P.E.: 362/610
  • MA-2 TW Combat Mage Armor • Main Body: 35/50 • Armor of Ithan: 50/50 [Off]
Active Magic and Psionics
  • Energy Sphere (800/800 P.P.E.) Duration: 16/16 days
  • Energy Sphere (500/500 P.P.E.) Duration: 29/30 days
  • Farseeing | MA 9 | 4.00 min | 6 miles | Can see a license plate up to max distance, magnification adjusts automatically
  • Fleet Feet | 20 P.P.E. | PF2 186 | 3.75 min | Double P.P., Spd, and APM. -2 Init, susceptible to surprise attacks. -20% using skills that require a delicate touch.
  • Fly as an Eagle | BOM 115 | 460.00 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Infrared Vision | MA 9 | 100.00 min | 3000' | See through 4" S.D.C. .5" light M.D.C. material. 1" dirt. 1' water or heavy M.D.C.
  • Invincible Armor | BOM 121 | 54.00 min | 92/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy.
  • Invisibility: Simple | 0 P.P.E. | BOM 97 | Indefinite | There should be some penalty to strike/parry/dodge, but it's not listed in the spell. With the Energy Spheres on Grant's shoulders there should probably be some reduction in the penalties.
  • Mystic Alarm | BOM 95 | 2 P.P.E. | 8 years | Affects one object, will activate if disturbed.
  • Mystic Invisibility | MA 17 | 99.00 min | Undetectable by psionics or magic. Includes Psi-Stalker/Dog boy or similar. No aura
  • Nightvision | MA 9 | 123.00 min | 3600' | Works in non-magical darkness
  • Nova Blast | 30 P.P.E. | DB13 121 | 2600' | 1.75 min | Dodge (people -2, fighters/shuttles -3, larger ships -4) | Use bonuses to Throw. 1d4x100 M.D. in space, 1d4x10 M.D. in atmosphere.
  • See the Invisible | BOM 92 | 5.00 min | 1200' | Can see astral beings, entities, elementals, ghosts, objects, forces and creatures that are or can turn invisible even if no form per se.
  • See Wards | HUGM 182 | 75.00 min | 360' | See active wards, how many, general sense of power.
  • Sense Evil | BOM 92 | 21.00 min | 600' r | Mind Block/Alter Aura/Protection from Magic will block spell
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Tongues | BOM 114 | 51.00 min | Speak and understand all languages at 98%
  • Illusion Manipulation | BOM 128 | 9000' 4800 sq ft | -4 to save for an elaborate illusion | 236.00 min
  • Illusionary Terrain | BOM 141 | 1000' 48000 sq ft | -4 to save for an elaborate illusion | 236.00 min | Can manipulate the illusion 12 times per round, +4 init to react without noticeable delay.
  • Telepathy | 4 I.S.P. | 60' surface thoughts, 360 two way telepathic communication | 12.25 min |


Invincible Armor Regeneration: 1d6 = 4 M.D.


Grant's attuned sense for magic feels his field of invulneratbility unravel. Amazing! Grant's mind reacts to it. Similar to that time on Center fighting that Shock Dragon and it's necromantic magic, where it flew through my defenses like so much paper. The mage sees that his Invincible Armor is still active though some major cracks are present. The magic begins the slow process of closing them, but not enough to make it whole in so few seconds.

One of those giant birds and the mage are still up here with me. And did that mage case a Meteor spell, impressive, costly, but impressive, Grant's internal dialogue of analysis continues.

"I need to put these creatures on the defensive," Grant growls through his teeth. He triggers the second charge on his Talisman of Invulnerability, and then casts Multiple Image. He then launches ball after ball of plasma at the mage and the bird. Alternating between the two, Grant hopes to keep the mage too off balance to complete the casting of another negate magic spell. His general movement is upward in a counter-clockwise direction around the mage limiting attacks from behind as much as he can, dodging attacks if can. He wants to keep 200 to 300 feet away from the mage. The close vertical movement should make it extremely difficult for the warbird from closing on him. (Can travel a max of 1100' in 15 seconds)


APM: 16
Initiative: 1d20+4 = 20 (22 once Multiple Image is cast)
P.P.: 28 (+7 Strike/Parry/Dodge)

  1. Activate Invulnerability
  2. Cast Multiple Image
  3. Throw Nova Blast at Mage; Strike 1d20+8 = 10, Damage: 1d4*10 = 30 M.D.
  4. Throw Nova Blast at Mage; Strike 1d20+8 = 20, Damage: 1d4*10 = 40 M.D.
  5. Throw Nova Blast at Mage; Strike 1d20+8 = 22, Damage: 1d4*10 = 20 M.D.
  6. Throw Nova Blast at Mage; Strike 1d20+8 = 28 nat20!, Damage: 1d4*10 = 40 M.D.
  7. Throw Nova Blast at Mage; Strike 1d20+8 = 21, Damage: 1d4*10 = 30 M.D.
  8. Throw Nova Blast at Mage; Strike 1d20+8 = 21, Damage: 1d4*10 = 10 M.D.
  9. Throw Nova Blast at Mage; Strike 1d20+8 = 15, Damage: 1d4*10 = 10 M.D.
  10. Throw Nova Blast at Mage; Strike 1d20+8 = 23, Damage: 1d4*10 = 10 M.D.
  11. Throw Nova Blast at Mage; Strike 1d20+8 = 23, Damage: 1d4*10 = 10 M.D.
  12. Throw Nova Blast at Mage; Strike 1d20+8 = 17, Damage: 1d4*10 = 30 M.D.
  13. Throw Nova Blast at Mage; Strike 1d20+8 = 19, Damage: 1d4*10 = 30 M.D.
  14. Throw Nova Blast at Mage; Strike 1d20+8 = 19, Damage: 1d4*10 = 30 M.D.
  15. Throw Nova Blast at Mage; Strike 1d20+8 = 13, Damage: 1d4*10 = 10 M.D.
  16. Throw Nova Blast at Mage; Strike 1d20+8 = 22, Damage: 1d4*10 = 20 M.D.

Contingency Dodges/Magic/Psionics (+13/+16/+10) 12d20:
6, 13, 19, 17, 4, 18, 11, 3, 3, 14, 9, 15


Contingency Spells: If the Invincible Armor/Invulnerability pop, he will cast Armor of Ithan (80 M.D.C.)

Spells Cast
  • Invulnerability | 2 of 3 charges | BOM 116 | 1.5 min | Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 50 M.D.C. force field. +10 vs Magic, Psionics, HF
  • Multiple Image | 7 P.P.E. | BOM 102 | Self | 8 min | -4 to save vs Illusion | 3 identical images, +2 Init, +2 dodge, +1 Strike. Iron will dispel image.
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record

Info
H.P.: 49/49 • S.D.C.: 23/23 • P.P.E.: 207/207 • I.S.P.: 60/60 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 64% | 50mi • Sense Ley Line Nexus: 74% • Sense a Rift: Automatic | 90mi • Sense Magic in Use: 500'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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Re: Beyond Broken Door

Postby Weiss » Sat Oct 27, 2018 11:08 am

Perception 41% 1d100 = 77
JIC 1d100 = 63 1d20 = 3
Initiative 1d20+3 = 6+2 whilst in Blue Beauty
APM 9 (halved to 5 whilst in Blue Beauty)/ 6 outside

Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
Fly as an Eagle | BOM 115 | 480 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
Tongues | BOM 114 | 72 min | Speak and understand all languages at 98%
Befuddled | -2 Strike, parry, dodge | APM reduced by 1/2 | Skills are at -20% | duration ??
Invulnerability | Impervious to cold, disease, drugs, gases, energy, poison, and toxins | 50 M.D.C. vs other attacks | +10 vs Magic/Psionics/Horror Factor | 5/5 melees

"What the frak?" Weiss swears, as his console began sparking and he could see the roof of his pilot compartment begin to buckle.

"How the frak did they do that? he scours the control systems, trying to find what was still working as the readouts show most of his weaponry offline and I can't even see. He'd fought mages before, seen plenty of combat, but never had one done this to him. They'd hurt his pride and joy and right now the Beauty was next to useless.

"Multiple systems down, armour badly compromised, dammit, most of my weapons are gone, is anything blasted working?" Weiss punches the console, any spark generated being absorbed by his new armour and Grant's protections. He was not happy

Looks like I can move, but can't see anything. And the torso mini missile launchers are still operational. The Beauty is hanging in there, but barely. Stay with me. We're still in this and I'll be damned if I'm leaving Zac alone in this world.. As he operates the system, he realises one random system was still fully operational.

And yet bizarrely the video camera is working. Thank heavens for small mercies. Least I have some way of seeing. he smiles grimly, as he brings the camera online, as a poor substitute for the sensor turret that was no doubt in tiny pieces spread across the area. When I get my hands on whomever did that....

The Beauty lurches to its feet, like a punch drunk fighter that doesn't when its beaten, swaying as it did so. It would be almost comical if it wasn't in the middle of a deadly firefight that had only just begun.

Through the camera now he is stood up, Weiss can see the situation in front of him over the top of the APC.

Grant's unloading on the mage and bird, Ash is too close to that bird to use missiles ....and Ronith looks to be in trouble. Looks like my path is decided. Don't fail me now baby

"RONITH, DROP NOW!!!!! he screamed through the telepathic link.

"Lets hope my shooting isn't off," but Weiss was feeling lucky. Something had to go his way today.


OOC Comments
If the video camera allows Weiss to offset some of the penalties
Aimed shots makes this a -1 with hopefully some of the -6 being offset

Action 1 - activate video camera and stand up
action 2 1 critical hit viewtopic.php?f=885&t=7678&p=1357399#p1357399
4 AP missiles 3 ft blast radius directly on the head of the leader. Guessing with Ronith down on the floor, he should be fine
4d4*10 = 100 Triple damage from direct hit, half damage for anybody caught in the blast - 300MD on the leader's head area. 50MD on anybody in 3' radius.

Action 3-4 - 2 Plasma 1d6*10 = 30 1d6*10 = 20 15ft blast radius -flashburn so won't start fires at the Bird
If its still -6, John won't risk hitting Ash, but if the merc behind them is not in close combat, Weiss will risk it or if Barracuda brings the group he is fighting into range
1d20 = 18-1 with aimed shot or any penalty reductions that increase the roll.

Action 5 - If the Beauty can reach the merc on top of the warehouse, he will try to grab hold of him so somebody else can shoot him easier.
1d20 = 11 straight roll unless any penalties are reduced 2d6 = 6MD if successful
viewtopic.php?f=86&t=16132

HP: 32
SDC: 54

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Re: Beyond Broken Door

Postby Barracuda » Sat Oct 27, 2018 12:02 pm

Perception: 1d100 = 64/43% (58% underwater)
JIC: 1d20 = 19/1d100 = 63

Conditions
  • Invincible Armor | BOM 121 | 54.00 min | 150/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy.
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 460.00 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 51.00 min | Speak and understand all languages at 98%


She's unfocused. Gonna take her down and then work on the others. "Four on one? You're going to regret that, you cowards!" Barracuda strikes out a few more times at the gold EBA with King Tide and then calls on a power he rarely brings out of himself. He releases an electromagnetic pulse around him to play with their tech before he silences everyone in the 100 feet around him. He keeps King Tide between him and anyone attempting to strike him physically, not worrying about any energy attacks that might be incoming. My power keeps growing. I wonder what else might happen.

Initiative: 1d20+3 = 21
APM: 6

Action 1: Stab enemy with King Tide. Strike: 1d20+5 = 8 Damage: 6d6+16 = 47
Action 2: Stab enemy with King Tide. Strike: 1d20+5 = 12 Damage: 6d6+16 = 33
Action 3: Reserved for Dodge.
Actions 4-5: EMP Pulse
Action 6: Warp Sound (silence). 100 foot radius.

Parries: 1d20+9 = 221d20+9 = 191d20+9 = 161d20+9 = 221d20+9 = 141d20+9 = 26
Dodge: 1d20+8 = 15
Barracuda
Benjamin "Barracuda" Berry, Lord of the Bay
SDC: 121/121
HP: 23/23
Critical Strike: 18-20



Amulet of Protection Against The Supernatural: +2 vs. Horror Factor and Possession
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Re: Beyond Broken Door

Postby Ronith » Mon Oct 29, 2018 12:57 pm

Initiative: 1d20+10 = 24
JIC: 1d20 = 5, 1d100 = 82
PER: 1d100 = 81 vs. 66% (+15% hearing)
APM: 9

Conditions
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 459.5 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 51.5 min | Speak and understand all languages at 98%
  • Ext. Presence Sense | Rifter 25 77 | 2m | Exact number/location of all sentient beings in a 75-ft radius
  • Shadow Meld | BoM 103 | 5m | +15% prowl, attackers -5 to strike
  • Enhance Reflexes | Rifter 25 75 | 17m | +1APM, +3I, +2S, +3P/D, +2 PP (--> 27), +15% to physical skills relying on coordination or balance
  • Telepathy: Superior | Rifter 25 83 | 17m
  • Telekinesis | RUE 169 | 120lbs of weight | 21.75m


While not thrilled at being unable to move, the leader's attention on Ronith means that he is not harming the rest of the team- and not trying to escape, yet. However, with the pounding his magical armor has taken Ronith realizes that he will soon need to grow concerned about his own survival. First, with a thought he will activate the invulnerability talisman Grant gave him. Any subsequent plans are interrupted by Weiss.

Weiss wrote:"RONITH, DROP NOW!!!!!
Ronith doesn't hesitate- he stops trying to hold himself upright against the crushing weight and plummets to the ground. If his cyber-knight senses allow him to feel the missile systems lock on, Ronith will try to time his dodge such that he gets out of the way a mere instant before the missiles impact- minimizing any advance warning the boss Sunaj gets.

Ronith's subsequent actions will depend on whether he is loosed from the high-gravity field. If so, he will immediately leap on top of the Sunaj, bearing down with his swords and turning the leader's own tactic against him. Otherwise, Ronith will telekinetically pull out his magefire pistol and shoot the Sunaj leader in the face- in the hopes of distracting him enough that he can slip free of the immobilizing grasp.

Action 1: Activate invulnerability talisman ((-1 charge))
Action 2: Drop/dodge; 1d20+17 = 36
Action 3-4: Aimed shot with magefire pistol at the guy's face. 1d20+8 = 28 to strike, 5d6+5 = 26x2=52 MD.
Action 5-6: Aimed shot with magefire pistol at the guy's face. 1d20+8 = 22 to strike, 5d6+5 = 18 MD.
Action 7-8: Aimed shot with magefire pistol at the guy's face. 1d20+8 = 25 to strike, 5d6+5 = 25 MD.
Action 9: Regular shot with magefire pistol. 1d20+5 = 11 to strike, 5d6+5 = 26 MD.

Auto-parries (direct with telekinesis or by moving Frostfang in the way of any attacks; +7): 9d20:
14, 20, 17, 10, 8, 19, 14, 9, 8


Contingency: Ronith can move
Leap attack first (two actions, keeping damage the same), followed by a flurry of sword blows before his opponent can pull another trick out of his hat.
3) Frostfang: 1d20+19 = 32, 1d6*11 = 22 MD; Skyrender: 1d20+19 = 29, 6d6 = 22 MD
4) Frostfang: 1d20+19 = 25, 1d6*11 = 22 MD; Skyrender: 1d20+19 = 33, 6d6 = 31 MD
5) Frostfang: 1d20+19 = 31, 1d6*11 = 33 MD; Skyrender: 1d20+19 = 31, 6d6 = 13 MD
6) Frostfang: 1d20+19 = 21, 1d6*11 = 11 MD; Skyrender: 1d20+19 = 31, 6d6 = 18 MD
7) Frostfang: 1d20+19 = 32, 1d6*11 = 66 MD; Skyrender: 1d20+19 = 26, 6d6 = 20 MD
8) Frostfang: 1d20+19 = 25, 1d6*11 = 22 MD; Skyrender: 1d20+19 = 29, 6d6 = 24 MD
9) Frostfang: 1d20+19 = 29, 1d6*11 = 11 MD; Skyrender: 1d20+19 = 27, 6d6 = 28 MD
I am better than you. You just don't know it.
Always active- Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible
+12 vs. Magic, 11 vs. HF, 8 vs. Psi
Status
ISP- 4/66; PPE- 47/57; MDC- 54/86; EBA and cyber-armor destroyed
Talismans: AoI (0/3); Invulnerability (0/3); Cleanse (2/3)

Anti-tech bonuses: No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +1 dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
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Re: Beyond Broken Door

Postby Alays » Mon Oct 29, 2018 7:01 pm

Perception: 1d100 = 58 / 39%
JIC: 1d20 = 14
JIC: 1d100 = 98
A: Sixth Sense, Dissociative identity disorder: Ivor=Orange, Lillian=Pink, Jessie=Purple,


As Alays is readying for the attack an intense and sudden weight comes crunching down on him. Even with his augmented strength, the weight makes him immobile. The feeling of helplessness starts to over take him as he is rocked by an explosion.

Suka! YA sobirayus' ubit' tebya, kogda ya voz'mu tebya za ruki. Get your ass up and move before I make you. I don't know why I can't move. I'm doing my best.

Just as suddenly as the weight was applied, the pressure on Alays relieves itself. The moment that he feels the pressure lift he scrambles to his feet as quickly as possible. His demeanor exuding waves of anger by the time he stands. Looking down the street alongside the building, he sees a group member with a trident taking on four at once. Firing his rifle at the nearest Sunaj or the one that is most exposed.


Initiative: (+4) 1d20+3 = 18
Action per Melee round: 7

Action 1: Stand up

Action 2: Attack with NG-LG6 at Sunaj Lieutenant strike: 1d20+4 = 15 / damage: 3d6+5 = 19

Action 3: Attack with NG-LG6 at Sunaj Lieutenant strike: 1d20+4 = 24 / damage: 3d6+5 = 13

Action 4: Attack with NG-LG6 at Sunaj Lieutenant strike: 1d20+4 = 7 / damage: 3d6+5 = 19

Action 5: Attack with NG-LG6 at Sunaj Lieutenant strike: 1d20+4 = 14 / damage: 3d6+5 = 21

Action 6: Attack with NG-LG6 at Sunaj Lieutenant strike: 1d20+4 = 5 / damage: 3d6+5 = 12

Action 7: Attack with NG-LG6 at Sunaj Lieutenant strike: 1d20+4 = 13 / damage: 3d6+5 = 14


Rolls for parry: 7d7:
6, 2, 6, 4, 2, 6, 1
rolls do not include bonus of +2

Rolls for Auto-dodge: 7d20:
10, 20, 19, 8, 9, 16, 10
rolls do not include bonus of +2
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Re: Beyond Broken Door

Postby Beltin Delhomme » Tue Oct 30, 2018 3:42 am

-----------------------------------
Perception: 1d100 = 23/77%
JIC: 1d20 = 1| 1d100 = 11%
Initiative: 1d20+9 = 26
APM: 7
-----------------------------------

Current Status
  • N-F20A Medium Force Field [on] (75/75 MDC)
  • NG Stalker Suit (12/12 MDC)
ISP: 181/298
SDC: 69/69
HP: 41/41
Conditions (constant): Sixth Sense, Radiate Nature [focused], Sense Supernatural Evil and Magic Energy (900 ft, 90%... 1900 ft when supernatural force is using supernatural abilities and/or magic)
Conditions (temporary):
  • Invincible Armor | BOM 121 | 53.25 min | 150/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy.
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 460 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 51.75 min | Speak and understand all languages at 98%
  • See the Invisible | RUE 176 | 5.25 min | See invisible
  • Enhanced Reflexes | R25 76 | 14.50 min | +1 attack per melee, +3 initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all physical skills that rely on coordination or balance
  • Psi-sword (rapier) | RUE 180 | 87.00 min | 21d6 MD
  • Telepathy: Superior | R25 84 | 15.25 min | 550' probe, 1100' 2-way comm | 67% deeper extraction


Never a particularly strong individual, Beltin is flattened like a pancake when the increased gravity hits unexpectedly. "Ugh... can't move..." he announces unhelpfully while pinned to the APC floor. He can only strain to look up at the roof of the APC and hope that it does not collapse and entomb them. His worries are magnified when the APC shudders under the impact of a missile barrage. Uh oh, they've brought heavy munitions... Beltin muses to himself incorrectly. As suddenly as they were struck by the gravitational presence, it is lost in a moment. Feeling freedom of movement once more, Beltin kips up to his feet and proceeds to help Whynne to her feet.

Whynne/McGrath wrote:"Well, we have their attention!"

"We certainly do. And I don't believe this APC is fit to shelter us for much longer. We are going to need to rejoin the others outside." Beltin grasps Whynne's hand and leads her out of the APC.

Once outside, the two of them are exposed to the urgent cadence of combat once more. Immediately, Beltin drops a TK-forcefield around the two of them, confident that if they are trying to grab McGrath, the two of them will make for tasty new targets. Once protected as such, Beltin will assist Sir Ronith in whomever he is fighting, assuming that their cyberknight leader charged at the highest priority target. Beltin will try to use his evil-eye to distract Ronith's target.

Combat Actions
Action 1: Talk, regain footing.
Action 2: Grasp Whynne's hand, exit APC together.
Action 3: Assess combat situation outside, TK-Forcefield ((-25 ISP. 225 MDC)) around them.
Action 4: Bio-manipulation (Blind) at whoever Sir Ronith is targeting. ((-10 ISP))
Action 5: Bio-manipulation (Pain) at whoever Sir Ronith is targeting. ((-10 ISP))
Actions 6-7: Reserved for contingencies.

Auto-parries (+18 to not included): 7d20:
9, 7, 18, 3, 14, 11, 16


Contingencies:
  • Should anyone appear inside the TK-forcefield (or it goes down and someone engages in melee). Strike with Psi-Sword.
    • Strike: 1d20+18 = 28. Damage: 1d6*21 = 126 MD
    • Strike: 1d20+18 = 24. Damage: 1d6*21 = 84 MD
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Re: Beyond Broken Door

Postby Virtus » Fri Nov 02, 2018 1:10 pm

Conditions
Time & Date: Day 3, 5:29pm
Climate: 58F, partly cloudy
Visibility: 1 mile
Terrain: Warehouse District,
Moderate radio traffic
Magic in heavy use. Detectable everywhere.


Grant, redoubling his defenses reactivates his Invincible Armor and uses Multiple Images. As he is doing so he sees Ashlynn bolt out of nowhere towards the Sunaj mage. She looks as if she is going to shoulder tackle him, but a strong west wind not only gusts he slight off course but see seems to fumble with her laser sword. It plummets towards the ground. Ashlynn spins around drawing her pistol just as the Sunaj mage completes his spell. Grant then sees Ashlynn follow her swords trajectory towards the earth apparently no longer enjoying the benefit of her magical flight. Both Ashlynn and Grant know that she is rather bouncy but this is bad news and likely beyond her capacity to absorb.

Weiss, exhibiting practiced skill and impressive knowledge, swings Blue around to aim at the Sunaj now attacking Ronith. With reckless confidence, no targeting computer and clinched teeth he fires off an impressive volley of missiles. Unbelievably they come down on the man's head. The air thunders with their impacts as the fire and smoke from the pact erupt. A field around him flashes and is gone. The other Sunaj and the merc take cover. Ronith, drops to the ground, hopeful that the missile impact will free him. Unfortunately it does not seem to impact the effect. Surely if the leader had been generating it, it would have been enough to disrupt his concentration. Undaunted, Ronith uses his keen intellect and withdraws his pistol using Telekinesis. As he expects, he is able to lift the pistol normally. A crack shot he hits the Sunaj in the face. He wheels around clutching his face retreats several paces as Ronith sees a suit of ectoplasmic armor form around the knight.

Weiss alerted to the merc on the rooftop by Grant turns Blue to end his existence. It is then that the Enforcer completely locks up. Everything seems frozen, paralyzed. Wasting no time Weiss makes for the exit.

Barracuda continues his assault against as she darts back and forth attempting to stay a moving target. Pursuing her movement he keeps his punishment up. He still is concerned. The blows he lands are hard but it's like hitting rock. Finally breaking through a forcefield, he makes contact with her actual armor. King Tide is rending her armor possibly even penetrating it. She bats at the air every time Barracuda connects but seems to be unsuccessful. His insult doesn't go unnoticed however as the lieutenant replies, "Why waste the time of a duel with mice?" it says with it's gravel like voice, it too absorbing shots from Alays. All the while, the Sunaj have been having some success with hits, greatly weakening the Invincible armor.

Shot after shot, Alays hits the Lieutenant or more accurately some type of shielding he has in place. Suddenly one of the other Sunaj peel off and stat moving his direction if not slowly and cautiously, likely owning to blindness after Ronith's well placed attack. Alays stays focused on his inital target as the approaching Sunaj might take several seconds to make it to him. Finally, Alays sees the field collapse around the Lieutenant.

Beltin, eager to bring this to an end, emerges. They arrive in utter chaos. A shadow covers the area as the dust cloud continues to rise, leaving a haze in the area where they stand. Hearing the situation with Ronith, Beltin moves into action. Bringing Whyne along as he searches quickly for Ronith. Rounding the end of the APC, he spots the Cyberknight on the ground, engaged with a small team. His arrival does not go unnoticed however as the other Sunaj whips his head around to see Beltin and more importantly the McGrath imposter. Erecting his TK forcefield, Beltin stands ready for trouble. Beneath them a portal opens withing the forcefield, showing sky beneath them. Thanks to the flight, they do not fall through but simply float. Irregardless it is a serious threat.

Grant races after Ashlynn, casting a flight spell (I'm assuming Fly as the Eagle since it can be done at range) on her, stopping her uncontrolled decent. Righting herself, Ashlynn opens fire on the Sunaj mage. Grant finally able to go on the offensive resumes his assault. Much to his dismay, his nova blasts seem to have lost their effectiveness as they wash over both bird and mage. Blast after blast lands as the bird dive bombs again. The mage descends and seems to be casting something but nothing happens. And does so again without result. Grant surmises that during his assistance to Ashlynn that he must have used immunity to fire on both he and the bird. Either way the mage is burning a lot of PPE and even deep reserves will run dry eventually.

Weiss makes his way out of Blue, ready to engage whomever he wishes.

Goldie takes a swing at him, missing and instead striking the other Sunaj left. Some type of field breaks with a loud crack. An invisible wave that is more felt and heard than seen rolls out from Barracuda. Any electronics they depend on are certainly disabled. Goldie, though still apparently blind happens to whirl around off her critical error and connects incidentally with Barracuda. His Invincible Armor instantly collapses with a loud crack, knocking him back several feet. Watching her hit, he could see dust lift from the buildings and road from her hit. Her strength must be off the charts! Quickly he silences everything within 100ft. Barracuda sees her eyes for the first time focus on him and she looks displeased. He's rather sure the blindness is wearing off. From what he knows of the effects of that grenade, she and the others are likely still seeing spots which may help some.

Ronith continues firing on the Sunaj leader but this new armor he has seems to be very resistant to his pistol. Irregardless he still seems to stumble around. Taking several shots with seeming impunity, he seems to collect himself. If Ronith is guessing, he's still blind but using the same radar like sense so many of them have exhibited.

Butcher's Bill

Barracuda: -210 (armor absorbed it all)
Weiss: (Blue immobilized)
Grant: -44 MDC (Warbird strike)
Alays: Silenced
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Re: Beyond Broken Door

Postby Weiss » Sat Nov 03, 2018 3:10 pm

Perception 45% 1d100 = 76
JIC 1d100 = 95 1d20 = 10
Initiative 1d20+1 = 10
APM 6

Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
Fly as an Eagle | BOM 115 | 480 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
Tongues | BOM 114 | 72 min | Speak and understand all languages at 98%
Invincible Armor | BOM 121 | 57 min | 150/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy.

Weiss pops open the hatch, if possible setting the reactor to shut down as to avoid anybody launching the remaining missiles and grabs both rifles on the way out.

Low on E-clips, need more ammo, should have bought more back in Merctown. Weiss was annoyed at himself, Something I'll have to rectify if I have any money left after fixing what's left of the Beauty. He turns that annoyance into anger against the ones responsible. He knows there is one on the roof Bet your the frakker who took control of Beauty's systems. You are going down for that, then I can help Ronith.

Still possessing the spells Grant cast on him, he takes to the air, flying near the building. Not used to flying under my own power, better stay close something so I don't fall too far. If anybody has a railgun, I'm in trouble, but these don't seem the type for using those.


OOC Comments
Action 1 fly into air near the building
Action 2 1d20+3 = 22 1d4*10 = 30
31d20+3 = 22 1d4*10 = 30
4 1d20+3 = 4 1d4*10 = 10
51d20+3 = 19 1d4*10 = 10
6 1d20+3 = 18 1d4*10 = 40

If his spell goes down, Weiss will use the Square shaped charm Talisman of Invulnerability (5th Level, Duration: 5 melees, Impervious to cold, disease, drugs, gases, energy, poison, and toxins, 50 M.D.C. vs other attacks, +10 vs Magic/Psionics/Horror Factor) (3/3 uses) as required

5/10 shots remaining

If the merc disappears and Weiss can't find him, Weiss will turn his attention to Ronith's attackers or assist Ben if he becomes overwhelmed.


OOC Comments
M.D.C. by Location:
• Helmet: 30
• *Razor: 30
• Arms: 25 each
• Legs: 35 each
• Main Body: 45
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a ‘Called Shot,’ but even then the attacker is -4 to strike.
Modifiers: No modifiers to physical skills whatsoever.
Features:
• Impervious to Energy & Electricity: the suit is completely impervious to electricity, energy attacks, radiation, stun, laser and ion weapons. Magical energy attacks do half damage.
viewtopic.php?f=86&t=16132

HP: 32
SDC: 54

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Re: Beyond Broken Door

Postby Grant Latham » Sat Nov 03, 2018 7:49 pm

New Perception: 72% vs 1d100 = 23
JIC: 1d20 = 20, 1d100 = 10

Constant Abilities
Character Sheet

  • Sense Ley Line: 79%
  • Sense Ley Line Nexus 89%
  • Sense a Rift: Automatic | 120mi
  • Sense Magic in Use: 800'
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 14
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 90/90
  • I.S.P.: 57/78
  • P.P.E.: 355/610
  • MA-2 TW Combat Mage Armor • Main Body: 35/50 • Armor of Ithan: 50/50 [Off]
Active Magic and Psionics
  • Energy Sphere (800/800 P.P.E.) Duration: 16/16 days
  • Energy Sphere (500/500 P.P.E.) Duration: 29/30 days
  • Farseeing | MA 9 | 4.00 min | 6 miles | Can see a license plate up to max distance, magnification adjusts automatically
  • Fleet Feet | 20 P.P.E. | PF2 186 | 3.75 min | Double P.P., Spd, and APM. -2 Init, susceptible to surprise attacks. -20% using skills that require a delicate touch.
  • Fly as an Eagle | BOM 115 | 460.00 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Infrared Vision | MA 9 | 100.00 min | 3000' | See through 4" S.D.C. .5" light M.D.C. material. 1" dirt. 1' water or heavy M.D.C.
  • Invincible Armor | BOM 121 | 54.00 min | 95/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy.
  • Invisibility: Simple | 0 P.P.E. | BOM 97 | Indefinite | There should be some penalty to strike/parry/dodge, but it's not listed in the spell. With the Energy Spheres on Grant's shoulders there should probably be some reduction in the penalties.
  • Invulnerability | 2 of 3 charges | BOM 116 | 1.25 min | Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 6/50 M.D.C. force field. +10 vs Magic, Psionics, HF
  • Multiple Image | 7 P.P.E. | BOM 102 | Self | 8 min | -4 to save vs Illusion | 3 identical images, +2 Init, +2 dodge, +1 Strike. Iron will dispel image.
  • Mystic Alarm | BOM 95 | 2 P.P.E. | 8 years | Affects one object, will activate if disturbed.
  • Mystic Invisibility | MA 17 | 99.00 min | Undetectable by psionics or magic. Includes Psi-Stalker/Dog boy or similar. No aura
  • Nightvision | MA 9 | 123.00 min | 3600' | Works in non-magical darkness
  • Nova Blast | 30 P.P.E. | DB13 121 | 2600' | 1.75 min | Dodge (people -2, fighters/shuttles -3, larger ships -4) | Use bonuses to Throw. 1d4x100 M.D. in space, 1d4x10 M.D. in atmosphere.
  • See the Invisible | BOM 92 | 5.00 min | 1200' | Can see astral beings, entities, elementals, ghosts, objects, forces and creatures that are or can turn invisible even if no form per se.
  • See Wards | HUGM 182 | 75.00 min | 360' | See active wards, how many, general sense of power.
  • Sense Evil | BOM 92 | 21.00 min | 600' r | Mind Block/Alter Aura/Protection from Magic will block spell
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Tongues | BOM 114 | 51.00 min | Speak and understand all languages at 98%
  • Illusion Manipulation | BOM 128 | 9000' 4800 sq ft | -4 to save for an elaborate illusion | 236.00 min
  • Illusionary Terrain | BOM 141 | 1000' 48000 sq ft | -4 to save for an elaborate illusion | 236.00 min | Can manipulate the illusion 12 times per round, +4 init to react without noticeable delay.
  • Telepathy | 4 I.S.P. | 60' surface thoughts, 360 two way telepathic communication | 12.25 min |


Deducted Damage last round (44 M.D.C.) from Invulnerability

Invincible Armor Regeneration: 1d6 = 3 M.D.

Despite not actually having to act physically to fly, the rapid descent to stop Ashlynn from turning into tomato paste has Grant breathing hard and his heart racing. He mentally calls out to her, Ashlynn, I need to deal with this bird, distract the mage for a few seconds...but try to do it closer to the ground.

He spins in the air to see how much altitude he's lost and to see that the warbird has kept pace with him and is wheeling for another strike.

Well, Grant thinks. Time to switch things up. Unless he has socked away talismans of his own, that mage may soon be out of gas. But the bird is the immediate threat. Hopefully Ashlynn can distract him for a few precious moments.

The mage goes back to one of the first spells he learned, Blinding Flash. With an extra effort of will he enhances the magic to blind the warbird. If necessary, he casts the spell multiple times waiting to see the bird's flight become erratic, then follows up with Magic Net (repeating if necessary, but with the -10 to dodge it should be quick) with the intent that once it's wings are bound it will fall to the ground.

When the bird taken care of, Grant's enhanced vision hunts the skies and rooftops for adversaries. The Lord Magi begins moving towards the mage, weaving to make himself a more difficult target. He casts another beginner spell, Throwing Stones and begins launching them towards the mage to try and disrupt whatever he's casting. When in range (360' of the mage), he casts Mental Blasts at him, attacking the Sunaj's mind directly bypassing any physical defenses (should go through body armor and force fields).

**Virtus, if you'll provide a count of how many of each spell is cast, I'll figure out how much PPE to deduct next round - Thanks!

APM: 16
Initiative: 1d20+4 = 11
P.P.: 28 (+7 Strike/Parry/Dodge)
Spell Strength: 14

  1. Cast Blinding Flash at the Warbird (-1 to save)
  2. Cast Magic Net at the Warbird
  3. Cast Throwing Stones
  4. Throw Stone at mage Strike: 1d20+9 = 15, Damage: 1d6+8 = 10 M.D.(-4 to dodge)
  5. Fly towards mage (up 73') Dodging 1d20+13 = 19
  6. Throw Stone at mage Strike: 1d20+9 = 26, Damage: 1d6+8 = 9 M.D.(-4 to dodge)
  7. Fly towards mage (up 73') Dodging 1d20+13 = 30
  8. Throw Stone at mage Strike: 1d20+9 = 20, Damage: 1d6+8 = 14 M.D.(-4 to dodge)
  9. Fly towards mage (up 73') Dodging 1d20+13 = 26
  10. Cast Mental Blast at Sunaj Mage: 5d6 = 20 direct to H.P/M.D. Plus Disorientation for 1d4 = 1 rounds
  11. Fly maintaining max range for Mental Blast while Dodging 1d20+13
  12. Cast Mental Blast at Sunaj Mage: 5d6 = 17 direct to H.P/M.D. Plus Disorientation for 1d4 = 3 rounds
  13. Throw Stone at mage Strike: 1d20+9 = 27, Damage: 1d6+8 = 12 M.D.(-4 to dodge)
  14. Fly maintaining max range for Mental Blast while Dodging 1d20+13 = 14
  15. Cast Mental Blast at Sunaj Mage: 5d6 = 20 direct to H.P/M.D. Plus Disorientation for 1d4 = 4 rounds
  16. Fly maintaining max range for Mental Blast while Dodging 1d20+13 = 33

Contingency Dodges/Magic/Psionics (+13/+16/+10): 8d20:
4, 13, 8, 11, 16, 20, 4, 11


Contingency Spells: If the Invincible Armor, he will cast Armor Bizarre (120 M.D.C.)

2nd Contingency: If the bird and mage go down and Grant has actions left, he begins to look around the field of battle. Seeing Sir Ronith stuck to the ground begins looking at who may be responsible for it. In order, he uses his advanced vision to look at EBAMerc1, EBAMerc2, and then EBAMerc3 to determine who is focused on Sir Ronith vs the others of his team.

Intelligence: 67% vs 1d100 = 61

Spells Cast
  • Armor Bizarre | 15 P.P.E. | BOM 104 | Self or 60' | 8 min | 120 M.D.C. + HF 14 only vs enemies and enemies are -1 initiative
  • Blinding Flash | 3 P.P.E. | BOM 91 | 120' | 20' radius | -1 to save vs Spell Strength 14 | Blind for 1d4 rounds, -10 Strike/Parry/Dodge, 50% chance of falling every 10'. Does not affect robotic, bionic, or cybernetic eyes.
  • Magic Net | 7 P.P.E. | BOM 101 | 120' | 10' radius | Dodge 16 or higher | 4 min | 2 rounds to cut with M.D. weapons, those caught are helpless.
  • Mental Blast | 15 P.P.E. | BOM 109 | 360' | Save vs Psionic Attack | 5d6 plus disorientation. Double Damage by Touch. Direct Damage to H.P. Affects up to Body Armor. Invisible effects except to Mind Melters/Bleeders. -2 S/P/D/I, -20% skills for 1d4 melees. Half damage and no penalties if save is made. Multiple castings have cumulative effect.
  • Throwing Stones | 5 P.P.E. | BOM 96 | .5 min | 2000' | Dodge -4 | 1d6+8 M.D. +2 strike
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record

Info
H.P.: 49/49 • S.D.C.: 23/23 • P.P.E.: 207/207 • I.S.P.: 60/60 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 64% | 50mi • Sense Ley Line Nexus: 74% • Sense a Rift: Automatic | 90mi • Sense Magic in Use: 500'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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Re: Beyond Broken Door

Postby Ashlynn » Mon Nov 05, 2018 8:35 am

Perception: 50% (enclosed spaces)/55% (wide open spaces) 1d100 = 8

JIC: 1d20 = 5
1d100 = 9

Conditions:
    UNARMORED
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 480 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 72 min | Speak and understand all languages at 98%
  • Befuddled | -2 Strike, parry, dodge | APM reduced by 1/2 | Skills are at -20% | duration ??
  • Invulnerability | Impervious to cold, disease, drugs, gases, energy, poison, and toxins | 50 M.D.C. vs other attacks | +10 vs Magic/Psionics/Horror Factor | 4/5 melees

As Ashlynn tumbles from the sky she only has the presence of mind to yell "FRAK!" before she is targetted by Grant's new flight spell.

Her sword now far below on the ground, Ashlynn focuses on pistol attacks, hoping to swiss-cheese the mage before he can do any more damage. She flies up to engage him from a distance, hoping to draw his attention upward and away from her companions on the ground. Keep his eyes on me - let the guys on the ground work without having him to worry themselves after.

"Whazzamatta, mage? Not used to a real fight?" She laughs, an oddly mischievous yet dark laugh.

Initiative: 1d20+10 = 22
APM: 4

Action 1: Shoot pistol; 1d20+4 = 21; 5d6 = 20 MD
Multitask action 1: Fly upward to same level as mage or higher
Action 2: Shoot pistol; 1d20+4 = 14; 5d6 = 14 MD
Nultitask action 2: Activate Energy Shield
Action 3: Shoot pistol; 1d20+4 = 15; 5d6 = 17 MD
Action 4: Shoot pistol; 1d20+4 = 10; 5d6 = 14 MD

Parries: 1) 1d20+10 = 13; 2) 1d20+10 = 24; 3) 1d20+10 = 17; 4) 1d20+10 = 27

Dodges: 1) 1d20+7 = 27 (Nat. 20!); 2) 1d20+7 = 25; 3) 1d20+7 = 8 (Nat. 1!); 4) 1d20+7 = 8 (Nat. 1!)
Ashlynn
AKA Mega KillRocket Superstar

H.P.: 15/45
S.D.C.: 26/68


Bushman Trooper EBA (borrowed from Weiss)
M.D.C. by Location:
  • Helmet: 50/50
  • Arms: 32/32 each
  • Legs: 57/57 each
  • Main Body: 90/90
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Re: Beyond Broken Door

Postby Beltin Delhomme » Wed Nov 07, 2018 6:18 am

-----------------------------------
Perception: 1d100 = 37/77%
JIC: 1d20 = 8| 1d100 = 5%
Initiative: 1d20+9 = 10
APM: 7
-----------------------------------

Current Status
  • N-F20A Medium Force Field [on] (75/75 MDC)
  • NG Stalker Suit (12/12 MDC)
ISP: 156/298
SDC: 69/69
HP: 41/41
Conditions (constant): Sixth Sense, Radiate Nature [focused], Sense Supernatural Evil and Magic Energy (900 ft, 90%... 1900 ft when supernatural force is using supernatural abilities and/or magic)
Conditions (temporary):
  • Invincible Armor | BOM 121 | 53.00 min | 150/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy.
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 459 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 51.50 min | Speak and understand all languages at 98%
  • See the Invisible | RUE 176 | 5.00 min | See invisible
  • Enhanced Reflexes | R25 76 | 14.25 min | +1 attack per melee, +3 initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all physical skills that rely on coordination or balance
  • Psi-sword (rapier) | RUE 180 | 86.75 min | 21d6 MD
  • Telepathy: Superior | R25 84 | 15.00 min | 550' probe, 1100' 2-way comm | 67% deeper extraction
[*]TK: Forcefield. | RUE 183 | 90.00 min | 225/225 MDC


"Practically fixated on us I would say." Beltin continues, picking up his dialogue with Whynne/McGrath as he stares down at the portal below them. "Unfortunately, we may be safer here than inside the APC," the young investigator remarks unhelpfully while he continues to maintain physical contact with Whynne/McGrath. If they direct some attention our way, perhaps that will give our teammates the opening they need to finish dispatching them. Beltin thinks to himself.

Beltin stands coiled, ready to spring to action (if someone teleport/appears within their TK-forcefield). The young investigator will strike with his psi-rapier within the enclosed space, but continue to maintain physical contact with Whynne/McGrath and will not over-extend himself.

Combat Actions
Action 1: Activate Invulnerability from talisman
Action 2-7: Talk and contingency actions

Auto-parries (+18 to not included): 7d20:
13, 17, 15, 2, 11, 16, 18


Contingencies:
  • Should anyone appear inside the TK-forcefield (or it goes down and someone engages in melee). Strike with Psi-Sword.
    • Strike: 1d20+18 = 25. Damage: 1d6*21 = 21 MD
    • Strike: 1d20+18 = 24. Damage: 1d6*21 = 63 MD
    • Strike: 1d20+18 = 37. Damage: 1d6*21 = 21 MD ((Crit! 42 MD))
    • Strike: 1d20+18 = 26. Damage: 1d6*21 = 42 MD
    • Strike: 1d20+18 = 32. Damage: 1d6*21 = 63 MD
    • Strike: 1d20+18 = 25. Damage: 1d6*21 = 84 MD
  • If TK-forcefield is destroyed at range, erect another.
  • If they are somehow pushed toward the portal, erect TK-forcefield around the portal (to stand on).
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Re: Beyond Broken Door

Postby Ronith » Thu Nov 08, 2018 9:02 am

Initiative: 1d20+10 = 23
JIC: 1d20 = 20, 1d100 = 31
PER: 1d100 = 29 vs. 66% (+15% hearing)
APM: 9

Conditions
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 459.25 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 51.25 min | Speak and understand all languages at 98%
  • Ext. Presence Sense | Rifter 25 77 | 1.75m | Exact number/location of all sentient beings in a 75-ft radius
  • Shadow Meld | BoM 103 | 4.75m | +15% prowl, attackers -5 to strike
  • Enhance Reflexes | Rifter 25 75 | 16.75m | +1APM, +3I, +2S, +3P/D, +2 PP (--> 27), +15% to physical skills relying on coordination or balance
  • Telepathy: Superior | Rifter 25 83 | 16.75m
  • Telekinesis | RUE 169 | 120lbs of weight | 21.5m
  • Invulnerability | BoM 116 | 50/50 MDC; impervious to cold, fire, energy, disease, poisons, toxins, gases, drugs; +10 vs. magic, psionics, HF | 1.25m


It seems the team shall have to do without me a little bit longer. Knowing that he needs to escape whatever iron grip holds him in place, and that the apparent leader is unlikely to be the source, Ronith will spend a moment concentrating on his presence sense- to see if there are any combatants nearby who aren't moving or otherwise engaged in battle with Heroes for Hire.

He will then use his telekinesis to bring his weapons to bear- both swords and both pistols he normally carries. The goal is to use his paired weapons aptitude to concentrate his attacks on a single target- the source of the weight pinning him if identified, the leader otherwise. Ronith will then fire off different combinations of weapons seemingly at random- the hope being that it will keep his target off-balance so that it doesn't know what kind of attack to expect next, and will have a harder time defending against them.

Action 1: Try to locate any opponents who don't appear to be doing anything.
Action 2: Paired sword strike. Frostfang: 1d20+6 = 18 to strike, 1d6*11 = 44 MD. Skyrender: 1d20+6 = 8 to strike, 6d6 = 22 MD.
Action 3: Paired strike with Frostfang/magefire pistol. Frostfang: 1d20+6 = 15 to strike, 1d6*11 = 55 MD. Pistol: 1d20+8 = 9 to strike, 5d6+5 = 20 MD.
Action 4: Paired strike with Frostfang/magefire pistol. Frostfang: 1d20+6 = 13 to strike, 1d6*11 = 66 MD. Pistol: 1d20+8 = 12 to strike, 5d6+5 = 29 MD.
Action 5: Paired strike with Skyrender/Naruni pistol. Skyrender: 1d20+6 = 25 to strike, 6d6 = 27 MD x2=54. Pistol: 1d20+8 = 19 to strike, 1d4*10 = 30 MD.
Action 6: Paired strike with Frostfang/Naruni pistol. Frostfang: 1d20+6 = 11 to strike, 1d6*11 = 55 MD. Pistol: 1d20+8 = 23 to strike, 1d4*10 = 30 MD.
Action 7: Paired sword strike. Frostfang: 1d20+6 = 10 to strike, 1d6*11 = 66 MD. Skyrender: 1d20+6 = 9 to strike, 6d6 = 20 MD.
Action 8: Paired pistol shot. Magefire: 1d20+8 = 13 to strike, 5d6+5 = 26; Naruni: 1d20+8 = 20 to strike, 1d4*10 = 20
Action 9: Paired sword strike. Frostfang: 1d20+6 = 23 to strike, 1d6*11 = 44 MD. Skyrender: 1d20+6 = 9 to strike, 6d6 = 19 MD.
I am better than you. You just don't know it.
Always active- Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible
+12 vs. Magic, 11 vs. HF, 8 vs. Psi
Status
ISP- 4/66; PPE- 47/57; MDC- 54/86; EBA and cyber-armor destroyed
Talismans: AoI (0/3); Invulnerability (0/3); Cleanse (2/3)

Anti-tech bonuses: No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +1 dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
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Re: Beyond Broken Door

Postby Alays » Fri Nov 09, 2018 8:02 pm

Perception: 1d100 = 27 / 39%
JIC: 1d20 = 15
JIC: 1d100 = 63
A: Sixth Sense, Dissociative identity disorder: Ivor=Orange, Lillian=Pink, Jessie=Purple, Silenced

As each shot lands on its mark, Alays hopes that each one is the kill shot. Seeing the oncoming attacker rushing towards him, he turn his attention and begins to concentrate his fire on the one charging him. If Alays has enough time he will take aim at the attackers legs to try and stop his advancement. If he doesn't have enough time then he'll just take normal shots. If the attacker gets with in melee range, Alaus will draw his knife to strike and defend himself.


Initiative: (+4) 1d20+3 = 18
Action per Melee round: 7

If time permits,

Action 1: Attack with NG-LG6 at Sunaj Lieutenant’s legs strike: 1d20+7 = 9 / damage: 3d6+5 = 18

Action 2: continued from action 1

Action 3: Attack with NG-LG6 at Sunaj Lieutenant’s legs strike: 1d20+7 = 14 / damage: 3d6+5 = 15

Action 4: continued from action 3

Action 5: Attack with NG-LG6 at Sunaj Lieutenant’s legs strike: 1d20+7 = 8 / damage: 3d6+5 = 17

Action 6: continued from action 5

Action 7: Attack with NG-LG6 at Sunaj Lieutenant strike: 1d20+4 = 15 / damage: 3d6+5 = 18

If not enough

Action 1: Draw and attack with vibro-knife strike: 1d20+4 = 14 / damage: 1d6 = 5

Action 2: Attack with vibro-knife strike: 1d20+4 = 22 / damage: 1d6 = 4

Action 3: Attack with vibro-knife strike: 1d20+4 = 10 / damage: 1d6 = 2

Action 4: Attack with vibro-knife strike: 1d20+4 = 21 / damage: 1d6 = 4

Action 5: Attack with vibro-knife strike: 1d20+4 = 22 / damage: 1d6 = 1

Action 6: Attack with vibro-knife strike: 1d20+4 = 23 / damage: 1d6 = 5

Action 7: Attack with vibro-knife strike: 1d20+4 = 22 / damage: 1d6 = 2

Rolls for parry: 7d7:
1, 3, 2, 3, 4, 2, 1
rolls do not include bonus of +2, (+3 if using vibro-knife)

Rolls for Auto-dodge: 7d20:
9, 17, 7, 3, 1, 9, 15
rolls do not include bonus of +2
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Re: Beyond Broken Door

Postby Barracuda » Fri Nov 09, 2018 10:36 pm

Perception: 1d100 = 72/43% (58% underwater)
JIC: 1d20 = 7/1d100 = 43

Conditions
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 460.00 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 51.00 min | Speak and understand all languages at 98%


Hearing and feeling his magical armor fail, Barracuda gets serious about this super strong armored woman in front of him. "You're first. Man with stupid voice is next. You all fall." In a rare moment of complete focus, Barracuda shows why he's the Lord of the Bay, the Bodacious, the Battleful, the Beastly, the Bellicose, the Boundless, the Brutish BARRACUDA. With silence surrounding him, he meets Goldie's gaze and proceeds to lay into the woman who hits harder than hell, dodging her strong blows as best he can while working on tearing her armor apart with his forked polearm.

Initiative: 1d20+3 = 15
APM: 6

Action 1: Stab enemy with King Tide. Strike: EP Crit. Damage: 6d6+16 = 44x2=88 MD
Action 2: Stab enemy with King Tide. Strike: EP Crit. Damage: 6d6+16 = 38x2=76 MD
Action 3: Stab enemy with King Tide. Strike: EP Crit. Damage: 6d6+16 = 34x2=68 MD
Action 4: Stab enemy with King Tide. Strike: 1d20+5 = 6 Damage: 6d6+16 = 32
Action 5: Stab enemy with King Tide. Strike: 1d20+5 = 22 Damage: 6d6+16 = 35
Action 6: Stab enemy with King Tide. Strike: 1d20+5 = 23 (NAT18) Damage: 6d6+16 = 42x2=84 MD

Parries: 1d20+9 = 29(NAT20)1d20+9 = 261d20+9 = 18 1d20+9 = 251d20+9 = 281d20+9 = 22
Barracuda
Benjamin "Barracuda" Berry, Lord of the Bay
SDC: 121/121
HP: 23/23
Critical Strike: 18-20



Amulet of Protection Against The Supernatural: +2 vs. Horror Factor and Possession
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Re: Beyond Broken Door

Postby Virtus » Fri Nov 16, 2018 3:33 pm

Conditions
Time & Date: Day 3, 5:30pm
Climate: 58F, partly cloudy
Visibility: 1 mile
Terrain: Warehouse District,
Moderate radio traffic
Magic in heavy use. Detectable everywhere.


Ashlynn engages the mage while Grant takes out the bird. In a few well placed moves the bird plummets before crashing to earth. The mage begins a rapid descent with Ashlynn in hot pursuit. Grant joins blasting away along with Ashlynn. Grant sees several shields come and ago as they pummel him. Grant sets in on mental blasts as their freefall comes to an end as the mage darts back inside the warehouse from which he came. There's no doubt he's in retreat but pursing a creature like this when threatened can have unique dangers of its own.

Ronith manages to glance up, seeing the other merc cowering a distance away from the Sunaj leader who is striding towards Ronith, blade in hand. Seizing the moment, Ronith uses his admirable psychic abilities and engages the merc. Taking substantial hits, the merc turns and immediately flies in the opposite direction even as the Sunaj renews his assault. While attacking the pistol seems to jam as the merc turns a corner on one of the nearby warehouses. Suddenly Ronith finds the weight of his body returns to normal. Jumping to his feet, he sets in on his Sunaj opponent. His formidable skills set the Sunaj back on his heels. Like before, he finds difficulty in parrying his blows. The magical armor the Sunaj has seems to be quite tough.

Barracuda summons his inner well of focus and drives King Tide home with the fury of a tsunami. The trifecta opens her armor like a tin can, but like before Barracuda notices that she, other than being pushed back by the blows, seems to not be digging in as much as he would like. Her skin, like her armor is gold. She lands one massive hit on him with her fist. He winds up for another set of blows before a energy bubble appears around him, noticing the other merc who is now running towards Alays no longer has their energy field. Wasting no time he sets to work on the bubble as everyone he was engaged with races towards the APC.

Alays hammers the guy approaching him. He breaches the demonic armor and lands another shot. It confirms to his mind that the being underneath is supernatural. Face to face the demon-thing wades in with a sword and a menacing gloves. There is a menace about it but Alays keeps his cool. Regardless it proves to be a cunning opponent now parrying his rifle, being in close range. Of course, things never go smoothly. Alays rifle jams. Wasting no time, he draws out his knife and continues the assault. It lands blows of its own which do a number on his armor. The other Sunaj and the gold woman are seen by Alays flying overhead heading towards Beltin.

Beltin. The hole stays open beneath Beltin as suddenly a Sunaj appear in the incredibly cramped space, no sword but two menacing clawed hands that he recalls from readings he made in woman's house back in Merctown. The cramped space makes for an intense melee. Whyne does what she can, throwing punches, kicks and knees of her own while Beltin engages his new foe. The psi-sword is having a tough time in the confines but makes several hits, cleaving the Sunaj's armor before it erects some magic armor. It lands a couple punches, but it doesn't do nearly the same damage. Those claws look to have an unpleasant sheen to them. It's likely they are more than just ornamental. Just then Beltin's danger sense goes off as shadows appear overhead as the field collapses. A gold woman, another Sunaj and a merc appear.

Weiss flies up and engages the merc floating just above the building. It flies towards him as Weiss opens fire, firing their own rifle. As the merc closes in, Weiss' weapon stops working. Engaging in hand to hand, Weiss does his best to keep the merc from getting a shot in on him. Unfortunately two shots hit, one leaving warped and charred remains on Weiss' helmet.

Butcher's Bill

Ronith: -110
Barracuda: -80
Weiss: -48
Beltin: -49, -243 (multiple attacks but Goldie was final attack)
Alays: -44
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Re: Beyond Broken Door

Postby Grant Latham » Sun Nov 18, 2018 7:56 am

New Perception: 72% vs 1d100 = 46
JIC: 1d20 = 9, 1d100 = 7

Constant Abilities
Character Sheet

  • Sense Ley Line: 79%
  • Sense Ley Line Nexus 89%
  • Sense a Rift: Automatic | 120mi
  • Sense Magic in Use: 800'
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 14
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 90/90
  • I.S.P.: 57/78
  • P.P.E.: 295/610
  • MA-2 TW Combat Mage Armor • Main Body: 35/50 • Armor of Ithan: 50/50 [Off]
Active Magic and Psionics
  • Energy Sphere (800/800 P.P.E.) Duration: 16/16 days
  • Energy Sphere (500/500 P.P.E.) Duration: 29/30 days
  • Farseeing | MA 9 | 4.00 min | 6 miles | Can see a license plate up to max distance, magnification adjusts automatically
  • Fleet Feet | 20 P.P.E. | PF2 186 | 3.75 min | Double P.P., Spd, and APM. -2 Init, susceptible to surprise attacks. -20% using skills that require a delicate touch.
  • Fly as an Eagle | BOM 115 | 459.75 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Infrared Vision | MA 9 | 99.75 min | 3000' | See through 4" S.D.C. .5" light M.D.C. material. 1" dirt. 1' water or heavy M.D.C.
  • Invincible Armor | BOM 121 | 53.75 min | 98/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy.
  • Invisibility: Simple | 0 P.P.E. | BOM 97 | Indefinite | There should be some penalty to strike/parry/dodge, but it's not listed in the spell. With the Energy Spheres on Grant's shoulders there should probably be some reduction in the penalties.
  • Invulnerability | 2 of 3 charges | BOM 116 | 1.00 min | Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 6/50 M.D.C. force field. +10 vs Magic, Psionics, HF
  • Magic Net (on warbird) | BOM 101 | 120' | 10' radius | Dodge 16 or higher | 3.75 min | 2 rounds to cut with M.D. weapons, those caught are helpless.
  • Multiple Image | 7 P.P.E. | BOM 102 | Self | 7.75 min | -4 to save vs Illusion | 3 identical images, +2 Init, +2 dodge, +1 Strike. Iron will dispel image.
  • Mystic Alarm | BOM 95 | 2 P.P.E. | 8 years | Affects one object, will activate if disturbed.
  • Mystic Invisibility | MA 17 | 98.75 min | Undetectable by psionics or magic. Includes Psi-Stalker/Dog boy or similar. No aura
  • Nightvision | MA 9 | 122.75 min | 3600' | Works in non-magical darkness
  • Nova Blast | 30 P.P.E. | DB13 121 | 2600' | 1.50 min | Dodge (people -2, fighters/shuttles -3, larger ships -4) | Use bonuses to Throw. 1d4x100 M.D. in space, 1d4x10 M.D. in atmosphere.
  • See the Invisible | BOM 92 | 4.75 min | 1200' | Can see astral beings, entities, elementals, ghosts, objects, forces and creatures that are or can turn invisible even if no form per se.
  • See Wards | HUGM 182 | 74.75 min | 360' | See active wards, how many, general sense of power.
  • Sense Evil | BOM 92 | 20.75 min | 600' r | Mind Block/Alter Aura/Protection from Magic will block spell
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Throwing Stones | 5 P.P.E. | BOM 96 | .25 min | 2000' | Dodge -4 | 1d6+8 M.D. +2 strike
  • Tongues | BOM 114 | 50.75 min | Speak and understand all languages at 98%
  • Illusion Manipulation | BOM 128 | 9000' 4800 sq ft | -4 to save for an elaborate illusion | 235.75 min
  • Illusionary Terrain | BOM 141 | 1000' 48000 sq ft | -4 to save for an elaborate illusion | 235.75 min | Can manipulate the illusion 12 times per round, +4 init to react without noticeable delay.
  • Telepathy | 4 I.S.P. | 60' surface thoughts, 360 two way telepathic communication | 12.00 min |


Invincible Armor Regeneration: 1d6 = 5 M.D.

A quiet "Boo yah!" escapes Grant's lips as he sees the Warbird plummet to the ground. As he and Ashlynn then chase the mage in the sky, each time he flings a stone or a mental blast, he mentally wishes, Go down, go down! When the mage leaves the field, he pulls up short, and clicks the radio on his chest, "Ashlynn, he may come back, and there are others on the roof tops that I think you should handle. Sir Ronith looked like he may be in trouble!"

Intelligence: 67% vs 1d100 = 66 | Evaluating targets

The Lord Magi spins in the air, his two illusionary doubles replicating his movements and rockets back towards the main fray. His enhanced vision quickly picks up that whatever was holding Sir Ronith is gone, but now those that were engaged with Barracuda have left him trapped in a glowing bubble and are after Beltin and McGrath. He decides to get their attention.

He spins up balls of plasma and flings a series of blasts at the gold woman, Sunaj, and the merc hovering over the two. He focuses on the Sunaj first, then Goldie, then the merc. As he throws, Grant can't thinks to himself, The ruse is holding, it's keeping them here! He will switch targets if they appear to be unaffected by the blasts.

Contingency: From his height, he should be able to see most of the battle. If he needs to throw a blast towards any of the other enemies to keep them off balance he will.

APM: 16
Initiative: 1d20+6 = 24
P.P.: 28 (+7 Strike/Parry/Dodge)
Spell Strength: 14

  1. Speak to Ashlynn
  2. Fly towards Sir Ronith (up 73') Dodging 1d20+13 = 18
  3. Check the scene
  4. Throw Nova Blast at Sunaj. Strike 1d20+8 = 28 nat20! (-2 to Dodge), Damage 1d4*10 = 40 M.D. * 2 = 80 M.D.
  5. Throw Nova Blast at Sunaj. Strike 1d20+8 = 27 (-2 to Dodge), Damage 1d4*10 = 10 M.D.
  6. Throw Nova Blast at Sunaj. Strike 1d20+8 = 20 (-2 to Dodge), Damage 1d4*10 = 20 M.D.
  7. Throw Nova Blast at Sunaj. Strike 1d20+8 = 9 (-2 to Dodge), Damage 1d4*10 = 10 M.D.
  8. Throw Nova Blast at Sunaj. Strike 1d20+8 = 13 (-2 to Dodge), Damage 1d4*10 = 30 M.D.
  9. Throw Nova Blast at Sunaj. Strike 1d20+8 = 23 (-2 to Dodge), Damage 1d4*10 = 10 M.D.
  10. Throw Nova Blast at Sunaj. Strike 1d20+8 = 25 (-2 to Dodge), Damage 1d4*10 = 30 M.D.
  11. Throw Nova Blast at Sunaj. Strike 1d20+8 = 16 (-2 to Dodge), Damage 1d4*10 = 10 M.D.
  12. Throw Nova Blast at Sunaj. Strike 1d20+8 = 21 (-2 to Dodge), Damage 1d4*10 = 10 M.D.
  13. Throw Nova Blast at Sunaj. Strike 1d20+8 = 9 (-2 to Dodge), Damage 1d4*10 = 10 M.D.
  14. Throw Nova Blast at Sunaj. Strike 1d20+8 = 16 (-2 to Dodge), Damage 1d4*10 = 10 M.D.
  15. Throw Nova Blast at Sunaj. Strike 1d20+8 = 27 (-2 to Dodge), Damage 1d4*10 = 40 M.D.
  16. Throw Nova Blast at Sunaj. Strike 1d20+8 = 10 (-2 to Dodge), Damage 1d4*10 = 20 M.D.

Contingency Dodges/Magic/Psionics (+13/+16/+10): 1d20:
13
, 7d20:
1, 5, 11, 2, 9, 16, 12


Contingency Spells: If the Invincible Armor, he will cast Armor Bizarre (120 M.D.C.)

Spells Cast
  • Armor Bizarre | 15 P.P.E. | BOM 104 | Self or 60' | 8 min | 120 M.D.C. + HF 14 only vs enemies and enemies are -1 initiative
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record

Info
H.P.: 49/49 • S.D.C.: 23/23 • P.P.E.: 207/207 • I.S.P.: 60/60 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 64% | 50mi • Sense Ley Line Nexus: 74% • Sense a Rift: Automatic | 90mi • Sense Magic in Use: 500'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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Re: Beyond Broken Door

Postby Ashlynn » Mon Nov 19, 2018 7:02 am

Perception: 53% (enclosed spaces)/58% (wide open spaces) 1d100 = 6 (SUCCESS)

JIC: 1d20 = 16
1d100 = 30

Conditions:
    UNARMORED
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 480 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 72 min | Speak and understand all languages at 98%
  • Befuddled | -2 Strike, parry, dodge | APM reduced by 1/2 | Skills are at -20% | duration ??
  • Invulnerability | Impervious to cold, disease, drugs, gases, energy, poison, and toxins | 50 M.D.C. vs other attacks | +10 vs Magic/Psionics/Horror Factor | 3/5 melees

As her target flees into the warehouse, Ashlynn cackles like a crazy person. "HA! Hahahahahahahahah!! RUN, LITTLE MAN!" She ponders chasing him inside, but receives a message from Grant that diverts her attention.

Grant wrote:"Ashlynn, he may come back, and there are others on the roof tops that I think you should handle. Sir Ronith looked like he may be in trouble!"


Without hitting her radio button, Ashlynn says "Roger dodger!" and flies back up to roof level, gun blazing at the Sunaj up there, and energy shield leveled against their attacks. "SURPRISE, SUCKAS!!!" She continues to press the attack, chattering like a madwoman.

EDIT: when Ronith orders her to Beltin's defense, she instead targets those enemies at the APC.

Initiative: 1d20+10 = 19
APM: 4

Action 1: Shoot pistol; 1d20+5 = 11; 5d6 = 18 MD
Multitask action: "HA! You thought you'd attack us? Don't you know who we are?"
Action 2: Shoot pistol; 1d20+5 = 15; 5d6 = 16 MD
Multitask action: "We're the Heroes for Hire! On my first day I blew up our headquarters! We're frakkin' DANGEROUS!"
Action 3: Shoot pistol; 1d20+5 = 22; 5d6 = 18 MD
Multitask action: "An' I just chased your scared little mage into a hidey-hole! And our guys are carvin' your guys into little Sunaj fillets."
Action 4: Shoot pistol; 1d20+5 = 6; 5d6 = 13 MD
Multitask action: "I'd say you'll regret attackin' us, but it's not likely you'll live long enough for complicated EMOTIONS!" Intimidate: 40% 1d100 = 35 (SUCCESS)

Parries: 1) 1d20+11 = 21; 2) 1d20+11 = 28; 3) 1d20+11 = 15; 4) 1d20+11 = 24

Auto-Dodges: 1) 1d20+1 = 15; 2) 1d20+1 = 11; 3) 1d20+1 = 4; 4) 1d20+1 = 5
Last edited by Ashlynn on Mon Nov 19, 2018 12:38 pm, edited 1 time in total.
Ashlynn
AKA Mega KillRocket Superstar

H.P.: 15/45
S.D.C.: 26/68


Bushman Trooper EBA (borrowed from Weiss)
M.D.C. by Location:
  • Helmet: 50/50
  • Arms: 32/32 each
  • Legs: 57/57 each
  • Main Body: 90/90
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Re: Beyond Broken Door

Postby Ronith » Mon Nov 19, 2018 10:11 am

Initiative: 1d20+10 = 13
JIC: 1d20 = 7, 1d100 = 50
PER: 1d100 = 79 vs. 66% (+15% hearing)
APM: 9

Conditions
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 459 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 51 min | Speak and understand all languages at 98%
  • Ext. Presence Sense | Rifter 25 77 | 1.5m | Exact number/location of all sentient beings in a 75-ft radius
  • Shadow Meld | BoM 103 | 4.5m | +15% prowl, attackers -5 to strike
  • Enhance Reflexes | Rifter 25 75 | 16.5m | +1APM, +3I, +2S, +3P/D, +2 PP (--> 27), +15% to physical skills relying on coordination or balance
  • Telepathy: Superior | Rifter 25 83 | 16.5m
  • Telekinesis | RUE 169 | 120lbs of weight | 21.25m
  • Invulnerability | BoM 116 | 0/50 MDC; impervious to cold, fire, energy, disease, poisons, toxins, gases, drugs; +10 vs. magic, psionics, HF | 1m
  • Armor of Ithan | RUE 2020| 50/50; 1/2 damage from magical fire, cold, and lightning | 5m


Grimacing as the Sunaj's attacks take a toll on Ronith's magical protection and force field, the cyber-knight is nonetheless relieved to see the source of his incapacitation run off. Going to have to make this good. With luck the Sunaj won't be expecting to recover so quickly and I can take him by surprise. Still enveloped by the swirl of weapons, Ronith takes a moment to use another of Grant's talismans to augment his magical protection- still feigning helplessness and using telekinesis to try and parry the Sunaj's attacks. All the while angling his swords in anticipation of retaking the offensive.

When he sees his opportunity Ronith leaps to his feet, grabs his swords out of the air, and lets fly with everything he has. His extended presence sense should let him know when the three newcomers materialize inside the APC- on the one hand, it's a relief to finally know where the enemy teleporter is. On the other, even Beltin might be hard-pressed to fend off such an intensive attack. Should Ronith hear Grant and Ashlynn on the radio, he will reply. For his part, Ronith knows it would be folly to leave the Sunaj leader standing behind him, so he opts to dispatch the assassin as quickly as he can so that he might go to Beltin's aid.

Grant Latham wrote:"Ashlynn, he may come back, and there are others on the roof tops that I think you should handle. Sir Ronith looked like he may be in trouble!"
"I am fine- but Beltin may need our help. Get there as soon as you can. Try also to track the mercenary fleeing my engagement- he is the one who can manipulation weight or gravity somehow."

Action 1: Re-up AoI ((-1 charge)). Parry with TK: 1d20+7 = 22
Action 2: Paired sword strike at Sunaj boss. Frostfang: 1d20+19 = 26 to strike, 1d6*11 = 33 MD. Skyrender: 1d20+19 = 28 to strike, 6d6 = 20 MD.
Action 3: Paired sword strike at Sunaj boss. Frostfang: 1d20+19 = 28 to strike, 1d6*11 = 11 MD. Skyrender: 1d20+19 = 32 to strike, 6d6 = 23 MD.
Action 4: Paired sword strike at Sunaj boss. Frostfang: 1d20+19 = 39 to strike, 1d6*11 = 22x2= 44MD. Skyrender: 1d20+19 = 23 to strike, 6d6 = 19 MD.
Action 5: Paired sword strike at Sunaj boss. Frostfang: 1d20+19 = 38 to strike, 1d6*11 = 22x2= 44MD. Skyrender: 1d20+19 = 20 to strike, 6d6 = 16 MD.
Action 6: Paired sword strike at Sunaj boss. Frostfang: 1d20+19 = 26 to strike, 1d6*11 = 55 MD. Skyrender: 1d20+19 = 26 to strike, 6d6 = 20 MD.
Action 7: Paired sword strike at Sunaj boss. Frostfang: 1d20+19 = 25 to strike, 1d6*11 = 44 MD. Skyrender: 1d20+19 = 25 to strike, 6d6 = 24 MD.
Action 8: Paired sword strike at Sunaj boss. Frostfang: 1d20+19 = 31 to strike, 1d6*11 = 33 MD. Skyrender: 1d20+19 = 34 to strike, 6d6 = 22 MD.
Action 9: Paired sword strike at Sunaj boss. Frostfang: 1d20+19 = 32 to strike, 1d6*11 = 11 MD. Skyrender: 1d20+19 = 28 to strike, 6d6 = 22 MD.

If the Sunaj leader falls, Ronith will spin and double-time it back to the APC. At the first opportunity he will also telekinetically holster his pistols.
I am better than you. You just don't know it.
Always active- Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible
+12 vs. Magic, 11 vs. HF, 8 vs. Psi
Status
ISP- 4/66; PPE- 47/57; MDC- 54/86; EBA and cyber-armor destroyed
Talismans: AoI (0/3); Invulnerability (0/3); Cleanse (2/3)

Anti-tech bonuses: No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +1 dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
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Re: Beyond Broken Door

Postby Weiss » Wed Nov 21, 2018 4:53 am

Perception 45% 1d100 = 83
JIC 1d100 = 71 1d20 = 18
Initiative 1d20+1 = 8
APM 6

Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
Fly as an Eagle | BOM 115 | 480 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
Tongues | BOM 114 | 72 min | Speak and understand all languages at 98%
Invincible Armor | BOM 121 | 57 min | 126/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy. 1d6 = 6 regeneration

The merc's blasts impact on the Invincible Armour, to no effect on Weiss.

Dammit, this guy is controlling my weapons as well Weiss curses, as they duel in the air and flying as well. if only I had a weapon that wasn't technological. Of course, if this armour does what it says it does, then his rifle is no use against it anyway.

Weiss drew his vibrosword and pistol hopefully he can only use his ability on one at a time. Have to get in close and not give him room to manuever or think. Hit him with what ever is working at any given time.

"Your people are going down and the last time these Sunaj hired people, they left them for dead." he tells the merc, hoping to get him to back off, "they'll do the same to you. Leave now and they'll be no further trouble between us." You may have screwe3d over the beauty, but if it means you're gone and I can help the others, the better.

OOC Comments
Action 1 Draws pistol and vibrosword
Action 2 Invoke Trust/Intimidate: 30% 1d100 = 98
Actions 3-6 if he doesn't run or leave attack with either the pistol or vibrosword, depending on what is working, pistol preferably. It is obvious when the vibrosword isn't working so will know to use the pistol.

Pistol
1d20+2 = 7 damage 5d6 = 22
1d20+2 = 17 damage 5d6 = 26
1d20+2 = 17 damage 5d6 = 16
1d20+2 = 16 damage 5d6 = 18

Vibrosword
1d20+5 = 16 damage 1d6 = 4
1d20+5 = 21 damage 1d6 = 2
1d20+5 = 15 damage 1d6 = 6
1d20+5 = 25 damage 1d6 = 6

Parry or dodge as required
1d20+8 = 19
1d20+8 = 12
1d20+8 = 13
1d20+8 = 20


If he runs, he will switch back to his Plasma rifle
Aimed shots at those enemies whom are most threatening to his team (probably Barracuda)
1d20+5 = 22 1d4*10 = 30
1d20+5 = 6 1d4*10 = 10
viewtopic.php?f=86&t=16132

HP: 32
SDC: 54

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Re: Beyond Broken Door

Postby Alays » Thu Nov 22, 2018 9:54 am

Perception: 1d100 = 71 / 39%
JIC: 1d20 = 19
JIC: 1d100 = 89
A: Sixth Sense, Dissociative identity disorder: Ivor=Orange, Lillian=Pink, Jessie=Purple, Silenced

Cm'on, little man. Show him what you're made of. Time to shine. Duck. Weave. Now, strike. Oooh, watch out, watch out. Shut up, I don't need any commentary or advice from the peanut gallery. Thank you, very much.

Always quickly realizes the skill and cunning of his adversary. He keeps his focus on the Sunaj as the others fly by him, overhead. Wanting to catch his opponent off guard, Alays activates his Enhanced Reflexes (10) ability. Next, he continues his assault. Trying to focus his attacks to the neck and face region.

Initiative: (+4) (+7) 1d20+7 = 16
Action per Melee round: 7 (8)

Action 1: Activate Enhanced Reflexes (10)

Action 2: Attack with Vibro-knife at Sunaj Lieutenant’ neck or face strike: 1d20+6 = 23 / damage: 1d6+4 = 8

Action 3: Attack with Vibro-knife at Sunaj Lieutenant’ neck or face strike: 1d20+6 = 12 / damage: 1d6+4 = 8

Action 4: Attack with Vibro-knife at Sunaj Lieutenant’ neck or face strike: 1d20+6 = 19 / damage: 1d6+4 = 7

Action 5: Attack with Vibro-knife at Sunaj Lieutenant’ neck or face strike: 1d20+6 = 12 / damage: 1d6+4 = 7

Action 6: Attack with Vibro-knife at Sunaj Lieutenant’ neck or face strike: 1d20+6 = 20 / damage: 1d6+4 = 8

Action 7: Attack with Vibro-knife at Sunaj Lieutenant’ neck or face strike: 1d20+6 = 8 / damage: 1d6+4 = 7

Action 8: Attack with Vibro-knife at Sunaj Lieutenant’ neck or face strike: 1d20+6 = 18 / damage: 1d6+4 = 8


Rolls for parry: 8d20:
5, 8, 15, 9, 4, 15, 3, 14
rolls do not include bonus of +5, (+7 if using vibro-knife)

Rolls for Auto-dodge: 8d20:
18, 12, 7, 6, 11, 20, 16, 9
rolls do not include bonus of +2
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Re: Beyond Broken Door

Postby Beltin Delhomme » Fri Nov 23, 2018 5:00 am

-----------------------------------
Perception: 1d100 = 30/77%
JIC: 1d20 = 14| 1d100 = 73%
Initiative: 1d20+9 = 18
APM: 7
-----------------------------------

Current Status
  • N-F20A Medium Force Field [on] (75/75 MDC)
  • NG Stalker Suit (12/12 MDC)
ISP: 156/298
SDC: 69/69
HP: 41/41
Conditions (constant): Sixth Sense, Radiate Nature [focused], Sense Supernatural Evil and Magic Energy (900 ft, 90%... 1900 ft when supernatural force is using supernatural abilities and/or magic)
Conditions (temporary):
  • Invincible Armor | BOM 121 | 52.75 min | 150/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy.
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 458 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 51.25 min | Speak and understand all languages at 98%
  • See the Invisible | RUE 176 | 4.75 min | See invisible
  • Enhanced Reflexes | R25 76 | 14.00 min | +1 attack per melee, +3 initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all physical skills that rely on coordination or balance
  • Psi-sword (rapier) | RUE 180 | 86.50 min | 21d6 MD
  • Telepathy: Superior | R25 84 | 14.75 min | 550' probe, 1100' 2-way comm | 67% deeper extraction
  • Invulnerability | BOM 116 | 5 melees | Impervious to cold, disease, drugs, gases, energy, poison, and toxins, 1/50 M.D.C. vs other attacks, +10 vs Magic/Psionics/Horror Factor


Teleportation... Beltin confirms in his own mind as he engages with the Sunaj that appeared inside the TK-forcefield. He gets a first-hand taste of the challenges Sir Ronith has already faced in defeating such a powerful foe. While fighting, Beltin tries to understand their opponent's magical origin, to better identify the power categories of the individual Sunaj.

((Lore: Magic. 1d100 = 100 | 84%. <== Identify source of what is making the Sunaj so resilient to damage (e.g. tattooes, conventional magic at a high level, shadow magic).))

Beltin IS surprised when others join the fray and overwhelm his telekinetic forcefield in seemingly the blink of an eye. Knowing that he is moments away from being overwhelmed by them, the young investigator tries to even the odds (temporarily) by teleporting and detonating a void grenade in their midst.

"Jump on my back and hold on tight, McGrath." Beltin advises Whynne, backing into her to make the mount easier. He hopes her piggy-backing on him will allow him a free hand to better fight (and maintain physical contact if their enemies try any teleportation shenanigans). The young investigator's presumption is that her presence will restrict his combat alacrity, but shouldn't burden him (because they both have Grant's magical flight active and so don't effectively weigh anything). While she mounts, Beltin draws his Skorblade in his off-hand.

Vidalgo's Slow Retreat Beltin thinks, adopting the two-bladed defensive combat style he thinks appropriate given their current situation. He gives ground slowly (likely won't even cover 10 feet this round), but does continuously give ground against his Sunaj opponent. Beltin tries to moves the two of them away from the portal (now that he is no longer restricted by his own TK:FF), and also away from the direction of where the combat was heated.

In melee, Beltin's actions are defensive, focusing almost entirely on parrying. When he does get an active parry in with his Skorblade, the young investigator will try to make his opponent's advance costly with a simultaneous strike from his psi-rapier.

Combat Actions
Action 1: Teleport Object (Void Grenade) (-10 ISP) into the pocket/satchel of the central enemy with the aim of catching as many as possible (5ft radius of the cluster of enemies that just broke the TK:FF). 1d100 = 9 | 80% (-20% if considered in a thick crowd). Detonation makes its victim(s) vanish for 1d4 = 3 melee rounds. Upon returning they are disoriented for 1d4+1 = 4 melee rounds, reduce attacks by one, speed and all combat bonuses and skill performance are reduced by half.
Action 2: Talk, Draw Skorblade
Action 3: Active Parry (Skorblade) 1d20+19 = 21, Simultaneous strike with Psi-rapier: 1d20+18 = 19 (crit fail). Damage: 1d6*21 = 42 MD.
Action 4: Active Parry (Skorblade) 1d20+19 = 31, Simultaneous strike with Psi-rapier: 1d20+18 = 34. Damage: 1d6*21 = 42 MD.
Action 5: Active Parry (Skorblade) 1d20+19 = 25, Simultaneous strike with Psi-rapier: 1d20+18 = 32. Damage: 1d6*21 = 126 MD.
Action 6: Active Parry (Skorblade) 1d20+19 = 25, Simultaneous strike with Psi-rapier: 1d20+18 = 23. Damage: 1d6*21 = 63 MD.
Action 7: Active Parry (Skorblade) 1d20+19 = 24, Simultaneous strike with Psi-rapier: 1d20+18 = 32. Damage: 1d6*21 = 84 MD.

Auto-parries (+18 to not included): 7d20:
2, 15, 1, 20, 9, 10, 7
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Re: Beyond Broken Door

Postby Barracuda » Sat Nov 24, 2018 11:37 am

Perception: 1d100 = 61/43% (58% underwater)
JIC: 1d20 = 10/1d100 = 68

Conditions
HP/MDC: 57/57
SDC: 181/181
Amphib Body Armor:
  • Helmet: 84/84 MDC
  • Left Arm: 60/60 MDC
  • Right Arm: 60/60 MDC
  • Main Body: 40/120 MDC
  • Left Leg: 72/72 MDC
  • Right Leg: 72/72 MDC
  • N-F20A: 75/75 MDC (INACTIVE)

Sustain:
  • Duration: 24 days
  • Provides air, food, water, and only needs 2 hours of sleep per night.
  • BOM 109
Fly as an Eagle:
  • Duration: 459:45 minutes
  • Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack.
  • BOM 115
Tongues:
  • Duration: 50:45 minutes
  • Speak and understand all languages at 98%
  • BOM 114


Holy crap, this chick punches hard! Is she made of gold? Looking down at his armor, he sees the fist sized dent she left and turns on his force field to prevent that from happening again. Barracuda is preparing to dig in for the fight when an energy bubble appears around him. "Cowards! Couldn't take me in an unfair fight so you try to take me out?!" Barracuda gets to work trying to take down the energy field surrounding him, using the energized King Tide to try to pop the bubble.

If he gets out, he will fly to catch up with Goldie, using a combination Body Block/Flying Kick to knock her over.

APM: 6
Initiative: 1d20+3 = 15

Action 1: Strike Bubble with King Tide. Strike: 1d20+5 = 25 (NAT20!) Damage: 6d6+16 = 35x2=70 MD
Action 2: Strike Bubble with King Tide. Strike: 1d20+5 = 12 Damage: 6d6+16 = 38
Action 3: Strike Bubble with King Tide. Strike: 1d20+5 = 16 Damage: 6d6+16 = 42
Action 4: Strike Bubble with King Tide. Strike: 1d20+5 = 10 Damage: 6d6+16 = 37
Action 5: Strike Bubble with King Tide. Strike: 1d20+5 = 25 (NAT20!) Damage: 6d6+16 = 36x2=72 MD
Action 6: Strike Bubble with King Tide. Strike: 1d20+5 = 13 Damage: 6d6+16 = 39

Contingency:
If Barracuda gets free of the bubble, he will fly to behind Goldie's position and Body Block or Flying Kick her from behind to knock her down.
Contingency Action 1: Turn on Force Field.
Contingency Action 2: Body Block. Strike: 1d20+3 = 5 Damage: 1d4+8 = 9 Knockdown, -1 APM.

Contingency defensive actions (not needed if I'm still in a bubble):
Parry: 1d20+9 = 261d20+9 = 221d20+9 = 171d20+9 = 161d20+9 = 12
Barracuda
Benjamin "Barracuda" Berry, Lord of the Bay
SDC: 121/121
HP: 23/23
Critical Strike: 18-20



Amulet of Protection Against The Supernatural: +2 vs. Horror Factor and Possession
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Re: Beyond Broken Door

Postby Virtus » Fri Nov 30, 2018 3:06 pm

Conditions
Time & Date: Day 3, 5:29pm
Climate: 58F, partly cloudy
Visibility: 5FT
Terrain: Warehouse District,
Moderate radio traffic
Magic in heavy use. Detectable everywhere.


A heavy fogs covers the whole area. Only Grant is out of the effect up high.

Grant rains down destruction with his nova blasts to great effectiveness. A forcefield pops into existence around the scene even as a thick fog envelopes the area making it hard to impossible to clearly see targets from any distance.

Beltin assesses his opponents. Their toughness has to be magic driven. The Sunaj are a mystery but he thinks it likely many of their number are supernatural thanks to his third eye and can smell the magic on them.

Barracuda quickly rips through their shield and flies to the mega melee unfolding by the APC.

Ronith's attacks on the Sunaj are devastating. Much like his previous suicidal sword style his opponent being simultaneous strikes that Ronith finds it impossible to avoid. Ronith's blades dig deep, finally ripping through the magical armor and into flesh as the Sunaj's blood stains Ronith's swords. His opponent uses both sword and claw to great effect. The armor reappears again absorbing Ronith's keen blows. His armor goes down again, allowing Ronith to dig into flesh before yet another of the same magic armors come up again.

Alays is engaged in an impressive melee. His knife attacks are parried as much as he parries his adversary's sword. The to make contact with one another but not in a significant manner.

Ashlynn flies to help Beltin, engaging a Sunaj there as the fog sets in. He spins to engage her. The two lock horns. In the midst of the battle her shield pops absorbing the extra damage but placing her in mortal danger followed by a targeted strike at her pistol, knocking it out of her hand and somewhere in the fog. She notices an eerie white glow around the Sunaj. She shreds his armor but like the others he seems to be supernatural and able to weather damage as he uses he attacks as opportunities to strike but not with as much abandon as their leader.

Weiss finds the merc a difficult opponent as his pistol ceases function almost as soon as he pulls it. The merc grapples with Weiss and the two struggle over his vibro knife (you are in a entangled)

Beltin, unable to find a mass likely to effect more than one person focuses on the woman in gold. She is surprised by the grenade and disappears with a pop as the grenade detonates but finds his opponents skilled. The Sunaj lieutenant approaches quickly and grabs McGrath-Whyne even as she grabs onto Beltin and he uses the leverage of her climbing on to your back to swing you both since everone here is capable of flight. Fog sets in making everything hard to see. Beltin senses psionics in use around as Nova Blasts rain down.


Butcher's Bill

Ronith: 20, 16, 50, 18, 60, 23, 60, 17, 40, 22, 30, 17, 60, 11
Beltin: 17, 20, 19,17, 24, 22
Ashlynn: 19, 8, 19, 7, 14, 12, 13, 20,17, 12
Alay: 17, 22, 7, 16, 11, 17
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Re: Beyond Broken Door

Postby Grant Latham » Sun Dec 02, 2018 3:15 pm

New Perception: 72% vs 1d100 = 40
JIC: 1d20 = 10, 1d100 = 85

Constant Abilities
Character Sheet

  • Sense Ley Line: 79%
  • Sense Ley Line Nexus 89%
  • Sense a Rift: Automatic | 120mi
  • Sense Magic in Use: 800'
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 14
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 90/90
  • I.S.P.: 57/78
  • P.P.E.: 295/610
  • MA-2 TW Combat Mage Armor • Main Body: 35/50 • Armor of Ithan: 50/50 [Off]
Active Magic and Psionics
  • Energy Sphere (800/800 P.P.E.) Duration: 16/16 days
  • Energy Sphere (500/500 P.P.E.) Duration: 29/30 days
  • Farseeing | MA 9 | 3.75 min | 6 miles | Can see a license plate up to max distance, magnification adjusts automatically
  • Fleet Feet | 20 P.P.E. | PF2 186 | 3.5 min | Double P.P., Spd, and APM. -2 Init, susceptible to surprise attacks. -20% using skills that require a delicate touch.
  • Fly as an Eagle | BOM 115 | 459.5 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Infrared Vision | MA 9 | 99.5 min | 3000' | See through 4" S.D.C. .5" light M.D.C. material. 1" dirt. 1' water or heavy M.D.C.
  • Invincible Armor | BOM 121 | 53.5 min | 103/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy.
  • Invisibility: Simple | 0 P.P.E. | BOM 97 | Indefinite | There should be some penalty to strike/parry/dodge, but it's not listed in the spell. With the Energy Spheres on Grant's shoulders there should probably be some reduction in the penalties.
  • Invulnerability | 2 of 3 charges | BOM 116 | .75 min | Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 6/50 M.D.C. force field. +10 vs Magic, Psionics, HF
  • Magic Net (on warbird) | BOM 101 | 120' | 10' radius | Dodge 16 or higher | 3.5 min | 2 rounds to cut with M.D. weapons, those caught are helpless.
  • Multiple Image | 7 P.P.E. | BOM 102 | Self | 7.5 min | -4 to save vs Illusion | 3 identical images, +2 Init, +2 dodge, +1 Strike. Iron will dispel image.
  • Mystic Alarm | BOM 95 | 2 P.P.E. | 8 years | Affects one object, will activate if disturbed.
  • Mystic Invisibility | MA 17 | 98.5 min | Undetectable by psionics or magic. Includes Psi-Stalker/Dog boy or similar. No aura
  • Nightvision | MA 9 | 122.5 min | 3600' | Works in non-magical darkness
  • Nova Blast | 30 P.P.E. | DB13 121 | 2600' | 1.25 min | Dodge (people -2, fighters/shuttles -3, larger ships -4) | Use bonuses to Throw. 1d4x100 M.D. in space, 1d4x10 M.D. in atmosphere.
  • See the Invisible | BOM 92 | 4.5 min | 1200' | Can see astral beings, entities, elementals, ghosts, objects, forces and creatures that are or can turn invisible even if no form per se.
  • See Wards | HUGM 182 | 74.5 min | 360' | See active wards, how many, general sense of power.
  • Sense Evil | BOM 92 | 20.5 min | 600' r | Mind Block/Alter Aura/Protection from Magic will block spell
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Tongues | BOM 114 | 50.5 min | Speak and understand all languages at 98%
  • Illusion Manipulation | BOM 128 | 9000' 4800 sq ft | -4 to save for an elaborate illusion | 235.5 min
  • Illusionary Terrain | BOM 141 | 1000' 48000 sq ft | -4 to save for an elaborate illusion | 235.5 min | Can manipulate the illusion 12 times per round, +4 init to react without noticeable delay.
  • Telepathy | 4 I.S.P. | 60' surface thoughts, 360 two way telepathic communication | 11.75 min |


Invincible Armor Regeneration: 1d6 = 1 M.D.

Land Navigation 102% vs 1d100 = 8 | Remember the location of the buildings and last positions of everyone
Navigation 106% vs 1d100 = 19 | Remember the location of the buildings and last positions of everyone

The map so it's easier for me to find.

Versatile, Grant thinks as the fog suddenly forms. If only they weren't the bad guys. "I'll need weather magic to the list of things to learn," he says to himself.

The Lord Magi quickly thinks on how he can find his way through the fog, There's too much magic to be able to use that as way of tracking these people down, but what about their potential psychic energy? Tracking their reserve, that might be a way. He chants the mystical words to Sense P.P.E. His mind suddenly gains a new sense of the location area as he flies down towards the fog.

Thinking back to his fight back in MercTown, he casts Shadowsword as he continues to descend. A flickering darkness extends from his hand.

Taking a bit of chance, he sees if he can banish the fog and casts Negate Magic when he is within 120' of it. Regardless he continues down, waiting for his new magical sense to detect the PPE of those fighting below him, hunting for the strongest signal within the fog. As he gets close enough to see the person in the fog, he maneuvers to get behind him. When he comes across the back of someone he doesn't recognize, he strikes. The dark blade licking out multiple times as his magical illusionary duplicates follow his movements.

Contingency 1: If Weiss or anyone calls out for help, he will go to where he thinks they are.

Contingency 2: If Invincible Armor goes down he will cast Armor Bizarre


APM: 16
Initiative: 1d20+6 = 17
P.P.: 28 (+7 Strike/Parry/Dodge)
Spell Strength: 14
Critical Strike on 18-20 or from behind

  1. Think
  2. Cast Sense P.P.E
  3. Descend and Begin Casting Shadowsword (525')
  4. Descend and Finish casting Shadowsword (450')
  5. Descend and begin casting Negate Magic (375')
  6. Descend and finish casting Negate Magic (300')
  7. Descend and move towards target (225')
  8. Descend and move towards target (150')
  9. Descend and move towards target (75')
  10. Descend and move towards target (2'), attempt to move to get behind target.
  11. Strike with Shadowsword, Strike: 1d20+11 = 28 crit!, Damage: 8d6 = 27 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 29
  12. Strike with Shadowsword, Strike: 1d20+11 = 17, Damage: 8d6 = 16 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 22
  13. Strike with Shadowsword, Strike: 1d20+11 = 13, Damage: 8d6 = 27 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 13
  14. Strike with Shadowsword, Strike: 1d20+11 = 13, Damage: 8d6 = 27 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 25
  15. Strike with Shadowsword, Strike: 1d20+11 = 26, Damage: 8d6 = 27 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 19
  16. Strike with Shadowsword, Strike: 1d20+11 = 20, Damage: 8d6 = 28 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 18

Contingency Dodges/Magic/Psionics (+13/+16/+10): 8d20:
14, 6, 19, 6, 7, 11, 10, 16


Contingency Spells: If the Invincible Armor, he will cast Armor Bizarre (120 M.D.C.)

Spells Cast
  • Armor Bizarre | 15 P.P.E. | BOM 104 | Self or 60' | 8 min | 120 M.D.C. + HF 14 only vs enemies and enemies are -1 initiative
  • Negate Magic | 30 P.P.E. | BOM 123 | 120' | Instant | Save vs spell magic. See description for what is not affected
  • Sense P.P.E. | 3 P.P.E | NBMB 128 | 240' | 8 min | Acts like a geiger counter. Doesn't pick up magical emanations. Low 1-5 P.P.E. Typical 6-15, Medium 16-30, A lot 31-60, Vast 61-499, Incredible 500+
  • Shadesword | 22 P.P.E. | PF12 80 | Self | 16 min | 8d6 M.D. + Failed Save vs Magic has culmulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record

Info
H.P.: 49/49 • S.D.C.: 23/23 • P.P.E.: 207/207 • I.S.P.: 60/60 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 64% | 50mi • Sense Ley Line Nexus: 74% • Sense a Rift: Automatic | 90mi • Sense Magic in Use: 500'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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Re: Beyond Broken Door

Postby Ashlynn » Mon Dec 03, 2018 7:01 am

Save vs. Coma/Death = 1d100 = 11 +5% = 16%



NOTE: Ashlynn has taken between 88 and 91 MD over her MD capacity (depending on how it's figured) - she, unfortunately is an SDC creature. Let me know if she done died.

actions negated by potential death
Perception: 53% (enclosed spaces)/58% (wide open spaces) 1d100 = 58 (SUCCESS for wide open spaces)

JIC: 1d20 = 17
1d100 = 50

Conditions:
    UNARMORED
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 480 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 72 min | Speak and understand all languages at 98%
  • Befuddled | -2 Strike, parry, dodge | APM reduced by 1/2 | Skills are at -20% | duration ??


As the fog rolls, in, Ashlynn focuses on using her radar and newly-enhanced hearing to help her target opponents. As the Sunaj disarms her of her pistol, she shouts "FRAK!" Having lost both her weapons, she switches tacks to go and retrieve at least one of them, before resuming her assault on the Sunaj. I need like, wrist lanyards on my weapons.. oh well, radar don't fail me now!

Interpret Shapes 65% 1d100 = 50 (Look for sword and/or pistol - SUCCESS)
Interpret Shapes 65% 1d100 = 74 (Look for sword and/or pistol; target Sunaj - FAIL)
Interpret Shapes 65% 1d100 = 43 (Look for sword and/or pistol; target Sunaj - SUCCESS)
Interpret Shapes 65% 1d100 = 32 (Look for sword and/or pistol; target Sunaj - SUCCESS)
Estimate Distance 68% 1d100 = 3 (CRIT. SUCCESS)
Estimate Direction 68% 1d100 = 100 (CRIT. FAIL)
Estimate Speed 48% 1d100 = 32 (SUCCESS)
Estimate Exact Location 58% 1d100 = 39 (Look for sword and/or pistol - SUCCESS)
Estimate Exact Location 58% 1d100 = 52 (Look for sword and/or pistol; target Sunaj - SUCCESS)
Estimate Exact Location 58% 1d100 = 38 (Look for sword and/or pistol; target Sunaj - SUCCESS)
Estimate Exact Location 58% 1d100 = 63 (Look for sword and/or pistol; target Sunaj - FAIL)
No minuses due to blindness or darkness

Estimate distance of sound 45% 1d100 = 13 (SUCCESS)
Estimate speed and direction of approach 35% 1d100 = 35 (SUCCESS)

When or if she retrieves a weapon, she'll target the nearest Sunaj. "I SEEEE YOUUUUUU!"

Initiative: 1d20+10 = 12
APM: 4

Action 1: Dodge 1d20+7 = 27 (Nat. 20!)
Multitask action 1: Locate sword or pistol (see radar rolls above)
Action 2: Dodge 1d20+7 = 21
Multitask action 1: Locate or Retrieve sword or pistol (see radar rolls above)
Action 3: Dodge 1d20+7 = 19
Multitask Action 3: Locate or Retrieve sword or pistol (see radar rolls above)
Contingent action 3: If weapon retrieved, attack nearest Sunaj (see radar/hearing rolls above). Strike 1d20+5 = 13; Damage (pistol or sword) 5d6 = 17 MD
Action 4: Dodge 1d20+7 = 17
Multitask action 4: Locate or Retrieve sword or pistol (see radar rolls above)
Contingent Action 4: If weapon retrieved, attack nearest Sunaj (see radar/hearing rolls above). Strike 1d20+5 = 13; Damage (pistol or sword) 5d6 = 19 MD

Parry (with energy shield): 1) 1d20+10 = 18; 2) 1d20+10 = 25; 3) 1d20+10 = 17; 4) 1d20+10 = 30 (Nat. 20!)

AutoDodge: 1) 1d20+1 = 9; 2) 1d20+1 = 2; 3) 1d20+1 = 8; 4) 1d20+1 = 18
Last edited by Ashlynn on Thu Dec 06, 2018 9:24 am, edited 3 times in total.
Ashlynn
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H.P.: 15/45
S.D.C.: 26/68


Bushman Trooper EBA (borrowed from Weiss)
M.D.C. by Location:
  • Helmet: 50/50
  • Arms: 32/32 each
  • Legs: 57/57 each
  • Main Body: 90/90
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Re: Beyond Broken Door

Postby Weiss » Tue Dec 04, 2018 2:53 pm

Perception: 45% 1d100 = 7
JIC 1d100 = 55 1d20 = 11
Initiative 1d20+1 = 5
Attacks 6

Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
Fly as an Eagle | BOM 115 | 480 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
Tongues | BOM 114 | 72 min | Speak and understand all languages at 98%
Invincible Armor | BOM 121 | 57 min | 131/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy. 1d6 = 5 regeneration

Weiss struggles with the merc,trying to keep Weiss' blade at bay as they tumble through the air in the fog that suddenly arose

"Anybody able to give me a hand? Weiss asks calmly over the radio, "just having a little problem killing this guy and now I can't frakking see anything.

Weiss tries to maneuver the merc up above the fog and hopefully into an ally's sights.


OOC Comments
using strike to simulate judo throws in order to get above the fog
Prowl 35% 1d100 = 16 So the merc doesn't realise what Weiss is doing
Action 1 1d20+3 = 15 strike to basically judo throw us both upwards
1d20+3 = 6 strike to basically judo throw us both upwards
1d20+3 = 4 strike to basically judo throw us both upwards
1d20+3 = 4 strike to basically judo throw us both upwards as required to get above the smoke


if nobody is above to assist
Prowl 35% 1d100 = 73 sneak a grenade onto the merc's belt then push away 4d6 = 13 damage

if the merc diverts his power to the grenade, weiss will shoot him with his now freed pistol
1d20+3 = 6 damage 5d6 = 18
1d20+3 = 15 damage 5d6 = 12
1d20+3 = 14 damage 5d6 = 18
1d20+3 = 12 damage 5d6 = 22

Entangles to keep us in close, unless needing to escape
1d20+2 = 17
1d20+2 = 14

Parry as required
1d20+9 = 26
1d20+9 = 13
1d20+9 = 17
1d20+9 = 18

dodge
1d20+8 = 9
1d20+8 = 28
1d20+8 = 21
1d20+8 = 20
viewtopic.php?f=86&t=16132

HP: 32
SDC: 54

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Re: Beyond Broken Door

Postby Alays » Wed Dec 05, 2018 4:31 pm

Perception: 1d100 = 84 / 39%
JIC: 1d20 = 14
JIC: 1d100 = 62
A: Sixth Sense, Dissociative identity disorder: Ivor=Orange, Lillian=Pink, Jessie=Purple, Silenced

God damn it. Why won't this guy go down? I should be better than him. Come on and die already. I'll show him. How would he like a face full of Ion.

Alays continues his assault on the lieutenant. A little ways into his fluid of movements, he breaks away and tries to run back to his motorcycle and retrieve his scattergun. Once he retrieves his other gun he quickly spins around and aims a shot at the lieutenant's face. Alays follows the shot up with another shot, this one not as well aimed.


Initiative: (+4) (+7) 1d20+7 = 11
Action per Melee round: 7 (8)

Action 1: Attack with Vibro-knife at Sunaj Lieutenant’s neck or face strike: 1d20+6 = 24 / damage: 1d6+4 = 6

Action 2: Attack with Vibro-knife at Sunaj Lieutenant’s neck or face strike: 1d20+6 = 19 / damage: 1d6+4 = 7

Action 3: Attack with Vibro-knife at Sunaj Lieutenant’s neck or face strike: 1d20+6 = 13 / damage: 1d6+4 = 8

Action 4: Attack with Vibro-knife at Sunaj Lieutenant’s neck or face strike: 1d20+6 = 22 / damage: 1d6+4 = 9

Action 5: Called/Aimed shot with NG-I13 Medium Ion Scattergun at Sunaj Lieutenant’s neck or face strike: 1d20+7 = 19 / damage: 2d6 = 6

Action 6: Continued from action 5

Action 7: Continued from action 5

Action 8: Attack with NG-I13 Medium Ion Scattergun at Sunaj Lieutenant strike: 1d20+4 = 7 / damage: 2d6 = 9


Rolls for parry: 8d20:
16, 17, 18, 9, 14, 1, 20, 12
rolls do not include bonus of +5, (+7 if using vibro-knife)

Rolls for Auto-dodge: 8d20:
13, 16, 5, 15, 3, 8, 20, 15
rolls do not include bonus of +2
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Re: Beyond Broken Door

Postby Ronith » Fri Dec 07, 2018 11:32 am

Modifications to last round
Ronith used the last AoI charge on his 5th action, and the last invulnerability charge on his 9th action, so deduct 93 from the damage done to the Sunaj done last round. All magical protection, his force field, and his EBA are destroyed but his cyber-armor and natural MDC are intact.
I think there’s an argument to be made that the Sunaj qualify as supernatural beings, in which case Frostfang’s damage whenever it draws blood should be doubled. I’m happy to make my case in more detail if you’re so inclined, but I dislike rules lawyering that hard so for now I’m just going to include the modifier below on contingency.

Initiative: 1d20+10 = 29
JIC: 1d20 = 13, 1d100 = 15
PER: 1d100 = 61 vs. 66% (+15% hearing)
APM: 9

Blind fighting- 1d100 = 15 vs. 86%
If necessary to compensate for the fog

Conditions
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 458.75 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 50.75 min | Speak and understand all languages at 98%
  • Ext. Presence Sense | Rifter 25 77 | 1.25m | Exact number/location of all sentient beings in a 75-ft radius
  • Shadow Meld | BoM 103 | 4.25m | +15% prowl, attackers -5 to strike
  • Enhance Reflexes | Rifter 25 75 | 16.25m | +1APM, +3I, +2S, +3P/D, +2 PP (--> 27), +15% to physical skills relying on coordination or balance
  • Telepathy: Superior | Rifter 25 83 | 16.25m
  • Telekinesis | RUE 169 | 120lbs of weight | 21m
  • Invulnerability | BoM 116 | 0/50 MDC; impervious to cold, fire, energy, disease, poisons, toxins, gases, drugs; +10 vs. magic, psionics, HF | 1m

As his body armor is destroyed and some of the others call out for help, Ronith grits his teeth and presses on. His all-out offense is breaking the Sunaj's defense- while not without cost, Ronith knows that he needs to put down this deadliest of foes before he can help the others. Every second the cyber-knight stands against the onslaught is another one that the rest of the team doesn't need to. Still, he’s no good to the rest of the team dead, and while Ronith is initially caught off-guard by the ferocity of the Sunaj’s attack he reluctantly decides to shift to a more defensive posture. As impatient as he is to go to the others’ aid, the fact that the Sunaj made such quick work of Ronith’s defenses means that he must be patient and turn the duel into a test of endurance. Even as he attacks with Frostfang, Ronith will hold Skyrender in reserve for defense against whichever of the Sunaj’s weapons seems deadlier ((i.e., whichever one was doing 1d6*10 last round)). Hopefully the rest of the team can hold out long enough for Ronith to deal with the assassins’ leader.

Action 1: Strike with Frostfang. 1d20+19 = 24 to strike, 1d6*11 = 33 MD (x2 if damage bonus vs. supernatural applies)
Action 2: Strike with Frostfang. 1d20+19 = 28 to strike, 1d6*11 = 11 MD (x2 if damage bonus vs. supernatural applies)
Action 3: Strike with Frostfang. 1d20+19 = 39 to strike, 1d6*11 = 11 x2=22 MD (x2 if damage bonus vs. supernatural applies)
Action 4: Strike with Frostfang. 1d20+19 = 30 to strike, 1d6*11 = 66 MD (x2 if damage bonus vs. supernatural applies)
Action 5: Strike with Frostfang. 1d20+19 = 28 to strike, 1d6*11 = 66 MD (x2 if damage bonus vs. supernatural applies)
Action 6: Strike with Frostfang. 1d20+19 = 26 to strike, 1d6*11 = 66 MD (x2 if damage bonus vs. supernatural applies)
Action 7: Strike with Frostfang. 1d20+19 = 39 to strike, 1d6*11 = 33 x2 = 66 MD (x2 if damage bonus vs. supernatural applies)
Action 8: Strike with Frostfang. 1d20+19 = 37 to strike, 1d6*11 = 22 x2 = 44 MD (x2 if damage bonus vs. supernatural applies)
Action 9: Strike with Frostfang. 1d20+19 = 29 to strike, 1d6*11 = 66 MD (x2 if damage bonus vs. supernatural applies)

Auto-parries (+25): 9d20:
8, 11, 15, 19, 9, 8, 6, 19, 5
I am better than you. You just don't know it.
Always active- Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible
+12 vs. Magic, 11 vs. HF, 8 vs. Psi
Status
ISP- 4/66; PPE- 47/57; MDC- 54/86; EBA and cyber-armor destroyed
Talismans: AoI (0/3); Invulnerability (0/3); Cleanse (2/3)

Anti-tech bonuses: No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +1 dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
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Re: Beyond Broken Door

Postby Barracuda » Sat Dec 08, 2018 7:20 pm

Perception: 1d100 = 94/43% (58% underwater)
JIC: 1d20 = 12/1d100 = 39

Conditions
HP/MDC: 57/57
SDC: 181/181
Amphib Body Armor:
  • Helmet: 84/84 MDC
  • Left Arm: 60/60 MDC
  • Right Arm: 60/60 MDC
  • Main Body: 40/120 MDC
  • Left Leg: 72/72 MDC
  • Right Leg: 72/72 MDC
  • N-F20A: 75/75 MDC (INACTIVE)

Sustain:
  • Duration: 24 days
  • Provides air, food, water, and only needs 2 hours of sleep per night.
  • BOM 109
Fly as an Eagle:
  • Duration: 459:30 minutes
  • Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack.
  • BOM 115
Tongues:
  • Duration: 50:30 minutes
  • Speak and understand all languages at 98%
  • BOM 114



Free of his bubble and with his tech-forcefield activated after the demise of his magical protection, Barracuda comes in hot. Hearing Weiss' call for help, he flies through the sky using the magic that Grant provided him and slams into EBA Merc 3 to knock him off of Weiss. "Game over, buddy." He'll then bring King Tide to bear upon the EBA merc attempting to score tear their armor apart. It's pretty smoky out here... I wonder how the rest of them are doing.

APM: 6
Initiative: 1d20+3 = 11

Action 1: Body Block @ EBA Merc 3. Strike: 1d20+3 = 19. Damage: 1d4+8 = 12 Knockdown, -1 APM.
Action 2: Strike EBA Merc 3 with King Tide. Strike: 1d20+5 = 14 Damage: 6d6+16 = 38
Action 3: Strike EBA Merc 3 with King Tide. Strike: 1d20+5 = 23 (NAT18) Damage: 6d6+16 = 37x2=74 MD
Action 4: Strike EBA Merc 3 with King Tide. Strike: 1d20+5 = 24 (NAT19) Damage: 6d6+16 = 33x2=66 MD
Action 5: Strike EBA Merc 3 with King Tide. Strike: 1d20+5 = 10 Damage: 6d6+16 = 37
Action 6: Strike EBA Merc 3 with King Tide. Strike: 1d20+5 = 12 Damage: 6d6+16 = 29

Parries: 1d20+9 = 131d20+9 = 161d20+9 = 231d20+9 = 241d20+9 = 111d20+9 = 20
Barracuda
Benjamin "Barracuda" Berry, Lord of the Bay
SDC: 121/121
HP: 23/23
Critical Strike: 18-20



Amulet of Protection Against The Supernatural: +2 vs. Horror Factor and Possession
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Re: Beyond Broken Door

Postby Virtus » Fri Dec 14, 2018 8:13 am

Conditions
Time & Date: Day 3, 5:30pm
Climate: 58F, partly cloudy
Visibility: 5FT
Terrain: Warehouse District,
Moderate radio traffic
Magic in heavy use. Detectable everywhere.


The fog confuses everything. Ashlynn seems stunned and disoriented. She can't quite remember what happened other than that demonic face but then she has a hard time recalling. Getting to her feet is difficult but she manages. Immediately she looks for a weapon so she can rejoin the fight.

Barracuda wastes no time, homing in on Weiss' voice but moves cautiously. Weiss in the meantime continues his struggle. The merc is definitely focused on defense, making it challenging for the pilot. Barracuda's arrival is an immediate shift in dynamics. Coming out of nowhere, he sends the merc reeling head over feet, immediately lands a strike follow. Energy pulsing around King Tide, he drives the points into the merc's helmet, splitting it in two. Revealed is the battered face of a woman in her thirties. She throws up her hands and yells out "No!" dropping her rifle. It falls through the fog and makes a noise below barely heard over the sound of the other combat.

Grant descends and collects his energy, opening himself so that he can sense PPE. He senses a definitely flare of energy and makes his way towards it. He then seeks to break the magic fog. It easily disrupts the massive magic that had been cast revealing his target is the Sunaj leader that is locked in combat with Ronith and the odd magic armor he has.

The disappearance of Goldie created a void in their offensive that Ashlynn's opponent attempts to fill. Beltin is being overwhelmed as two Sunaj and another merc surround him

Ronith switches tactics facing off and takes a more offensive posture. The tactics has great effect. He seems content allowing Ronith to strike him in exchange for a blow of his own. The odd armor is tough. He seems to be oblivious to anything else going on. Looking at the mangled face, Ronith is sure this Sunaj is unable to see a thing and has to be using another power to sense the surrounding.

As the fog clears Beltin is shocked by Ashlynn's form appearing behind one of the Sunaj. She is mumbling something. Her left arm is just strips of flesh and her right arm is perfectly cut just above the elbow. Her visage is covered in blood.

"Ha. You thought you'd attack us? Don't you know... who we are? We're the Heroes for Hire. On my first day I blew up our headquarters. We're frakkin' DANGEROUS! An' I just chased your scared little mage into a hidey-hole. And our guys are carvin' your guys into little Sunaj fillets. I'd say you'll regret attackin' us, but it's not likely you'll live long enough for complicated EMOTIONS.

One Sunaj spins to face her but there is no need. She falls backwards, blank eyes staring at the darkening sky.

While Barracuda and Weiss stop to deal with their new prisoner, they glance below and see Ashlynn stumbling around in a very odd manner. There is clearly a trail of blood that leads to some type of viscera some 40ft behind her. They watch has she falls over.

Grant pairs with Ronith to take on the Sunaj leader. He's nearly as capable as Ronith and parries almost all of the blows and those that make it through strike the magic armor. Its impressively tough. It's not any magic Grant is aware of. This guy is a tank.

Alays seems isolated but hears the combat raging around him indicates that it still goes on. The Sunaj body checks Alays hard, knocking him back several steps. Melee is tough with this guy, some distance may be an advantage.

Butcher's bill

Ronith: -119 MD
Beltin: -121 MD
Alays: -56 MD
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Re: Beyond Broken Door

Postby Ashlynn » Fri Dec 14, 2018 8:44 am

Perception: N/A

JIC: 1d20 = 4
1d100 = 21

It's foggy, and cool. Ashlynn wanders.

"Come out you Sunaj bastard! I'mma slice you up!"

Presently, she spies a dark shape in the distance... she runs to it. As she gets closer, she sees it is not one, but at least three individuals, sitting on a rock or a piece of rubble. She cocks her head.

"Hey... the fight is that way" She points behind her with her thumb.

"You... you guys seem familiar..."

She approaches closer, and hears a voice, echoing in her ears, tinged with sadness.

Voice wrote:"Ash, child."


She stops, recognizing the voice. She feels a chill rush through her body, and she rushes toward the shadowy shapes, flinging her arms around them as she dives on them.

"PANGUR BAN! ISH! HAGBARD!" They hold her tightly, as she cries.

"YOU GUYS I THOUGHT YOU WERE DEAD YOU LEFT ME IN THE RUINS ALL ALONE AND I DIDN'T KNOW WHAT TO DO I COULDN'T FIND YOU SO I WENT TO MERCTOWN, OH YOU GUYS HAVE TO MEET THE HEROES FOR HIRE AND"

Voice wrote:"Ash... girl..."


"WE SHOULD ALL JOIN UP AS ONE TEAM THEY'RE SO AWESOME YOU'LL LOVE THEM, THERE'S RONITH - HE'S A KNIGHT, AND 'CUDA, AND WEISS AND HIS SON, HE'S GOT THE CUTEST SON ZAC, AND WE'RE GONNA FIND HIS MOM, I'M SURE THEY'LL TAKE YOU IN, AND, BUT OH! THERE'S TROUBLE THERE'S A FIGHT GOING ON AND"

Voice wrote:"Ashlynn, slow down... you'll bleed out..."


"WE GOT SUNAJ EVERYWHERE AN' THEY MADE ME ALL CONFUSED BUT I CHASED THAT MAGE GOOD AND WHAT? BLEED OUT? I DON'T KNOW WHAT You're talking..." Ashlynn looks confused, and withdraws from her friends. She sees only sadness in their eyes.

The shade with the face of Pangur Ban says to her.
Pangur Ban wrote:"Remember what I taught you. You're bleeding out. Preserve your strength. Slow your breathing."


Ashlynn shakes her head. "No... I'm okay, I..." She holds up her arms, but doesn't feel the characteristic weight of them.

Pangur ban, Ishmael, and Hagbard begin to fade, enveloped by the thickening fog.

"WAIT! Wait... I wanna come with you... take me with you..."

Voice wrote:"Ashlynn... No. You've made promises. Keep them."
Ashlynn
AKA Mega KillRocket Superstar

H.P.: 15/45
S.D.C.: 26/68


Bushman Trooper EBA (borrowed from Weiss)
M.D.C. by Location:
  • Helmet: 50/50
  • Arms: 32/32 each
  • Legs: 57/57 each
  • Main Body: 90/90
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Re: Beyond Broken Door

Postby Barracuda » Fri Dec 14, 2018 10:43 am

Perception: 1d100 = 10/43% (58% underwater)
JIC: 1d20 = 19/1d100 = 61

Conditions
HP/MDC: 57/57
SDC: 181/181
Amphib Body Armor:
  • Helmet: 84/84 MDC
  • Left Arm: 60/60 MDC
  • Right Arm: 60/60 MDC
  • Main Body: 40/120 MDC
  • Left Leg: 72/72 MDC
  • Right Leg: 72/72 MDC
  • N-F20A: 75/75 MDC (ACTIVE)
Sustain:
  • Duration: 24 days
  • Provides air, food, water, and only needs 2 hours of sleep per night.
  • BOM 109
Fly as an Eagle:
  • Duration: 459:15 minutes
  • Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack.
  • BOM 115
Tongues:
  • Duration: 50:15 minutes
  • Speak and understand all languages at 98%
  • BOM 114


Ben's rage at being contained within a bubble and treated as if he were no real threat almost causes him to skewer the surrendering mercenary in front of him. Forcing himself to stay his hand, he belts out a gruff command. "Out of the armor. Anvil, shoot her in the face if she does anything stupid." When Ashlynn falls over, he takes in the scene quickly and makes his decision. "Get some eyes on Ash. I'm going to help Sir Ronith."

Hold on for just a moment Ash. We can't stop this fight but we can't lose you either!

Barracuda looks toward Ronith's combat. Using his skills as a seasoned combatant and his still maturing abilities as the son of an unknown electrical powered hero, he fires off a beam of light from his hands directly into the eyes of the Sunaj leader. Can't fight if you can't see. Next he rockets off toward Ronith. Once he reaches the fray, he will use his ability to silence Ronith's opponent. So many damn magic users here. Luckily, they don't know about me. If he notices that the opponent using any sort of shadow or darkness effects, he will glow at his brightest illumination in an attempt to counter the effects. Using the same method he did with the EBA Merc, he will attempt to knock the Sunaj Leader over and then strike with King Tide to help Grant and Ronith keep the Sunaj leader off balance.

APM: 6
Initiative: 1d20+3 = 19

Action 1: Threaten EBA Merc.
Action 2: Fire Light Beam at Sunaj Leader. Strike: EP Crit.
Light Beam
Energy Absorption
5. Shoot Light Beam: The light beam is completely harmless in that it does no damage. However, it is so bright that it can be used to temporarily blind an opponent (for 1D4+1 melee rounds) if shot at the face. Blinded opponents are -8 on all melee actions for the first melee round and -6 to strike, parry and dodge for the remaining ones in which vision is impaired (sees spots and has blurred vision).
The beam can also be used as a beacon or searchlight. Maximum width of the beam is two feet (0.6 m) if both hands are put together with fingers spread wide, otherwise about 8-12 inches (around 0.3 m)
Range: 2000 feet (610 m)
Damage: None
Duration: Instant or indefinitely.
Attacks Per Melee: Each light blast counts as one melee attack or action. To maintain a continuous beam for the entire melee round (15 seconds) uses up all but one melee attack or action (i.e. can walk and use light. or use light and read, use light and do a skill, etc.).

Action 3: Fly to Ronith (50 MPH).
Action 4: Silence (Warp Sound) Sunaj Leader.
Action 5: Body Block @ Sunaj Leader. Strike: 1d20+3 = 20 Damage: 1d4+8 = 12 Knockdown, -1 APM.
Action 6: Strike Sunaj Leader with King Tide. Strike: 1d20+5 = 13 Damage: 6d6+16 = 41


Parries: 1d20+10 = 191d20+10 = 171d20+10 = 281d20+10 = 251d20+10 = 131d20+10 = 131d20+10 = 30(NAT20)1d20+10 = 181d20+10 = 151d20+10 = 29


Accidental Extra Action
Action 6: Strike Sunaj Leader with King Tide. Strike: 1d20+5 = 18 Damage: 6d6+16 = 35
Barracuda
Benjamin "Barracuda" Berry, Lord of the Bay
SDC: 121/121
HP: 23/23
Critical Strike: 18-20



Amulet of Protection Against The Supernatural: +2 vs. Horror Factor and Possession
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Re: Beyond Broken Door

Postby Grant Latham » Fri Dec 14, 2018 10:54 am

New Perception: 72% vs 1d100 = 83
JIC: 1d20 = 14, 1d100 = 14

Constant Abilities
Character Sheet

  • Sense Ley Line: 79%
  • Sense Ley Line Nexus 89%
  • Sense a Rift: Automatic | 120mi
  • Sense Magic in Use: 800'
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 14
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 90/90
  • I.S.P.: 57/78
  • P.P.E.: 240/610
  • MA-2 TW Combat Mage Armor • Main Body: 35/50 • Armor of Ithan: 50/50 [Off]
Active Magic and Psionics
  • Energy Sphere (800/800 P.P.E.) Duration: 16/16 days
  • Energy Sphere (500/500 P.P.E.) Duration: 29/30 days
  • Farseeing | MA 9 | 3.50 min | 6 miles | Can see a license plate up to max distance, magnification adjusts automatically
  • Fleet Feet | 20 P.P.E. | PF2 186 | 3.25 min | Double P.P., Spd, and APM. -2 Init, susceptible to surprise attacks. -20% using skills that require a delicate touch.
  • Fly as an Eagle | BOM 115 | 459.25 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Infrared Vision | MA 9 | 99.25 min | 3000' | See through 4" S.D.C. .5" light M.D.C. material. 1" dirt. 1' water or heavy M.D.C.
  • Invincible Armor | BOM 121 | 53.25 min | 104/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy.
  • Invisibility: Simple | 0 P.P.E. | BOM 97 | Indefinite | There should be some penalty to strike/parry/dodge, but it's not listed in the spell. With the Energy Spheres on Grant's shoulders there should probably be some reduction in the penalties.
  • Invulnerability | 2 of 3 charges | BOM 116 | .50 min | Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 6/50 M.D.C. force field. +10 vs Magic, Psionics, HF
  • Magic Net (on warbird) | BOM 101 | 120' | 10' radius | Dodge 16 or higher | 3.25 min | 2 rounds to cut with M.D. weapons, those caught are helpless.
  • Multiple Image | 7 P.P.E. | BOM 102 | Self | 7.25 min | -4 to save vs Illusion | 3 identical images, +2 Init, +2 dodge, +1 Strike. Iron will dispel image.
  • Mystic Alarm | BOM 95 | 2 P.P.E. | 8 years | Affects one object, will activate if disturbed.
  • Mystic Invisibility | MA 17 | 98.25 min | Undetectable by psionics or magic. Includes Psi-Stalker/Dog boy or similar. No aura
  • Nightvision | MA 9 | 122.25 min | 3600' | Works in non-magical darkness
  • Nova Blast | 30 P.P.E. | DB13 121 | 2600' | 1.25 min | Dodge (people -2, fighters/shuttles -3, larger ships -4) | Use bonuses to Throw. 1d4x100 M.D. in space, 1d4x10 M.D. in atmosphere.
  • See the Invisible | BOM 92 | 4.25 min | 1200' | Can see astral beings, entities, elementals, ghosts, objects, forces and creatures that are or can turn invisible even if no form per se.
  • See Wards | HUGM 182 | 74.25 min | 360' | See active wards, how many, general sense of power.
  • Sense Evil | BOM 92 | 20.25 min | 600' r | Mind Block/Alter Aura/Protection from Magic will block spell
  • Sense P.P.E. | NBMB 128 | 240' | 8 min | Acts like a geiger counter. Doesn't pick up magical emanations. Low 1-5 P.P.E. Typical 6-15, Medium 16-30, A lot 31-60, Vast 61-499, Incredible 500+
  • Shadesword | PF12 80 | Self | 16 min | 8d6 M.D. + Failed Save vs Magic has culmulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Tongues | BOM 114 | 50.25 min | Speak and understand all languages at 98%
  • Illusion Manipulation | BOM 128 | 9000' 4800 sq ft | -4 to save for an elaborate illusion | 235.25 min
  • Illusionary Terrain | BOM 141 | 1000' 48000 sq ft | -4 to save for an elaborate illusion | 235.25 min | Can manipulate the illusion 12 times per round, +4 init to react without noticeable delay.
  • Telepathy | 4 I.S.P. | 60' surface thoughts, 360 two way telepathic communication | 11.50 min |


The map so it's easier for me to find.

Invincible Armor Regeneration: 1d6 = 6 M.D.

Lore: Magic (General Knowledge 114% / Enchantment -- 87% / Identify Magic Item: 84% vs 1d100 = 9 | Looking for a magical weakness on the Sunaj Leader

Essentially standing shoulder to shoulder with Sir Ronith was something Grant had imagined, but not actually expected to happen. Seeing that his blade while striking a few times but not seeing any visible slowing of the Sunaj's blade, Grant keeps his blade up, and circles around him, forcing him leave his back exposed to either himself or the leader of H4H. His first action though is to reinforce Sir Ronith's defenses. Telepathically Grant says to Sir Ronith, I will try to immobilize him in a magic net when he's focused on you, but first some magic armor for you, don't mind the tentacles.

He casts Armor Bizarre at the armored Elf. I've heard the Sunaj work for the Splogorth, slimely tentacles will probably make him want to hug it out, but it's one of the few defensive spells I know that do not require touch, Grant thinks.

He then begins the slow dance behind their enemy. He strikes with his blade if the opportunity presents itself, but is waiting for the Sunaj to be actively parrying Sir Ronith's strikes and then casts Magic Net hoping to catch him at moment he can't dodge.

Contingency 1: Grant will cast Magic Net up to 4 times in place of a sword strike if he thinks it will work, if the leader goes down, he will back towards the APC and cast the spell if it will help out Beltin or Alays.

Contingency 2: He will cast Armor Bizarre on himself or Sir Ronith as needed.

APM: 16
Initiative: 1d20+6 = 13
P.P.: 28 (+7 Strike/Parry/Dodge)
Spell Strength: 14
Critical Strike on 18-20 or from behind

  1. Strike with Shadowsword, Strike: 1d20+11 = 28 , Damage: 8d6 = 32 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 16
  2. Strike with Shadowsword, Strike: 1d20+11 = 29 crit!, Damage: 8d6 = 27 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 29
  3. Strike with Shadowsword, Strike: 1d20+11 = 13 , Damage: 8d6 = 19 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 20
  4. Strike with Shadowsword, Strike: 1d20+11 = 19 , Damage: 8d6 = 22 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 21
  5. Strike with Shadowsword, Strike: 1d20+11 = 14 , Damage: 8d6 = 26 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 28
  6. Strike with Shadowsword, Strike: 1d20+11 = 12 , Damage: 8d6 = 29 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 21
  7. Strike with Shadowsword, Strike: 1d20+11 = 12 nat1! , Damage: 8d6 = 25 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 27
  8. Strike with Shadowsword, Strike: 1d20+11 = 27 , Damage: 8d6 = 37 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 25
  9. Strike with Shadowsword, Strike: 1d20+11 = 15 , Damage: 8d6 = 34 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 23
  10. Strike with Shadowsword, Strike: 1d20+11 = 25 , Damage: 8d6 = 29 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 28
  11. Strike with Shadowsword, Strike: 1d20+11 = 31 crit!, Damage: 8d6 = 31 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 18
  12. Strike with Shadowsword, Strike: 1d20+11 = 22 , Damage: 8d6 = 28 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 12
  13. Strike with Shadowsword, Strike: 1d20+11 = 30 crit!, Damage: 8d6 = 21 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 27
  14. Strike with Shadowsword, Strike: 1d20+11 = 30 crit!, Damage: 8d6 = 37 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 21
  15. Strike with Shadowsword, Strike: 1d20+11 = 16 , Damage: 8d6 = 35 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 12
  16. Strike with Shadowsword, Strike: 1d20+11 = 14 , Damage: 8d6 = 36 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee. ]
    Parry: 1d20+11 = 14

Contingency Dodges/Magic/Psionics (+13/+16/+10): 8d20:
10, 13, 16, 5, 2, 18, 8, 19


Spells Cast
[list][*]Armor Bizarre | 15 P.P.E. | BOM 104 | Self or 60' | 8 min | 120 M.D.C. + HF 14 only vs enemies and enemies are -1 initiative
[*]Magic Net | 7 P.P.E. | BOM 101 | 120' | 10' r | Dodge 16 or higher | 4 min | 2 rounds to cut with M.D. weapons, those caught are helpless.


For Sir Ronith
Code: Select all
Armor Bizarre | BOM 104 | 8 min | 120 M.D.C. + HF 14 only vs enemies and enemies are -1 initiative
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record

Info
H.P.: 49/49 • S.D.C.: 23/23 • P.P.E.: 207/207 • I.S.P.: 60/60 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 64% | 50mi • Sense Ley Line Nexus: 74% • Sense a Rift: Automatic | 90mi • Sense Magic in Use: 500'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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Re: Beyond Broken Door

Postby Ronith » Sun Dec 16, 2018 9:55 am

Initiative: 1d20+10 = 16
JIC: 1d20 = 4, 1d100 = 68
PER: 1d100 = 6 vs. 66% (+15% hearing)
APM: 9

Blind fighting- 1d100 = 56 vs. 86%
If necessary to compensate for the fog

Conditions
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 458.5 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 50.5 min | Speak and understand all languages at 98%
  • Ext. Presence Sense | Rifter 25 77 | 1m | Exact number/location of all sentient beings in a 75-ft radius
  • Shadow Meld | BoM 103 | 4m | +15% prowl, attackers -5 to strike
  • Enhance Reflexes | Rifter 25 75 | 16m | +1APM, +3I, +2S, +3P/D, +2 PP (--> 27), +15% to physical skills relying on coordination or balance
  • Telepathy: Superior | Rifter 25 83 | 16m
  • Telekinesis | RUE 169 | 120lbs of weight | 20.75m
  • Invulnerability | BoM 116 | 0/50 MDC; impervious to cold, fire, energy, disease, poisons, toxins, gases, drugs; +10 vs. magic, psionics, HF | 0.75m
  • Armor Bizarre | BOM 104 | 8 min | 120 M.D.C. + HF 14 only vs enemies and enemies are -1 initiative


Grant Latham wrote:I will try to immobilize him in a magic net when he's focused on you, but first some magic armor for you, don't mind the tentacles.
My thanks Grant. Keep me protected; we need to end this now.

Ronith's eyes flick downward as the mass of tentacles appears over his form. Disconcerting. But effective. For as long as Grant's armor(s) bizarre holds, Ronith will switch back to all-out offense. As soon as he penetrates the Sunaj leader's strange armor again, Ronith will try to cut off his opponent's hands. If/when Grant's magical armor is destroyed, Ronith will adopt a defensive posture- parrying everything that comes his way until the armor can be renewed.

Action 1- Paired sword strike. Frostfang: 1d20+19 = 28, 1d6*11 = 55 MD; Skyrender: 1d20+19 = 32, 6d6 = 21 MD
Action 2- Paired sword strike. Frostfang: 1d20+19 = 31, 1d6*11 = 66 MD; Skyrender: 1d20+19 = 21, 6d6 = 16 MD
Action 3- Paired sword strike. Frostfang: 1d20+19 = 35, 1d6*11 = 55 MD; Skyrender: 1d20+19 = 29, 6d6 = 19 MD
Action 4- Paired sword strike. Frostfang: 1d20+19 = 27, 1d6*11 = 22 MD; Skyrender: 1d20+19 = 24, 6d6 = 22 MD
Action 5- Paired sword strike. Frostfang: 1d20+19 = 23, 1d6*11 = 66 MD; Skyrender: 1d20+19 = 24, 6d6 = 28 MD
Action 6- Paired sword strike. Frostfang: 1d20+19 = 27, 1d6*11 = 55 MD; Skyrender: 1d20+19 = 37, 6d6 = 20x2=40 MD
Action 7- Paired sword strike. Frostfang: 1d20+19 = 24, 1d6*11 = 55 MD; Skyrender: 1d20+19 = 22, 6d6 = 17 MD
Action 8- Paired sword strike. Frostfang: 1d20+19 = 26, 1d6*11 = 22 MD; Skyrender: 1d20+19 = 28, 6d6 = 23 MD
Action 9- Paired sword strike. Frostfang: 1d20+19 = 24, 1d6*11 = 22 MD; Skyrender: 1d20+19 = 29, 6d6 = 20 MD

Contingency- Switch to parries whenever the armor bizarre fails (or looks like it is about to fail). Rolls (+25): 18d20:
16, 1, 3, 8, 4, 10, 17, 16, 18, 4, 8, 7, 19, 9, 13, 2, 14, 1
I am better than you. You just don't know it.
Always active- Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible
+12 vs. Magic, 11 vs. HF, 8 vs. Psi
Status
ISP- 4/66; PPE- 47/57; MDC- 54/86; EBA and cyber-armor destroyed
Talismans: AoI (0/3); Invulnerability (0/3); Cleanse (2/3)

Anti-tech bonuses: No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +1 dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
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Re: Beyond Broken Door

Postby Weiss » Wed Dec 19, 2018 3:28 pm

Perception 45% 1d100 = 84
JIC 1d100 = 3 1d20 = 19
Initiative 1d20+1 = 20
APM 6

Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
Fly as an Eagle | BOM 115 | 480 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
Tongues | BOM 114 | 72 min | Speak and understand all languages at 98%
Invincible Armor | BOM 121 | 57 min | 131/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy. 1d6 = 2regeneration

Virtus wrote:Barracuda wastes no time, homing in on Weiss' voice but moves cautiously. Weiss in the meantime continues his struggle. The merc is definitely focused on defense, making it challenging for the pilot. Barracuda's arrival is an immediate shift in dynamics. Coming out of nowhere, he sends the merc reeling head over feet, immediately lands a strike follow. Energy pulsing around King Tide, he drives the points into the merc's helmet, splitting it in two. Revealed is the battered face of a woman in her thirties. She throws up her hands and yells out "No!" dropping her rifle. It falls through the fog and makes a noise below barely heard over the sound of the other combat.


Weiss feels an element of satisfaction as Barracuda kicks her butt. He really needs to get a weapon that does not require technology.

OOC Comments
Considering her age, is she a merc that Weiss might recognise at all as a contemporary?


Virtus wrote:While Barracuda and Weiss stop to deal with their new prisoner, they glance below and see Ashlynn stumbling around in a very odd manner. There is clearly a trail of blood that leads to some type of viscera some 40ft behind her. They watch has she falls over.



"ASHHHHH! Weiss shouts. He had seen too many people he cared about recently dead or their lives destroyed. Was he cursed to have this follow him around?

Barracuda wrote:Ben's rage at being contained within a bubble and treated as if he were no real threat almost causes him to skewer the surrendering mercenary in front of him. Forcing himself to stay his hand, he belts out a gruff command. "Out of the armor. Anvil, shoot her in the face if she does anything stupid." When Ashlynn falls over, he takes in the scene quickly and makes his decision. "Get some eyes on Ash. I'm going to help Sir Ronith."


"Already on it Weiss' voice sounds grim and determined as Weiss grabs the merc and drags her down out of the sky towards where Ash had collapsed to the floor. He looks over her mangled body, heart beating fast. Zac is not losing anybody else. He'd heard Zac tell Ash to look out for him, but he should have been looking out for her. He was the veteran, fought the good fight. Made sure she was sufficiently well protected. He shakes his head; No, stop blaming yourself. She was here willing

He takes off his utilty harness, before placing it on her chest, letting it activate the Integrated IRMSS straight into her bloodstream.

OOC Comments
Medical Doctor 75% 1d100 = 18 Arrest the damage, keep her stable and alive.


"Keep that on her, press down on that arm and if you have any medical skills, start using them. Weiss looks at her with a look of both anger and pleading
"you help here and don't try anything, that goes a long way towards making things right and you getting out of this FUBAR situation.

OOC Comments
In case of any trouble such as being attacked by any of the Sunaj or one of the others needing assistance, Weiss will use his rifle depending on how many actions he has left
1d20+6 = 9 aimed shot 2 actions
1d20+4 = 5 Quick shot 1 action 1d4*10 = 20
viewtopic.php?f=86&t=16132

HP: 32
SDC: 54

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Re: Beyond Broken Door

Postby Virtus » Wed Dec 26, 2018 12:52 pm

Conditions
Time & Date: Day 3, 5:30pm
Climate: 58F, partly cloudy
Visibility: 1 mile
Terrain: Warehouse District,
Moderate radio traffic
Magic in heavy use. Detectable everywhere.


Ashylnn's friends and family depart from her vision. She walks through a cold mist, the sound of her feet slapping against damp stone is the only sound she hears. In the distance she sees a massive storm casting down lighting amid a blue light. Caught the in the flashes of lighting is a snow covered town. The town isn't just cold, but bitterly cold as she draws closer. It's like a magnet. Even when she tries to turn back, Ashlynn finds her feet back on the road to the town. The town is old or of older construction. It looks like nothing she has seen. There are some vehicles covered in hard frost, ice and snow as she makes her way past the outlying buildings. There are signs but in a language she doesn't know except the numbers.

Weiss rushes to Ashlynn, dragging the now unarmored woman with him. Arriving at the scene he pulls off his harness and cinches it on Ash's body in an attempt to save her. She has lost a lot of blood. A quick check shows that she is in cardiac arrest. She is dead. Unwilling to accept fate, Weiss implements his IRMSS and begins CPR while barking directions to the woman. She bows down before him and tries to help. After a moment he begins wondering if she can understand him at all. She is helping but seems confused and bewildered saying a few words Weiss doesn't understand.

The battle with the Sunaj leader becomes a bitter one. Once again Ronith goes full out offense. Now with Grant circling it becomes a failing battle for the now demasked Sunaj. Just as before the Sunaj waits for Ronith's strike to deliver his own, also taking Grant's as well. Grant's blade strikes true. Again the scene replays. It's looking to be a long battle until a beam of light appears from no where striking the Sunaj's face, illuminating the carnage where his eyes once were prior to Ronith's blade. He has no ability to see the light so it is only witnesses by Ronith and Grant. Whatever ability he is using to see his surrounding must be limited in range because he is caught off guard by Barracuda's flying tackle, knocking the scarred Sunaj off his feet and into a wall. The distraction seemed to be enough to throw him off as Grant exudes threads of magic, binding the monster on the ground.

Barracuda lands a strike at the bound Sunaj even as a hole appears beneath him, swallowing him. The hole most certainly is magical in nature and closes even as his netted form disappears within it. Grant sees it and is pretty sure it's a fashion of mystic portal. If so then he is close. Likely within a thousand feet. However as they turn to look, Beltin is simply being overpowered. Three Sunaj and a merc are physically grabbing him and Whyne-McGrath. A force field surrounds the struggle keeping others out and Beltin from running further. Further still Weiss seems to be stuggling with Ashlynn's motionless form.

Alays makes progress as his attack seems to bring down a shield with a pop. The Sunaj isn't smiling any more, and flies for the roof top.

Ashlynn stands in the town watching the storm roll overhead amid blue light. In the distance there is a mountain shrouded in snow and ice. The lightning persistently strikes near the peak, almost as if being called. A heavily accented voice speaks to her. "The storm never stops. Only builds." Ashlynn sees who appears to be an Asian woman in plain clothes standing nearby. Like Ashlynn the cold doesn't seem to touch either of them. "One day the storm will stop. When it does, the gate will open. Before that time, Sir Ronith needs to gather the broken knights, Benjamin Berry tame the River and John Weiss find what he has lost. But that's not why I've come. It's time Ashlynn. You have made promises but you have now passed any obligation to the world. You have the right to leave it behind. You may be able to go back, but it won't be pleasant for you. I can lead you where grief can no longer touch you. Indeed many you have known and many others you have not yet known are there. You can come with me now or wait to see what may be. It is up to you."

Butcher's Bill:

Ronith: -73 MD
Alays: -11 MD
Beltin: -94 MD
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Re: Beyond Broken Door

Postby Ronith » Wed Dec 26, 2018 3:09 pm

Initiative: 1d20+10 = 26
JIC: 1d20 = 15, 1d100 = 52
PER: 1d100 = 57 vs. 66% (+15% hearing)
APM: 9

Conditions
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Fly as an Eagle | BOM 115 | 458.25 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Tongues | BOM 114 | 50.25 min | Speak and understand all languages at 98%
  • Ext. Presence Sense | Rifter 25 77 | 0.75m | Exact number/location of all sentient beings in a 75-ft radius
  • Shadow Meld | BoM 103 | 3.75m | +15% prowl, attackers -5 to strike
  • Enhance Reflexes | Rifter 25 75 | 15.75m | +1APM, +3I, +2S, +3P/D, +2 PP (--> 27), +15% to physical skills relying on coordination or balance
  • Telepathy: Superior | Rifter 25 83 | 15.75m
  • Telekinesis | RUE 169 | 120lbs of weight | 20.5m
  • Invulnerability | BoM 116 | 0/50 MDC; impervious to cold, fire, energy, disease, poisons, toxins, gases, drugs; +10 vs. magic, psionics, HF | 0.5m
  • Armor Bizarre | BOM 104 | 7.75 min | 47/120 M.D.C. + HF 14 only vs enemies and enemies are -1 initiative


Ronith wants to pound the ground in frustration- but there isn't time. After a quick check of his presence sense to confirm that the Sunaj leader isn't in the immediate vicinity, he curses to himself even as he races towards Beltin at top speed. Find him, he sends to Grant as he charges.

Grant's newest magical protection is holding up, so Ronith charges the rear of the foes menacing Beltin. If the angle of approach and their relative positions allow, Ronith will sprint by Ashlynn's fallen form as he charges, stooping long enough to drag the flat of Frostfang's blade across Ashlynn's torso and activate the sword's healing touch (2d6 SDC and HP restored). He will then crash into the foursome battering Beltin's shield and concentrate his attack to do as much damage to them as possible while he has the advantage of surprise. As they engage him Ronith will shift to a more defensive style to preserve what protection he has left.

Action 1: Charge/telepathy to Grant (deduct subsequent actions as needed for distance).
Action 2: Paired sword strike.
Frostfang: 1d20+19 = 21, 1d6*11 = 66 MD (*2 if supernatural)
Skyrender: 1d20+19 = 36, 6d6 = 21 MD

Action 3: Paired sword strike.
Frostfang: 1d20+19 = 36, 1d6*11 = 44 MD (*2 if supernatural)
Skyrender: 1d20+19 = 24, 6d6 = 18 MD

Action 4: Paired sword strike.
Frostfang: 1d20+19 = 36, 1d6*11 = 33 MD (*2 if supernatural)
Skyrender: 1d20+19 = 37, 6d6 = 15x2= 30MD

Action 5: Paired sword strike.
Frostfang: 1d20+19 = 39, 1d6*11 = 22x2= 44MD (*2 if supernatural)
Skyrender: 1d20+19 = 31, 6d6 = 27 MD

Action 6: Paired sword strike.
Frostfang: 1d20+19 = 20, 1d6*11 = 55 MD (*2 if supernatural)
Skyrender: 1d20+19 = 33, 6d6 = 21 MD

Action 7: Paired sword strike.
Frostfang: 1d20+19 = 22, 1d6*11 = 33 MD (*2 if supernatural)
Skyrender: 1d20+19 = 24, 6d6 = 11 MD

Action 8: Paired sword strike.
Frostfang: 1d20+19 = 25, 1d6*11 = 33 MD (*2 if supernatural)
Skyrender: 1d20+19 = 20, 6d6 = 20 MD

Action 9: Paired sword strike.
Frostfang: 1d20+19 = 30, 1d6*11 = 66 MD (*2 if supernatural)
Skyrender: 1d20+19 = 22, 6d6 = 24 MD

Contingency: If any of the Sunaj switch their attacks to Ronith, he will stop striking with Skyrender and use automatic parries to deal with incoming attacks. If Grant's armor bizarre is destroyed and the magus is unable to furnish a replacement, Ronith will switch to using both swords for parries. Rolls (+25): 18d20:
1, 14, 4, 20, 14, 12, 4, 11, 10, 8, 1, 15, 18, 8, 5, 16, 2, 6
I am better than you. You just don't know it.
Always active- Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible
+12 vs. Magic, 11 vs. HF, 8 vs. Psi
Status
ISP- 4/66; PPE- 47/57; MDC- 54/86; EBA and cyber-armor destroyed
Talismans: AoI (0/3); Invulnerability (0/3); Cleanse (2/3)

Anti-tech bonuses: No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +1 dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
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Re: Beyond Broken Door

Postby Grant Latham » Fri Dec 28, 2018 10:48 am

New Perception: 72% vs 1d100 = 42
JIC: 1d20 = 5, 1d100 = 21

Constant Abilities
Character Sheet

  • Sense Ley Line: 79%
  • Sense Ley Line Nexus 89%
  • Sense a Rift: Automatic | 120mi
  • Sense Magic in Use: 800'
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 14
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 90/90
  • I.S.P.: 57/78
  • P.P.E.: 218/610
  • MA-2 TW Combat Mage Armor • Main Body: 35/50 • Armor of Ithan: 50/50 [Off]
Active Magic and Psionics
  • Energy Sphere (800/800 P.P.E.) Duration: 16/16 days
  • Energy Sphere (500/500 P.P.E.) Duration: 29/30 days
  • Farseeing | MA 9 | 3.25 min | 6 miles | Can see a license plate up to max distance, magnification adjusts automatically
  • Fleet Feet | 20 P.P.E. | PF2 186 | 3.00 min | Double P.P., Spd, and APM. -2 Init, susceptible to surprise attacks. -20% using skills that require a delicate touch.
  • Fly as an Eagle | BOM 115 | 459.00 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
  • Infrared Vision | MA 9 | 99.00 min | 3000' | See through 4" S.D.C. .5" light M.D.C. material. 1" dirt. 1' water or heavy M.D.C.
  • Invincible Armor | BOM 121 | 53.00 min | 110/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy.
  • Invisibility: Simple | 0 P.P.E. | BOM 97 | Indefinite | There should be some penalty to strike/parry/dodge, but it's not listed in the spell. With the Energy Spheres on Grant's shoulders there should probably be some reduction in the penalties.
  • Invulnerability | 2 of 3 charges | BOM 116 | .25 min | Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 6/50 M.D.C. force field. +10 vs Magic, Psionics, HF
  • Magic Net (on warbird) | BOM 101 | 120' | 10' radius | Dodge 16 or higher | 3.00 min | 2 rounds to cut with M.D. weapons, those caught are helpless.
  • Magic Net (on Sunaj Leader) | BOM 101 | 120' | 10' radius | Dodge 16 or higher | 4 min | 2 rounds to cut with M.D. weapons, those caught are helpless.
  • Multiple Image | 7 P.P.E. | BOM 102 | Self | 7.00 min | -4 to save vs Illusion | 3 identical images, +2 Init, +2 dodge, +1 Strike. Iron will dispel image.
  • Mystic Alarm | BOM 95 | 2 P.P.E. | 8 years | Affects one object, will activate if disturbed.
  • Mystic Invisibility | MA 17 | 98.00 min | Undetectable by psionics or magic. Includes Psi-Stalker/Dog boy or similar. No aura
  • Nightvision | MA 9 | 122.00 min | 3600' | Works in non-magical darkness
  • Nova Blast | 30 P.P.E. | DB13 121 | 2600' | 1.00 min | Dodge (people -2, fighters/shuttles -3, larger ships -4) | Use bonuses to Throw. 1d4x100 M.D. in space, 1d4x10 M.D. in atmosphere.
  • See the Invisible | BOM 92 | 4.00 min | 1200' | Can see astral beings, entities, elementals, ghosts, objects, forces and creatures that are or can turn invisible even if no form per se.
  • See Wards | HUGM 182 | 74.00 min | 360' | See active wards, how many, general sense of power.
  • Sense Evil | BOM 92 | 20.00 min | 600' r | Mind Block/Alter Aura/Protection from Magic will block spell
  • Sense P.P.E. | NBMB 128 | 240' | 7.75 min | Acts like a geiger counter. Doesn't pick up magical emanations. Low 1-5 P.P.E. Typical 6-15, Medium 16-30, A lot 31-60, Vast 61-499, Incredible 500+
  • Shadesword | PF12 80 | Self | 15.75 min | 8d6 M.D. + Failed Save vs Magic has culmulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.
  • Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
  • Tongues | BOM 114 | 50.00 min | Speak and understand all languages at 98%
  • Illusion Manipulation | BOM 128 | 9000' 4800 sq ft | -4 to save for an elaborate illusion | 235.00 min
  • Illusionary Terrain | BOM 141 | 1000' 48000 sq ft | -4 to save for an elaborate illusion | 235.00 min | Can manipulate the illusion 12 times per round, +4 init to react without noticeable delay.
  • Telepathy | 4 I.S.P. | 60' surface thoughts, 360 two way telepathic communication | 11.25 min |


The map so it's easier for me to find.

Invincible Armor Regeneration: 1d6 = 1 M.D.C.

Ronith wrote:Ronith wants to pound the ground in frustration- but there isn't time. After a quick check of his presence sense to confirm that the Sunaj leader isn't in the immediate vicinity, he curses to himself even as he races towards Beltin at top speed. Find him, he sends to Grant as he charges.


Follow him, Grant echoes the command in his mind, with only a quick glance at the image of the hold that had swallowed the Sunaj, he could not open a portal to the location. He acknowledges the command telepathically, I will do more than that.

Instead, he looks with his inner sight at the threads of the magic that transported the demonic armored form. Calling on his heritage as a Ley Line Rifter, rather than the disciplined training of a Lord Magi, Grant grabbed hold of that teleportation magic and binds it to his own, willing himself to hitch-hike on the other mage's spell.

Landing lightly next to the Sunaj Leader, he dodges and rolls to the side.

Grant calls on his magically enhanced senses to see if he is alone. If he detects no one, he uses his blade of shadow to end the life of the evil being that has chased them from Merc-Town. "Failing twice and living to tell the tale may be worse than me ending your life now, you're welcome." Grant says grimly as he strikes the killing blow.

If the mage that he chased off earlier, or someone else is there, he pulls on the power of one of his energy spheres and unloads Mental Blasts to bypass the various physical protections these Sunaj have had at their disposal. Not knowing the distance, he attempts to mentally reach out to Sir Ronith, I have followed the Sunaj and am engaging.


APM: 16
Initiative: 1d20+6 = 9 [Make removable]
P.P.: 28 (+7 Strike/Parry/Dodge)
Spell Strength: 14
Critical Strike on 18-20 or from behind

  1. Reply to Sir Ronith
  2. Teleport Hitch-hike
  3. Dodge 1d20+13 = 15
  4. Locate Foes (Sense PPE, See the Invisible, Infravision, Detect Evil, Nightvision)
  5. Strike with Shadesword 1d20+11 = 31 crit!, Damage: 8d6 = 26 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.
    or Cast Mental Blast, 5d6 = 13 Direct to Hit Points | Save vs Psionics for half damage. if save failed also suffers -2 S/P/D/I, -20% skills for 1d4 = 2 melees. Multiple castings have cumulative effect.
    Parry with Shadesword 1d20+11 = 22
  6. Strike with Shadesword 1d20+11 = 27, Damage: 8d6 = 22 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.
    or Cast Mental Blast, 5d6 = 20 Direct to Hit Points | Save vs Psionics for half damage. if save failed also suffers -2 S/P/D/I, -20% skills for 1d4 = 4 melees. Multiple castings have cumulative effect.
    Parry with Shadesword 1d20+11 = 27
  7. Strike with Shadesword 1d20+11 = 25, Damage: 8d6 = 23 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.
    or Cast Mental Blast, 5d6 = 15 Direct to Hit Points | Save vs Psionics for half damage. if save failed also suffers -2 S/P/D/I, -20% skills for 1d4 = 3 melees. Multiple castings have cumulative effect.
    Parry with Shadesword 1d20+11 = 23
  8. Strike with Shadesword 1d20+11 = 27, Damage: 8d6 = 25 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.
    or Cast Mental Blast, 5d6 = 20 Direct to Hit Points | Save vs Psionics for half damage. if save failed also suffers -2 S/P/D/I, -20% skills for 1d4 = 2 melees. Multiple castings have cumulative effect.
    Parry with Shadesword 1d20+11 = 29
  9. Strike with Shadesword 1d20+11 = 15, Damage: 8d6 = 24 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.
    or Cast Mental Blast, 5d6 = 21 Direct to Hit Points | Save vs Psionics for half damage. if save failed also suffers -2 S/P/D/I, -20% skills for 1d4 = 2 melees. Multiple castings have cumulative effect.
    Parry with Shadesword 1d20+11 = 18
  10. Strike with Shadesword 1d20+11 = 16, Damage: 8d6 = 28 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.
    or Cast Mental Blast, 5d6 = 16 Direct to Hit Points | Save vs Psionics for half damage. if save failed also suffers -2 S/P/D/I, -20% skills for 1d4 = 3 melees. Multiple castings have cumulative effect.
    Parry with Shadesword 1d20+11 = 18
  11. Strike with Shadesword 1d20+11 = 26, Damage: 8d6 = 27 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.
    or Cast Mental Blast, 5d6 = 22 Direct to Hit Points | Save vs Psionics for half damage. if save failed also suffers -2 S/P/D/I, -20% skills for 1d4 = 2 melees. Multiple castings have cumulative effect.
    Parry with Shadesword 1d20+11 = 12
  12. Strike with Shadesword 1d20+11 = 16, Damage: 8d6 = 32 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.
    or Cast Mental Blast, 5d6 = 21 Direct to Hit Points | Save vs Psionics for half damage. if save failed also suffers -2 S/P/D/I, -20% skills for 1d4 = 1 melees. Multiple castings have cumulative effect.
    Parry with Shadesword 1d20+11 = 17
  13. Strike with Shadesword 1d20+11 = 13, Damage: 8d6 = 31 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.
    or Cast Mental Blast, 5d6 = 18 Direct to Hit Points | Save vs Psionics for half damage. if save failed also suffers -2 S/P/D/I, -20% skills for 1d4 = 4 melees. Multiple castings have cumulative effect.
    Parry with Shadesword 1d20+11 = 14
  14. Strike with Shadesword 1d20+11 = 24, Damage: 8d6 = 32 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.
    or Cast Mental Blast, 5d6 = 18 Direct to Hit Points | Save vs Psionics for half damage. if save failed also suffers -2 S/P/D/I, -20% skills for 1d4 = 4 melees. Multiple castings have cumulative effect.
    Parry with Shadesword 1d20+11 = 13
  15. Strike with Shadesword 1d20+11 = 15, Damage: 8d6 = 25 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.
    or Cast Mental Blast, 5d6 = 11 Direct to Hit Points | Save vs Psionics for half damage. if save failed also suffers -2 S/P/D/I, -20% skills for 1d4 = 3 melees. Multiple castings have cumulative effect.
    Parry with Shadesword 1d20+11 = 29
  16. Strike with Shadesword 1d20+11 = 25, Damage: 8d6 = 24 M.D. | Save vs magic 14+ or -2 Strike/Parry for next round. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.
    or Cast Mental Blast, 5d6 = 20 Direct to Hit Points | Save vs Psionics for half damage. if save failed also suffers -2 S/P/D/I, -20% skills for 1d4 = 4 melees. Multiple castings have cumulative effect.
    Parry with Shadesword 1d20+11 = 27

Contingencies:

Dodges/Magic/Psionics (+13/+16/+10): 8d20:
10, 9, 3, 15, 12, 7, 15, 17


Will cast Armor Bizarre (120 M.D.C.) if Invincible Armor goes down.
Will use talismans of Fleet Feet (2 left) or Invulnerability (1 left) if they are negated.

Spells Cast
  • Mental Blast | 15 P.P.E. | BOM 109 | 360' | Save vs Psionic Attack | 5d6 plus disorientation. Double Damage by Touch. Direct Damage to H.P. Affects up to Body Armor. Invisible effects except to Mind Melters/Bleeders. -2 S/P/D/I, -20% skills for 1d4 melees. Half damage and no penalties if save is made. Multiple castings have cumulative effect.
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record

Info
H.P.: 49/49 • S.D.C.: 23/23 • P.P.E.: 207/207 • I.S.P.: 60/60 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 64% | 50mi • Sense Ley Line Nexus: 74% • Sense a Rift: Automatic | 90mi • Sense Magic in Use: 500'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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Re: Beyond Broken Door

Postby Weiss » Sat Dec 29, 2018 3:36 pm

Perception 45% 1d100 = 56
JIC 1d100 = 7 1d20 = 6
Initiative 1d20+1 = 21
APM 6

Sustain | BOM 109 | 24 days | Provides air, food, water, and only needs 2 hours of sleep per night.
Fly as an Eagle | BOM 115 | 479 min | Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack
Tongues | BOM 114 | 71 min | Speak and understand all languages at 98%
Invincible Armor | BOM 121 | 58 min | 133/150 M.D.C. | Regenerates 1d6 M.D.C./melee round, complete environmental protection, 1/2 damage from energy. 1d6 = 1regeneration

No idea if this thing is working. Weiss could not tell if Ash was being saved. This might be healing her up, but its not starting her heart. he looks over at the APC but luckily I bought something for just this situation. Hate being right!

"Trying to save Ash. Holler if you need me." Weiss speaks into his radio, as he flies towards the APC, his voice etched with worry. Don't die on me kid. Don't you dare! There, he goes straight to the compartment he stored the medical items he'd purchased only a few hours ago earlier that day and flies straight back, as long as there is no trouble.

OOC Comments
Action 1 fly to the APC - fly as an eagle 50MPH
Action 2 grab the Knitter - weiss stowed it so knows where it is
action 3 fly back to Ash
Action 4 apply knitter to perform CPR
RMK Robot Medical Kit or "Knitter"
Paramedic skill 90% 1d100 = 77

contingency
Action 5&6 depending on how many actions it actually takes
1d20 = 7 +3 or +6 to hit with the Plasma rifle if anyone attacks us or if he has spare actions to shoot some of the people
1d4*10 = 10 rifle or 5d6 = 22 if he needs to use his pistol
viewtopic.php?f=86&t=16132

HP: 32
SDC: 54

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Re: Beyond Broken Door

Postby Barracuda » Sun Dec 30, 2018 10:45 pm

Perception: 1d100 = 44/43% (58% underwater)
JIC: 1d20 = 19/1d100 = 66

Conditions
HP/MDC: 57/57
SDC: 181/181
Amphib Body Armor:
  • Helmet: 84/84 MDC
  • Left Arm: 60/60 MDC
  • Right Arm: 60/60 MDC
  • Main Body: 40/120 MDC
  • Left Leg: 72/72 MDC
  • Right Leg: 72/72 MDC
  • N-F20A: 75/75 MDC (ACTIVE)
Sustain:
  • Duration: 24 days
  • Provides air, food, water, and only needs 2 hours of sleep per night.
  • BOM 109
Fly as an Eagle:
  • Duration: 459:15 minutes
  • Fly 50 mph, +1 parry, +2 dodge, +2 damage diving attack.
  • BOM 115
Tongues:
  • Duration: 50:15 minutes
  • Speak and understand all languages at 98%
  • BOM 114



Barracuda is visibly pissed at the disappearance of the Sunaj leader and more so at the injury of his favorite teammate. "GAH!!! Coward!!!" When Grant disappears after him, Barracuda takes the moment to follow Ronith in the defense of Beltin and Co. Similarly minded, he will focus on tearing apart the mercs who thought they had cornered someone and were not paying enough attention to defense. Using a charged up King Tide, Barracuda targets one of the mercs surrounding Beltin/McGrath and focuses on taking them out.

APM: 6
Initiative: 1d20+3 = 14

Action 1: Fly to tussle.
Action 2: Strike merc with King Tide. Strike: 1d20+5 = 15 Damage: 6d6+16 = 33
Action 3: Strike merc with King Tide. Strike: 1d20+5 = 15 Damage: 6d6+16 = 27
Action 4: Strike merc with King Tide. Strike: 1d20+5 = 15 Damage: 6d6+16 = 43
Action 5: Strike merc with King Tide. Strike: 1d20+5 = 16 Damage: 6d6+16 = 41
Action 6: Strike merc with King Tide. Strike: 1d20+5 = 16 Damage: 6d6+16 = 29

Parries: 1d20+10 = 271d20+10 = 241d20+10 = 171d20+10 = 251d20+10 = 161d20+10 = 27
Barracuda
Benjamin "Barracuda" Berry, Lord of the Bay
SDC: 121/121
HP: 23/23
Critical Strike: 18-20



Amulet of Protection Against The Supernatural: +2 vs. Horror Factor and Possession
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Barracuda
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Posts: 324
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Location: Heroes For Hire - PC

Re: Beyond Broken Door

Postby Ashlynn » Fri Jan 04, 2019 9:07 am

Perception: N/A

JIC: 1d20 = 19
1d100 = 32

The woman wrote:"One day the storm will stop. When it does, the gate will open. Before that time, Sir Ronith needs to gather the broken knights, Benjamin Berry tame the River and John Weiss find what he has lost. But that's not why I've come. It's time Ashlynn. You have made promises but you have now passed any obligation to the world. You have the right to leave it behind. You may be able to go back, but it won't be pleasant for you. I can lead you where grief can no longer touch you. Indeed many you have known and many others you have not yet known are there. You can come with me now or wait to see what may be. It is up to you."


Ashlynn stands uncharacteristically silent, examining the woman with her keen, discerning eye. Deep inside, Ashlynn knows that every word that she has spoken is the truth.

She looks briefly around the town, and then her eyes sweep up to the storm-ravaged mountain. She thinks about those she's lost... her mom, Erdanya, and her dad, Ephraim. Her friends from town, all dead at the hands of unknown marauders. Pangur Ban the killcat and his merc company the Myrmidon's Might, who raised her, dead too, at the hands of Coalition forces. She felt a deep longing to be with them again, to hold them, to smell the musk of Pangur Ban, feel Ishmael's coarse fur, feel her father's stubbled cheek, smell her mother's perfume... one more time.

She thought about Weiss, and Zac, with a third of their family lost in the world. She'd promised to help. She'd promised to see Weiss home alive to his son.

"You have made promises but you have now passed any obligation to the world." the woman said.

She thought about Barracuda and Ronith, Beltin and Marit, and Grant. They'd taken her in when she'd nowhere else to go. Not just Mercs... Heroes. She'd found a home with them, and had promised Sir Ronith to live by his standards, the code of Granite Hall.

"You have made promises but you have now passed any obligation to the world." the woman had said.

There in the cold, Ashlynn sheds a single tear.

"Please tell my parents... tell Pangur Ban... that I'm coming."

With tremendous force of will, Ashlynn turns her back on the storm-tossed mountain.

"But not today."
Ashlynn
AKA Mega KillRocket Superstar

H.P.: 15/45
S.D.C.: 26/68


Bushman Trooper EBA (borrowed from Weiss)
M.D.C. by Location:
  • Helmet: 50/50
  • Arms: 32/32 each
  • Legs: 57/57 each
  • Main Body: 90/90
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Ashlynn
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Posts: 169
Joined: Tue Mar 28, 2017 12:47 pm

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