OMEGAS: Down In It

In Century Station Operation Overlord has begun, villains beware!

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OMEGAS: Down In It

Postby Blackhaunt » Mon Jan 07, 2019 11:12 pm

WAINGROH
Date: Monday, March 23rd, 2043
Weather: Outside: Sunny, warm, bright (55 degrees Fahrenheit)
Time: 9:20-9:30 am

The APCs take off toward the Dreadzone of Waingroh which is a relatively short trip. Upon arriving they see the expected signs of extreme poverty: grafitti, homelessness, bullet holes and charred husks of abandoned cars. Their destination is a few blocks away from the district border. The drivers pilot the APCs carefully through debris and danger until they are one block away from where the action is taking place. The Omegas drop the faster members of the combined Omegas/Teen Force Ultra off who then take off to the other side of the conflict to flank them.

The scene is a classic setting. A demolished wall spewing a constant plume of smoke. Frightened civilians in the background. An armored truck speeding away from the scene.

What are you doing?
Let the GAMES begin.
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Re: OMEGAS: Down In It

Postby Brute » Tue Jan 08, 2019 8:10 am

Location: APC, Waingroh
Conditions: Human Form :arrow: Monstrous Form; APS of Limb: Crystal

Perception: 51% 1d100 = 47 (SUCCESS)

JIC: 1d20 = 19
1d100 = 49

In the APC, as they speed to the site in Waingroh, Clint briefs both teams, opening a comm channel on the Omega Frequency to broadcast to Wifi and the others in the 2nd APC.

"Okay team, CSPD forwarded me intel on the perps, and it's worse than I feared. There's Aggressor and Onslaught, who are bad enough, but they've teamed up with Black Tempest, who had a run-in with Bravo team before. Aggressor is armor-based, so he'll need tech-savvy heroes to engage him and try to shut his armor down. Onslaught, however, is likely a mutant. Enhanced strength, reflexes, endurance. Engaging him psychically or mentally could potentially take him down quickly.

Then there's Black Tempest. On Friday, February 6th, 2043, Bravo team encountered him at the C.T.R.A. in Drummond, where he was recovering tech of his that had been confiscated. He claims to be from the future. He engaged Empire, Spiderweb, Lexie, and others, and managed to kill one of ours - Kai Summerhill AKA The Architect. He's known to have tough force fields and either invisibility or some kind of teleportation according to the reports, but again, he depends on armor. I'm declaring him priority one.

Speedsters will circle around, high speed recon, and call in a sitrep when you identify these three and their position. I suspect they're in that armored car, so let's start there. The rest of you come in from the opposite side and cut off their retreat. Bravos, Teen Force Ultra, let's go to work."


As the APCs approach the scene, Clint hops out, engages his Monstrous Form (Awe factor 15 when the villains see him), and does a high-speed run-by of the armored car, to see who is driving. Not going to let Black Tempest get away this time. He has to pay for killing Archie!

Track by scent 48% 1d100 = 28 (SUCCESS)
Identify common odors 98% 1d100 = 69 (SUCCESS)
Identify uncommon odors 58% 1d100 = 40 (SUCCESS)
Motion detector, 30’ radius range
Identify temperature (within 2 degrees) 98% 1d100 = 30 (SUCCESS)
Identify wind direction and speed 88% 1d100 = 68 (SUCCESS)

If the armored car is occupied by fleeing civilians, Brute lets it go and circles back to the bank, using his heightened senses to perform a bit of reconnaisance.

If Aggressor, Onslaught, and/or Black Tempest is in the armored car, Brute matches speed with the vehicle, grabs it near the bottom, and rams it with his shoulder and lift, in an attempt to flip it onto its side (SNPS, max lifting weight is 26,000 lbs). If successful, he shouts "SURRENDER!" before engaging whichever of the three crawls out first.

Intimidate 40% (50% if military) 1d100 = 72 (FAIL)

Initiative 1d20+8 = 21

APM: 8

Action 1: Match truck speed
Action 2: Grab truck. Strike 1d20+5 = 19
Action 3: Flip truck onto side; or grab truck. Strike 1d20+5 = 14
Action 4: Flip Truck, shout "SURRENDER!"
Action 5: Slash with Serious; Strike 1d20+5 = 23 (Crit.); Damage 2d4*10 = 50 + 2d6+37 = 45 = 95 * 2 = 190
Action 6: Slash with Results; Strike 1d20+5 = 10; Damage Damage 2d4*10 = 20 + 2d6+37 = 47 = 67
Action 7 - 8: Power Punch with crystalline fist. Strike 1d20+5 = 13; Damage 3d6*10 = 120 + 2d6+37 = 44 = 164

Parries (if necessary): 1) 1d20+14 = 21; 2) 1d20+14 = 19; 3) 1d20+14 = 17; 4) 1d20+14 = 22; 5) 1d20+14 = 18; 6) 1d20+14 = 20; 7) 1d20+14 = 22; 8 ) 1d20+14 = 22

Autododges: 1) 1d20+2 = 5; 2) 1d20+2 = 11; 3) 1d20+2 = 8; 4) 1d20+2 = 12; 5) 1d20+2 = 10; 6) 1d20+2 = 10; 7) 1d20+2 = 4; 8 ) 1d20+2 = 9
Brute

Normal Form
AR: 0
HP: 45/45
SDC: 186/186

Monstrous Form
AR: 13
HP: 40/40
SDC: 491/846

Motion detector, 20’ radius range
Predator’s hearing (+2 Initiative, 8X Normal)

Omega Suit
A.R.: 17
SDC: 100/250
Features:
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'

Draupnir
    Mind Block Auto-Defense
    +2 vs. magic; +2 vs. Horror Factor
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Re: OMEGAS: Down In It

Postby Spiderweb » Tue Jan 08, 2019 10:22 am

Perception: 1d100 = 29 of 30%
Initiative: 1d20 = 11
JIC: 1d20 = 2
JIC%: 1d100 = 31

While Barney is not quite as fast as some of the others, he is a great deal faster than a normal human, especially when it comes to three dimensional movement. He is, thus, going along with those let off for the mobile flanking group.

He tells the others via omega frequency, "Something has been nagging me, and I finally recalled what. I remember seeing one of those armors before. It was a powerful high technology suit of piecework armor belonging to someone who claimed to be from the future called Black Tempest, the pieces can function separately, but probably have some synergy when working together. I recall him using something that appeared to be teleportation and creating a defensive force field. He also had these disc shaped bombs he planted quickly to create an explosion to collapse a building. He is very arrogant, but quite powerful."
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Re: OMEGAS: Down In It

Postby Wi-Fi » Tue Jan 08, 2019 7:41 pm

Perception: 1d100 = 83
JiC d20/d100: 1d20 = 1 / 1d100 = 96

Two APCs arrive at Omega HQ and the heroes pile in. Battletoad gets on the line with the Ultra Guard and after a brief conversation says "They'll be there if we need them, but they're busy working on something at the moment."


"Understood.." she looks to the team as they disembark, "Let's keep cool watch for ambushes, stay in groups. No lone heroics...I don't need to write a death notice to the Detective or the rest of the guard anytime soon." she reminded them. It was not needed to tell them and should not be needed too. It was a good reminder though and if it saved one them it would serve its purpose.

"Future and Spaceman, Recon. Macro, Impulse and Paragon be ready. Macro you see anything from up there speak up. Impulse that shield..can it move metal around as well as form a shield?" Wi-Fi orders. With all this talent there was going to be a need to direct, "Webs, good to know. Keep tabs on spots to port to and shoot from or place exploding traps. If you have any ideas, now is the time to offer suggestions.. With that she lowered the two spiders that she carried. Both bots instantly looked about and took a flanking spot behind her.

She drew weapons checked them. If the mutant knew glue rounds and paint rounds were going to be useful she would have them now. Right now she did have a plan. With power armor, there was also the idea of EMP and ECM/Radio scrambling projectiles. For the moment it was going to be a brawl. Fortunately, the experts were there. Brute was a good tactician and good infield and able to lead from the frontline.

She, on the other hand, was more a side and big picture tactician. Her aura and abilities were not on par with these threats. In short, she was going to need to pick her shots and be careful.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 128/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 0/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

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

Postby Faraday » Wed Jan 09, 2019 6:24 pm

Perception: 1d100 = 86/43(+15% Arcane/Supernatural)
JIC: 1d20 = 8
JIC: 1d100 = 57

Faraday joins those deploying in APC1.

As the team is en route Faraday attempts to tap into any aerial or CCTV surveillance, news feeds, or other data sources he is able to locate that could provide real time data on the situation and/or the targets as they attempt their escape. Faraday attempts to locate and tap into various likely sources of data and once access is gained he moves onto further sources while letting ANNA pull information, analyze it for useful indicators, and then flag information of interest for his review and/or incorporation into his own planning/analysis. He will also have ANNA monitoring for and attempting to access any radio net that the enemy may have active.
Data Gathering
Faraday:
Computer Operation: 1d100 = 25/92
Computer Hacking: 1d100 = 36/72
Intelligence: 1d100 = 76/80

Computer Operation: 1d100 = 10/92
Computer Hacking: 1d100 = 11/72
Intelligence: 1d100 = 23/80

Computer Operation: 1d100 = 14/92

Computer Hacking: 1d100 = 90/72
Intelligence: 1d100 = 78/80

ANNA:
Photography: 1d100 = 88/88
Surviellance Systems: 1d100 = 84/82
Radio: Scramblers/Electronic Countermeasures: 1d100 = 64/80

Photography: 1d100 = 74/88
Surviellance Systems: 1d100 = 80/82
Radio: Scramblers/Electronic Countermeasures: 1d100 = 26/80

Photography: 1d100 = 82/88
Surviellance Systems: 1d100 = 21/82

Radio: Scramblers/Electronic Countermeasures: 1d100 = 85/80


Faraday readies himself, switching his ammunition loads to his armor piercing rounds, as the APCs are under way. As the group comes up on the scene Faraday observes, both physically and from any other data sources he has gained access to, and tries to get a sense of the situation. Is the APC the escaping targets? Or something else.

What Is Going On Here?
Perception: 1d100 = 22/43(+15% Arcane/Supernatural)
Detect Ambush: 1d100 = 64/82
Detect Concealment: 1d100 = 22/77
Navigation:Terran: 1d100 = 25/102

Criminal Intuition (Sense of Crime Structure/Participants & Likely Outcomes etc.) + Ex IQ.

Faraday attempts to calculate the likely number of participants in this heist, whether there is likely any available support (and where it would reasonably be positioned if so), and effective escape routes from the current location. He will then attempt to calculate likely time available before any support can respond and/or routes to give the speedsters and/or to take with the APC to pressure the target away from any anticipated/possible support staging locations and/or their desired routes of escape.



Target Analysis
Faraday begins running constant target analysis of the armored truck and the armor worn by the enemy as data for each is collected/observed and correlated. Abilities, weaknesses, limitations/ammunition, and power sources in particular being sought.

Electrical Engineer: 1d100 = 82/82
Intelligence: 1d100 = 12/80
Math: Advanced: 1d100 = 78/107
Mechanical Engineer: 1d100 = 38/77

Read Sensory Equipment: 1d100 = 100/82
Robot Electronics: 1d100 = 12/102
Robot Mechanics: 1d100 = 83/102

Weapons Engineer: 1d100 = 88/77
Weapons Systems: 1d100 = 20/92

Electrical Engineer: 1d100 = 89/82
Intelligence: 1d100 = 3/80
Math: Advanced: 1d100 = 10/107
Mechanical Engineer: 1d100 = 40/77
Read Sensory Equipment: 1d100 = 56/82
Robot Electronics: 1d100 = 54/102
Robot Mechanics: 1d100 = 47/102
Weapons Engineer: 1d100 = 49/77
Weapons Systems: 1d100 = 35/92


Electrical Engineer: 1d100 = 96/82
Intelligence: 1d100 = 24/80
Math: Advanced: 1d100 = 50/107
Mechanical Engineer: 1d100 = 20/77
Read Sensory Equipment: 1d100 = 80/82
Robot Electronics: 1d100 = 2/102
Robot Mechanics: 1d100 = 93/102
Weapons Engineer: 1d100 = 69/77
Weapons Systems: 1d100 = 31/92


Faraday sits in the back of the APC rapidly gesturing within the VR interface of his HUD and speaking within his helmet to ANNA as he works on gathering further information for the coming conflict. As Battletoad tells them about the Ultraguard he smiles. "Thank you Princess. I hope we don't need them. I'm working up an analysis of the battlespace now." he says, drawing up his tactical display, calculations and estimates included, and making it available to the HUD and/or other information systems available to the others. He pauses once his data feed is up and running to look over and giver her a nod he hopes appears reassuring.

"They are not a weak team. Yet have no doubt, neither are we."

"Team, Faraday here. Check your HUDs and comms for real time tactical displays. Feed me anything new you encounter for updates."
Faraday

Faraday Tracker
HP: 112/112
SDC: 300/300
PPE: 187/187

Natural AR: 14

Ectoplasmic Armor
Natural AR: 13 SDC: 300/300

Modern Armor/Class 4
AR: 17 SDC: 280/280

G11, Assault Rifle (HU2, GM Guide, pg 212)
    Cartridge: 4.7mm x 33mm caseless Feed: 50 round magazine
    Approx. Effective Range: 1320 ft ROF: Cyclic: 500-600/minute; Auto: 100/minute Damage: 3d6
    Special: 3 round short burst with no penalty.
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Re: OMEGAS: Down In It

Postby Wi-Fi » Mon Jan 14, 2019 3:20 pm

"Team, Faraday here. Check your HUDs and comms for real time tactical displays. Feed me anything new you encounter for updates."


"Noted," she replies turning silver as her aura activated. The mutant was happy to see the two groups working together well. This gave her hope for ideas she had. Her spiders also were tapped in and followed her.
Last edited by Wi-Fi on Tue Jan 15, 2019 3:09 pm, edited 1 time in total.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 128/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 0/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

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

Postby Spiderweb » Mon Jan 14, 2019 3:39 pm

Barney sees no problem with turning on the feed so that Faraday may try to analyze it. He does so and proceeds to move towards the enemy, attempting to be stealthy.

Prowl 1d100 = 73 of 70%
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Re: OMEGAS: Down In It

Postby Cascade » Wed Jan 16, 2019 7:06 am

Perception: 34% 1d100 = 32
JIC: 1d20 = 2
JIC%: 1d100 = 28

Cascade exits the APC and draws his pistol, holding them at a low, but ready, position. He reaches out with his senses to see if he can detect any substantial water supply near by that he can use.
Cascade
H.P.: 34
S.D.C.: 119
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Re: OMEGAS: Down In It

Postby Sentinel » Wed Jan 16, 2019 10:21 pm

Sentinel
Location: Somewhere outside town near warehouse.

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 221/221 | H.P.: N/A | M.D.C.: 492/492 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Spells: None active

Perception: 1d100 = 16 /61% (another +15% for arcane)
D20 JiC: 1d20 = 20/ D100 JiC: / 1d100 = 1

He had disappeared leaving his comrades in the middle of a mission. It wasn’t out of character for one such as he. Something is important in the moment but easily forgotten. The raven who delivered ring called Draupnir that belonged to a god called Odin has was such a thing that distracted him. Memories of a time that happened were affirmed by the ring. A time in a distant future that was almost ended. It brought him to question his other memories that trickled in a drop at a time into the pool of his memory. Each drop brought the pool to a shimmer only giving him brief moments between the waves were he could see through its surface. Brief moments to see the distant and refracting memories of a past he didn’t know. Is something suppressing what I remember? Something is…someone did. he remembers the vision he had in the recent and at the same time long past next to the demigod John at the nexus. Reference at this Link

Somewhere outside of town he wanders as a static transmission is broadcasted by Omega’s leader, Brute. *SHHT* ”Okay team, CSPD forwarded me intel …” *SHHHH*

Rabbits surrounded Sentinel as the sound of the radio coming through broke his reverie. He had learned he could call a many many of the furry friends. He quickly found their gentle romping about and chewing at every stray grass greatly eased his anxieties over his memory. They too must be a long forgotten favorite.
He tunes his attention towards the rest of the radio traffic listening to Brute’s detailed synopsis. Checking his pad and the team’s trackers it didn’t take much to deduce where they were headed seeing the alert blinking ahead of where their own RFID beacons were bound to intersect.

”Mr. Brute, I have heard your call to arms and will be inbound to your tracker.” he responds to Brute oblivious to his own previous disappearance.

Computer Operation 103%/1d100 = 53 To track team location.

Initiative: 1d20+7 = 16
Attacks: 8
Actions 1-8 as required.
933.75 feet per actions (1.4 miles per melee) 5.6 miles per minute)

Parry Bonus: +17; 8d20:
10, 12, 6, 13, 15, 15, 20, 16

Auto-dodge: +9; 8d20:
6, 1, 14, 1, 11, 8, 18, 14

Dodge Bonus: +18; 8d20:
4, 16, 4, 13, 2, 9, 8, 5
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: OMEGAS: Down In It

Postby Blackhaunt » Sat Jan 19, 2019 11:10 am

WAINGROH
Date: Monday, March 23rd, 2043
Weather: Outside: Sunny, warm, bright (55 degrees Fahrenheit)
Time: 9:30-9:32 am

Faraday hangs in the back of APC 1 acting as team switchboard/information broker. On the way there, he uses his powerful computer abilities to hack into the surveillance systems in the surrounding buildings of the bank as well as into the live feed from the news helicopter that circles overhead. The cameras in the bank give nothing useful as they've all been taken offline. ANNA doing a quick review of the downloaded recordings from them show Black Tempest overloading the cameras with electrical blasts as soon as he enters the bank. The news 'copter sees from a distance as Onslaught loads large cases of what is presumably currency into the armored truck while The Aggressor stands watch. He notices the news 'copter and fires an energy rifle at it, causing it to crash into the ground and killing the feed. Faraday examines what it would take to pull off a heist of this variety. A bank robbery is easy enough. It's the blatant blowing out of the wall and lack of stealth that raises flags for Faraday. In order to do that, you'd have to be proof positive of your ability to escape from and survive the inevitable superhuman response. This could mean many things:
  • A crack team of operatives who are as good as they are expendable
  • A distraction large enough to secure a get away
  • Strength of force sufficient to defeat any incoming response
  • A fool proof escape route
Without solid answers as to which of those (singular or in combination) are being put into play, Faraday has a hard time continuing to formulate a plan. The armor is a bit easier to figure out. The big guy (Onslaught) seems to be wearing a full metal body armor in bright red with black trim. Nothing else particularly special about it. The smaller one (The Aggressor) is loaded to the brim with weapons. What seem to be missile launchers on each shoulder, a heavy energy rifle and a lot more. (Bad perception roll=Less detail). He begins feeding information to the HUDs of those who have them.

Battletoad transforms from her human form to her toad/human form. Not the hulking toad monster that has been seen on the battlefield, but still not baseline human. With her mace hanging from her belt, she wraps her arms around Feather and Detonate. With a blink, the three of them disappear, teleported elsewhere. Brute gets out of APC 1 and rushes toward the escaping armored truck. Seeing someone in a ski mask behind the wheel, he decides to take it out. Brute slams into it with his shoulder and lifts the corner bumper, causing the entire thing to crash onto it's side and skid to a grinding/screeching halt. Cascade gets out of APC 1 with his hi-tech energy pistols at the ready. Rocket Dog stands ready in a crouching position as if he were going to start sprinting at any moment.

At Wi-Fi's command, Future and Spaceman get out of the APC and head out into the field. Future makes some impressive leaps as he scales the side of a building via a fire escape. Spaceman just shrinks out of sight. At the mispronunciation of his codename, the magnetic teen genius says ”It's Pulse. Just Pulse. I'm the Magneteen. I can control metal and a whole lot more.” The teens all get out of APC 2 and look around. Wi-Fi's spiders get out of the APC with her and create a formation around her. From experience, Spiderweb gives a supplementary update to the intel that Brute shared with the group and then joins Brute's "quick response" squad.

Sentinel puts down the bunnies and starts running at super speed toward the location of his teammates. The run from Rattle Ridge would be sizable if he weren't faster than any car on the road or sky. He pulls up next to his teammate Cascade with a pinpoint accurate stop.

The locals all seem interested in what's going on and lots of cameraphones are out.

What are you doing?

Map
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Let the GAMES begin.
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Re: OMEGAS: Down In It

Postby Spiderweb » Sat Jan 19, 2019 2:56 pm

Perception: 1d100 = 80 of 30%
Initiative: 1d20 = 15
JIC: 1d20 = 19
JIC%: 1d100 = 5

Barney sends a line to near the top of the building ahead and to his left (15), pulling himself up by shrinking the line and swinging himself up onto the top, then running along and moving from rooftop to rooftop (to 12 then 8 ) using his webbing if he has to for speed and changing altitude. He will try to be unobtrusive while keeping a lookout for the enemy.

Backflip (onto roof) 1d100 = 88 of 98%
Prowl 1d100 = 45 of 70%
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Re: OMEGAS: Down In It

Postby Wi-Fi » Sun Jan 20, 2019 6:08 pm

Perception: 1d100 = 19/62%
JiC d20/d100: 1d20 = 3 / 1d100 = 16

"Pulse, right I need to keep my fictional and real heroes straight somedays." she grins, "Let's move forward, keep eyes and ears peeled. we have a teleporter among the enemy watch our six as well. and we might need those magnetic powers to lift the armored truck..and pin down our armored foes." Wi-Fi reminds them. Tempest had her most concerned. he could teleport and that was dangerous. She did have some counters. the most recent threat and the base did provide an edge for this.

As a recent ability, she used the rocks from the castle raid to sense dimensional energy. It was her hope it could track teleportation by other means. This was an ideal test for that and better. one not in the midst the mission it would be critical too. Drawing out a Nestgun and checks its load out.."AP, perfect", she thought. and activated a sense Dimensional anomaly effect.
OOC Comments
Sense Dimensional Anomoly
Range: 100ft (30 m) radius per level
Duration: 2 minutes per level
I.S.P: 4

Nest gun:
Range: 200ft for Shotgun rounds
Damage: Varies. Shotgun rounds inflict 4d6sdc (buckshot) to 5d6 SDC (slug)
Payload: 3 shells per full load
Rate of fire: single shot
Proficiency: W.P. Automatic pistol and shotgun both apply to this weapon
Armor Piercing: 6 quick load packets (Favored Round)
Damage: 1d4*10
specially shaped Teflon jacketed slugs. +2 strike or reduce AR by 2.


Tracking a teleporter was in theory easy. They teleported via dimension of one type or another. If you can track the energy they use..it should leave a trace. Before or after she was not sure. Teleportation physics being dicey already. her natural view of the world seeing sound as images would be a good gauge to spot portals. How that view would affect other aspects of the sense power would be a good thing to know before the main missions.

Combat:
Initative: 1d20+3 = 7

Combat rolls:incase of combat she shoots to disable weapons and mobility of enemy armor. Reducing aar is her priority.
Roll to Strike: 1d20+4 = 18 | Damage: 4d6*10 = 200
Roll to Strike: 1d20+4 = 15 | Damage: 4d6*10 = 170
Roll to Strike: 1d20+4 = 19 | Damage: 4d6*10 = 180
Roll to Strike: 1d20+4 = 14 | Damage: 4d6*10 = 200


Parry:
1d20+5 = 25 ,1d20+5 = 20 ,1d20+5 = 19 ,1d20+5 = 16 ,1d20+5 = 22 ,1d20+5 = 19
Dodge:
1d20+5 = 8 ,1d20+5 = 14 ,1d20+5 = 21 ,1d20+5 = 11 ,1d20+5 = 23 ,1d20+5 = 18
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 128/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 0/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

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

Postby Brute » Tue Jan 22, 2019 6:59 am

Location: APC, Waingroh
Conditions: Monstrous Form; APS of Limb: Crystal

Perception: 51% 1d100 = 56 (FAIL)

JIC: 1d20 = 13
1d100 = 99

Brute smiles in appreciation as the Armored truck topples on its side. "Well, they're going nowhere fast." He readies himself for a fight, his antennae relaying environmental data to his brain.

Track by scent 48% 1d100 = 17 (SUCCESS)
Identify common odors 98% 1d100 = 36 (SUCCESS)
Identify uncommon odors 58% 1d100 = 76 (FAIL)
Motion detector, 30’ radius range
Identify temperature (within 2 degrees) 98% 1d100 = 74 (SUCCESS)
Identify wind direction and speed 88% 1d100 = 21 (SUCCESS)

He taps open his communicator and announces. "I've stopped the armored truck. APC 1 - check the bank. APC 2 - with me. Expect trouble."

He looks at the locals with cameraphones, and announces. "This is Brute of the Omegas! This area is Dangerous! You are ordered to evacuate immediately!" He then turns his attention to the armored car, preparing to engage if or when the doors open. I've thrown a monkeywrench into their escape plan, I hope. I mean... they can't have planned for someone to flip the armored car over... right?

Invoke Trust/Intimidate: 40% 1d100 = 6 (SUCCESS)
Awe Factor 15

If the armored truck doors open, Brute announces: "We are the Omegas. Surrender immediately!"

...or we'll tear you APART.

If they refuse, Brute leaps into action. He targets Black Tempest the moment he sees him, but if he doesn't he'll focus first on whomever exits the vehicle first, seeing Aggressor and Onslaught as equal threats. If the van is occupied by lackeys, he'll attempt to put them down quickly so he can focus on the primary threats.

Initiative 1d20+8 = 9 (Nat. 1!)

APM: 8

Action 1: Bludgeon with crystalline fist. Strike 1d20+5 = 18; Damage 2d4*10 = 50 + 2d6+37 = 42 = 92
Action 2: Bludgeon with crystalline fist. Strike 1d20+5 = 9; Damage 2d4*10 = 40 + 2d6+37 = 41 = 81
Action 3: Slash with Serious; Strike 1d20+5 = 17; Damage 2d4*10 = 60 + 2d6+37 = 42 = 102
Action 4: Slash with Results; Strike 1d20+5 = 10; Damage 2d4*10 = 30 + 2d6+37 = 49 = 79
Action 5: Bludgeon with crystalline fist. Strike 1d20+5 = 8; Damage 2d4*10 = 40 + 2d6+37 = 45 = 85
Action 6: Bludgeon with crystalline fist. Strike 1d20+5 = 25 (Nat. 20!); Damage 2d4*10 = 50 + 2d6+37 = 40 = 90 X2 = 180 + knockout (boxing)
Action 7: Bludgeon with crystalline fist. Strike 1d20+5 = 8; Damage 2d4*10 = 40 + 2d6+37 = 39 = 79
Action 8: Reserved for dodge if necessary. Dodge 1d20+16 = 34

Parries (if necessary): 1) 1d20+14 = 26; 2) 1d20+14 = 34 (Nat. 20!); 3) 1d20+14 = 21; 4) 1d20+14 = 17; 5) 1d20+14 = 31; 6) 1d20+14 = 27; 7) 1d20+14 = 21; 8 ) 1d20+14 = 29

Autododges: 1) 1d20+2 = 16; 2) 1d20+2 = 15; 3) 1d20+2 = 12; 4) 1d20+2 = 19; 5) 1d20+2 = 8; 6) 1d20+2 = 13; 7) 1d20+2 = 16; 8 ) 1d20+2 = 12
Brute

Normal Form
AR: 0
HP: 45/45
SDC: 186/186

Monstrous Form
AR: 13
HP: 40/40
SDC: 491/846

Motion detector, 20’ radius range
Predator’s hearing (+2 Initiative, 8X Normal)

Omega Suit
A.R.: 17
SDC: 100/250
Features:
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'

Draupnir
    Mind Block Auto-Defense
    +2 vs. magic; +2 vs. Horror Factor
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Re: OMEGAS: Down In It

Postby Faraday » Thu Jan 24, 2019 5:07 pm

Perception: 1d100 = 74/43(+15% Arcane/Supernatural)
JIC: 1d20 = 6
JIC: 1d100 = 88

Faraday continues to gesture in the VR interface of his HUD, rapidly progressing in his data gathering and analysis. (Internal to ANNA)"Anna, take a look through the video from the bank and news helicopter please. I want to know how they arrived, get as much of a headcount of their team as possible, and run facial analysis on the bystanders for potential accomplices and collusion. I'll be looking through the financials and the structural diagrams." he says.

"It Is By Will Alone..."
1: Bank

- Crew Members/Combatants? Numbers? How much of the attacking team was caught on video before the cameras were taken down?

- Accomplices / Signs of Collusion or foreknowledge in the reactions of people present? A quick analysis of this will be done for those that are readily perceived by Faraday as being complicit and then the footage useful for such an analysis will be archived and set aside for a more in depth review later to attempt to be sure none are missed.

-- Data concerning the financials of the Bank that was targeted, calculating the potential take of the robbery and estimating whether today was random or the timing of the finances/money flow of the bank indicates that today was chosen due to foreknowledge/specific targeting.

- Any indication on any footage of the containers that end up being loaded onto the armored vehicle being already present in the bank before they arrive?

-- If so, is it possible to go back through the footage to attempt to verify the contents as of when the cameras were disabled?

- Does the footage establish how they arrived at the bank? Teleportation? The armored car?

- Is the armored car even large enough for all of the battle-armored villains to be inside it?

- Are any other alarm/security systems still functioning that might be in contact with the police/security etc? They were breached by violence one presumes?


2: News Helo

- Crash Location & Time of / elapsed since the crash.

-- Possibly the location and/or time could be garnered by listening for the emergency transponder signal from the helo & when it began. (Or when the news footage ceased for that matter.)

-- Are emergency responders on scene or is the status of the a/c and crew unknown? How many on board potentially in distress?

- Number count of badguys sighted via news footage prior to a/c shootdown.

- An energy rifle that could shoot down a helo in one shot seems rather significantly more powerful than standard? Particle cannon?


3: Escape Routes & Support

-- Possible Tunnel routes accessible (via sufficient destruction?) from the Bank?

-- Teleportation hops? Is the range of the teleporter known?

-- Proximity to highways and/or water/port or airports? Possible effects on air traffic / air space?

-- This is a bad neighborhood. Proximity to any sufficient areas of urban sprawl so as to inhibit pursuit/tracking as they egress?

"I Set My Mind In Motion"
1: Bank

Computer Operation: 1d100 = 57/92
Computer Programming: 1d100 = 88/82
Computer Hacking: 1d100 = 70/72

Computer Operation: 1d100 = 85/92
Computer Programming: 1d100 = 72/82
Computer Hacking: 1d100 = 98/72

Intelligence: 1d100 = 98/80
Math: Advanced: 1d100 = 43/107

Intelligence: 1d100 = 37/80
Math: Advanced: 1d100 = 71/107

ANNA:

Intelligence: 1d100 = 68/88
Photography: 1d100 = 5/88
Surviellance Systems: 1d100 = 57/82

Intelligence: 1d100 = 24/88
Photography: 1d100 = 2/88
Surviellance Systems: 1d100 = 100/82

2: New Helo

Read Sensory Equipment: 1d100 = 14/82
Navigation: Terran: 1d100 = 84/102
Math: Advanced: 1d100 = 92/107
Intelligence: 1d100 = 5/80

Read Sensory Equipment: 1d100 = 73/82
Navigation: Terran: 1d100 = 73/102
Math: Advanced: 1d100 = 81/107
Intelligence: 1d100 = 3/80

ANNA:

Intelligence: 1d100 = 85/88
Photography: 1d100 = 48/88
Surviellance Systems: 1d100 = 16/82

Intelligence: 1d100 = 97/88
Photography: 1d100 = 22/88
Surviellance Systems: 1d100 = 98/82

- - -

Read Sensory Equipment: 1d100 = 47/82
Math: Advanced: 1d100 = 24/107
Intelligence: 1d100 = 76/80
Weapons Engineer: 1d100 = 60/77
Mechanical Engineer: 1d100 = 40/77
Electrical Engineer: 1d100 = 49/82
Robot Mechanics: 1d100 = 28/102
Robot Electronics: 1d100 = 3/102

3: Escape Routes

Read Sensory Equipment: 1d100 = 11/82
Navigation: Terran: 1d100 = 63/102
Math: Advanced: 1d100 = 6/107
Intelligence: 1d100 = 65/80

Read Sensory Equipment: 1d100 = 19/82
Navigation: Terran: 1d100 = 50/102
Math: Advanced: 1d100 = 5/107
Intelligence: 1d100 = 21/80

ANNA:

Intelligence: 1d100 = 97/88
Photography: 1d100 = 50/88
Surviellance Systems: 1d100 = 14/82

Intelligence: 1d100 = 55/88
Photography: 1d100 = 20/88
Surviellance Systems: 1d100 = 42/82

4: Target Analysis

- Black Tempest
Attempting to develop target profile in order to target weak points and/or components/elements of the armor that facilitate the teleportation functions.

Read Sensory Equipment: 1d100 = 63/82
Math: Advanced: 1d100 = 24/107
Intelligence: 1d100 = 59/80
Weapons Engineer: 1d100 = 87/77
Mechanical Engineer: 1d100 = 5/77
Electrical Engineer: 1d100 = 78/82
Robot Mechanics: 1d100 = 38/102
Robot Electronics: 1d100 = 99/102


Assuming Faraday is able to locate the crash site of the new helicopter he enters this into his tactical display and pings Sentinel on the radio. "Sentinel, Faraday. Passing coordinates for downed aircraft, unknown number of souls on board. Respond and render aid if able." he says, as he continues processing what he has gathered. With a few more gestures he confirms acceptance of Brute's direction to move to the Bank and investigate, updating the tactical display and prompting his APC driver to comply. "Brute, Faraday, en route to the bank. Stay wary out there team. Either this is a distraction or this crew was confident they could defeat us and still get out. Don't assume we know which." he says, his tone dry and academic.
Faraday

Faraday Tracker
HP: 112/112
SDC: 300/300
PPE: 187/187

Natural AR: 14

Ectoplasmic Armor
Natural AR: 13 SDC: 300/300

Modern Armor/Class 4
AR: 17 SDC: 280/280

G11, Assault Rifle (HU2, GM Guide, pg 212)
    Cartridge: 4.7mm x 33mm caseless Feed: 50 round magazine
    Approx. Effective Range: 1320 ft ROF: Cyclic: 500-600/minute; Auto: 100/minute Damage: 3d6
    Special: 3 round short burst with no penalty.
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Re: OMEGAS: Down In It

Postby Sentinel » Fri Jan 25, 2019 12:14 am

Sentinel
Location: In barn/warhouse/armory keeping watch above.
Perception: 1d100 = 37 /61% (another +15% for arcane)
D20 JiC: 1d20 = 3/ D100 JiC: / 1d100 = 94

Skills:
Intelligence 89% / 1d100 = 28 (Surveying the scene before him)
Mechanical Engineer 88% / 1d100 = 85(Surveying the damage and vehicle)

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 221/221 | H.P.: N/A | M.D.C.: 492/492 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Awe and/or Horror Factor 14: Enemies must roll a 15 or higher on a twenty sided die to avoid being momentarily awestruck. A failed roll means the individual loses initiative, one of his melee attacks. In this case, roll each melee round in which the character with the divine aura is attacked or speaks.
Spells:

May notice a divine radiance coming from Sentinel and his voice a bit more compelling to the ears.

Sentinel speeds across the city with his previous meditations still on his mind. Down the roads and across the streets he easily arrives on the spot next to Cascade most likely startling the man. Something is out of place and I feel I am close to discovery. he thinks. Something tells him deep inside that helping the Omega’s will further awaken that spark and lead him to what he is searching for here in Century station.

”Mr. Cascade, good to see you so soon.” Sentinel greets as he refocuses his thoughts on the moment. ”Where are these “problems” that Mr. Brute was so concerned over?” Sentinel asks Cascade.

Looking around all the stone golem can find is a broke down armored van and a gaping hole in the side of a bank. Is it already taken care of? he wonders impressed at their speed considering it took him almost no time to get here.

”Mr. Jackson, where are the thieves you eloquently described?” he yells clearly to Brute a couple hundred feet away. [Power of Voice Amplification]

”Well my friend I hope this helps you out today because so far it looks to be uneventful.” he lays a hand on Cascades shoulder chanting a minor spell of protection upon him imbuing him with tremendous dexterity. [Superhuman Agility - See OOC in actions]

Sentinel begins to stroll down the street petting a single white rabbit nested in his arms that appears as if out of nowhere.

Initiative: 1d20+7 = 12
Attacks: 8

Action 1: Surveys the scene finding not much going on except an overturned armored truck and yells at Brute.

Action 2: Superhuman Agility
OOC Comments
(Level 5) Mercenary Adventures pg. 14
Range: Self or other by touch or within 20 ft; line of sight
Duration: 2 melee/lvl
Saving Throw: None.
P.P.E.: 15
This enchantment empowers the recipient with the balance, reflexes, and agility of a jungle cat. without the need of any training, the character can walk a tightrope or narrow ledge at a base skill of 88%, as well as fight, leap and dodge on narrow beams, tightropes and ledges without fear of losing his balance and falling. The character is also totally unafraid of heights when this spell is in effect.
Bonus: +1 initiative, +1 Parry, +5 dodge and +5 to roll with impact. Automatic Dodge +5. Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts.)


Action 3: Summon Animals - Summons a single white bunny into his hands.
Actions 4 -8 reserved.

Parry Bonus: +17; 8d20:
18, 8, 12, 2, 15, 9, 7, 8

Auto-dodge: +9; 8d20:
5, 9, 7, 17, 16, 17, 5, 8

Dodge Bonus: +18; 8d20:
4, 13, 6, 20, 17, 4, 4, 17
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: OMEGAS: Down In It

Postby Blackhaunt » Sat Jan 26, 2019 7:01 pm

WAINGROH
Date: Monday, March 23rd, 2043
Weather: Outside: Sunny, warm, bright (55 degrees Fahrenheit)
Time: 9:32 am

Faraday looks for specific data from the cameras.
Faraday's data
Only Black Tempest is seen entering the bank and he overloads the cameras quickly and effectively. The quick analysis doesn't pick up much from the reactions of the folks in the bank. There are some folks overreacting, but they could just be terrified. Faraday is unable to get details about the financials (failed Computer Hacking roll). No footage in the past four days of the containers being present but going back further might show something. Footage reveals the armored car parking next to the bank and at a similar time-stamp, Black Tempest appears in the bank via teleportation. The outside camera then sees Black Tempest lead the way as Onslaught and The Aggressor come out with cases that they place inside the armored car. There is maybe a glimpse of something else inside the back of the car. A weapon or another case, who knows. But it's metal. The armored car's dimensions seem to allow for quite a bit of room in the back. It might be cramped, but one could probably fit 6-8 battle armored folks depending on what else was present. The alarms were never sounded manually but the destruction of the wall set them off.

It's difficult to process the images from the helicopter due to the high speed spinning of the crash. ANNA gives a 65% probability that the news helicopter crashed within 750 feet of the bank and probably between two buildings. Time elapsed since the crash: 12 minutes. No emergency responders. Three on the flight manifest: pilot, newscaster, camera person. The camera counts three: The Aggressor, Onslaught and Black Tempest. The energy rifle's beam was red which implies that it was a laser. The camera angle did not properly show where the helicopter was struck but it going down in one shot implies it was somewhere unprotected and/or vital to its operation.

There are sewers underneath most of Century Station and the possibility of using them as an escape route is highly probable. The range of Black Tempest's teleportation is unknown. The bank is near the district border which is marked by Route 273 which runs through the city and curves around the Labyrinth district. They could get away easily in the surrounding urban sprawl.

Faraday hasn't seen Black Tempest in action enough to profile him yet. The few snippets of camera footage don't reveal much.

Knowing that Black Tempest is present, Wi-Fi waits for a teleportation signature to be raised by her Sense Dimensional Anomaly ability. Brute uses his antenna to feel out the area but feels nothing out of the ordinary. As he hollers at the bystanders, some of them scatter, but more stand their ground and continue recording. Brute gives the order for the rest of his APC to head to the bank to check it out. Cascade hops back in with Faraday and pilots it over. Battletoad teleports Detonate and Feather to the street level in front of the bank.

In his travels looking for villains, Spiderweb feels a lick of heat as he passes from roof 12 to roof 8. He hears a scream coming from somewhere near building 7 or 11. Close but not in sight.

Brute being the closest to the downed armored truck sees a shimmering silver doorway appear on the side facing the sky. A man sized suit of power armor leaps out of the doorway and lands in front of the wheels of the vehicle. Brute yells for the armor to surrender. A voice comes from it. "Sorry, kid. Came to crash the party!" Brute doesn't recognize him as one of the three that he saw on the TV but regardless, engages him immediately. Wi-Fi recognizes that she's entirely too far away to engage with her current weapon.
Armor
Image


Brute goes to punch the armor but is blocked by a large plate on the forearm of the suit. Same with his second crystal punch. And his slash with Serious. And his slash with Results. And his first bludgeon with the crystal fist. With each of the strikes, the armored figure tries to give Brute as good as he's getting. Brute parries the first strike. And the second. And the third. The armor's fourth punch catches Brute in the chest and while he's been hit harder, he definitely doesn't want any more of those. He parries the fifth punch and the sixth. Finally, Brute's sixth attack strikes true. But when he swings to knock the armor in the helmet, he sees a forcefield leap into existence as he gets close. He still connects, but feels like most of the oomph was taken out of his strike. The armor staggers back for a second but the two share another set of swings both of which are parried.

While Brute engages the combatant and as the rest of the team mobilizes to move toward the melee, the shimmering door presents three more targets. First Onslaught who climbs out of the vehicle a terrifyingly large figure, until you compare him to Macro. Still, big dude. Next The Aggressor who trains his laser at each target he sees as he takes in the scene. Finally, Black Tempest climbs out of the doorway and says through his external speakers "Bad move, Omegas." The rest of APC 2 is walking toward Brute but not quite there.

What are you doing? Combat begins! Round 1!

Map
Image


Butcher's Bill
Brute: -91 to Personal SDC.
Let the GAMES begin.
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Re: OMEGAS: Down In It

Postby Wi-Fi » Sat Jan 26, 2019 9:09 pm

Perception: 1d100 = 39/62%
JiC d20/d100: 1d20 = 16 / 1d100 = 26

ISP: 142/146
SDC: 47 + Aura 280

Wi-Fi was much more relaxed knowing where Black tempest was. the sense for teleporters was still active but no longer a priority. If it triggered she look for it. Once she had those to snared Brute and the others could take out the ranged quickly in close quarters with a lower risk of being fired on. this decided setting up Onslaught and the forcefield up was going to be her focus. The ultras here that would be very possible. If she knew who the new guy was that would help but no time for her to do that. There was one asset they had today they normally didn't have. Faraday...he had an ongoing field intel asset. ANNA.

The mutant considered using her aura to root Aggressor and Onslaught. That would also shield them as well and the Aggressor was ranged and not knowing if Black Tempest was as well made that a bad choice. If she could fire a gun while shielded so could they. It was a stupid plan to target Aggressor with an aura. She would need to get Onslaught and the forcefield armor. Neither of them looked like range attack types.

"Faraday, If you have not already started a search on the new armor that showed up could you please do that." she taps her radio, "Brute, Working on getting near enough to root Onslaught and the forcefield your fighting. Once I snag them I recommend you take out Aggressor and Black Tempest. Wi-Fi out." she releases the comm.

"Paragon, Pulse, see if you can keep Aggressor's firepower contained and target his weapons if you can. Macro and Spaceman I need you two to somehow get Onslaught closer to the armor with the forcefield so I can aura them both. He hits hard so be careful. Future you are with me. we are going to get behind the enemy via those alleys." She radios via secured omega comms. By the time Macro and Spaceman get Onslaught in a place, she should be as well. Getting in stealthy would be tough, but not undoable. she could easily head for cover and move from there once the fighting started. The two spiders followed as she went for an ally. (between 19 and 23 looping around to 19 and 15)

Combat:
Combat Priorities:
-get into a spot that she can Aura and hold Onslaught and Crashpad.
-Combat rolls are for supporting others or self-defense if needed. Dodge and parry are for defense and her spiders will be close to her and not firing unless she is attacked for the moment. her priority is to aura and root the Onslaught and Crashpad. If help is needed she will provide support fire only. she shoots if she has a clean shot without allies in the way.

-Radio skill is a long communication so it takes up a full action.

-Aura placing will be timed with the efforts others. If they take longer than planned she will give them time as best she can. will aura Crashpad and Onslaught separately if need be.
Initiative: 1d20+3 = 14
Number of attacks: 7
current loadout:
Right-hand Ammo: (Nest gun) AP rounds 3/3 rounds
Left-hand Ammo: (Nestgun) AP rounds 3/3 rounds

Action 1: Skill radio: 1d100 = 6 /98%
(just in case or in support fire roll)

Action 2: get to Cover

Action 3: Prowl to a spot to use her on aura Crashpad and Onslaught (Both at the same time if they are close enough to her)
Prowl: 1d100 = 45 / 59%

Action (If sneaking is still needed) 4: Sneak (If Crashpad and Onslaught are close and she has cover aura them.
Prowl: 1d100 = 24 / 59%

Action 5: (If sneaking is still needed) 4: Sneak (If Crashpad and Onslaught are close and she has cover aura them.: Prowl: 1d100 = 72 / 59%

Action 6 and 7 (If sneaking is still needed) 4: Sneak (If Crashpad and Onslaught are close and she has cover aura them. Prowl: 1d100 = 60 / 59%

Dodge: (Just incase)
OOC Comments
1d20+5 = 20,1d20+5 = 24,1d20+5 = 20,1d20+5 = 16,1d20+5 = 14,1d20+5 = 11 and 1d20+5 = 19

Parry:(+7 Parry w/Telekinesis) (JiC)
OOC Comments
1d20+7 = 11,1d20+7 = 12,1d20+7 = 21,1d20+7 = 15,1d20+7 = 23,1d20+7 = 14 and 1d20+7 = 14

(Incase Wifi cannot get around to the ally)
Gunplay if needed:
OOC Comments
Bolt of force: (Forehead)
Roll to Strike: 1d20 = 2 | Damage: 6d6 = 14
Bolt of force: (Forehead)
Roll to Strike: 1d20 = 15 | Damage: 6d6 = 21
Bolt of force: (Forehead)
Roll to Strike: 1d20 = 17 | Damage: 6d6 = 17
Bolt of force: (Forehead)
Roll to Strike: 1d20 = 6 | Damage: 6d6 = 20
Bolt of force: (Forehead)
Roll to Strike: 1d20 = 12 | Damage: 6d6 = 17

OOC Comments
hhhh
1d4*10 = 30
1d20+5 = 20
1d4*10 = 30
1d20+5 = 16
1d4*10 = 10
1d20+5 = 18
Last edited by Wi-Fi on Mon Jan 28, 2019 12:47 pm, edited 30 times in total.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 128/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 0/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

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

Postby Spiderweb » Sun Jan 27, 2019 4:51 am

Perception: 1d100 = 85 of 30%
Initiative: 1d20 = 13
JIC: 1d20 = 9
JIC%: 1d100 = 9

Barney pauses, that hot spot was definitely strange, possibly he should investigate it. It should not take long, and it may be something that can influence who wins or loses this fight. He is not certain what, but something.

He turns to head back, then hears the scream. He thinks, Darn it, saving civilians has to be my first priority, I will have to come back to investigate the hot spot after. He runs across the roof and leaps across across to building 7 (using webbing if needed, or using the spear as a vaulting pole) and heads as close as he can figure to where he heard the scream and looks over the edge of the building.

He calls over Omega frequency, "Investigating possible civilian in danger, will join after checking for enemy reinforcements." That way the others know what he is doing.

(note: not being stealthy in movement here)
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Re: OMEGAS: Down In It

Postby Brute » Mon Jan 28, 2019 8:55 am

Location: APC, Waingroh
Conditions: Monstrous Form; APS of Limb: Crystal

Perception: 51% 1d100 = 27 (SUCCESS)

JIC: 1d20 = 6
1d100 = 43

"Sorry, kid. Came to crash the party!"


Brute sets about trying to put the armored foe down, but finds himself evenly matched, blow for blow, parry for parry, as his body repairs the damage done.

Bio-Regeneration: 2d6 = 7

"You're good." Is all he says. When he sees Black Tempest emerge, he adds, "Unfortunately, you're not my primary target."

Track by scent 48% 1d100 = 58 (FAIL)
Identify common odors 98% 1d100 = 92 (SUCCESS)
Identify uncommon odors 58% 1d100 = 25 (SUCCESS)
Motion detector, 30’ radius range
Identify temperature (within 2 degrees) 98% 1d100 = 92 (SUCCESS)
Identify wind direction and speed 88% 1d100 = 8 (SUCCESS)

Black Tempest wrote: "Bad move, Omegas."


Brute keys his radio as he switches targets to Black Tempest.

"Black Tempest sighted! Engage!" Need to put him down hard and fast... before he kills any more Omegas.

Initiative 1d20+8 = 12

APM: 8

Action 1: Bludgeon with crystalline fist. Strike 1d20+5 = 16; Damage 2d4*10 = 70 + 2d6+37 = 44 = 114
Action 2: Bludgeon with crystalline fist. Strike 1d20+5 = 23 (Crit!); Damage 2d4*10 = 60 + 2d6+37 = 44 = 104 * 2 = 208
Action 3: Slash with Serious; Strike 1d20+5 = 23 (Crit!); Damage 2d4*10 = 80 + 2d6+37 = 43 = 123 * 2 = 246
Action 4: Slash with Results; Strike 1d20+5 = 6 (Nat. 1!); Damage 2d4*10 = 50 + 2d6+37 = 46 = 96
Action 5: Bludgeon with crystalline fist. Strike 1d20+5 = 21; Damage 2d4*10 = 80 + 2d6+37 = 45 = 125
Action 6: Bludgeon with crystalline fist. Strike 1d20+5 = 23 (Crit!); Damage 2d4*10 = 40 + 2d6+37 = 46 = 86 * 2 = 172
Action 7: Bludgeon with crystalline fist. Strike 1d20+5 = 11; Damage 2d4*10 = 70 + 2d6+37 = 45 = 115
Action 8: Reserved for dodge if necessary. Dodge 1d20+16 = 35

Parries (if necessary): 1) 1d20+14 = 24; 2) 1d20+14 = 23; 3) 1d20+14 = 25; 4) 1d20+14 = 26; 5) 1d20+14 = 25; 6) 1d20+14 = 21; 7) 1d20+14 = 18; 8 ) 1d20+14 = 34 (Nat. 20!)

Autododges: 1) 1d20+2 = 10; 2) 1d20+2 = 17; 3) 1d20+2 = 21; 4) 1d20+2 = 13; 5) 1d20+2 = 7; 6) 1d20+2 = 22 (Nat. 20!); 7) 1d20+2 = 5; 8 ) 1d20+2 = 6
Brute

Normal Form
AR: 0
HP: 45/45
SDC: 186/186

Monstrous Form
AR: 13
HP: 40/40
SDC: 491/846

Motion detector, 20’ radius range
Predator’s hearing (+2 Initiative, 8X Normal)

Omega Suit
A.R.: 17
SDC: 100/250
Features:
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'

Draupnir
    Mind Block Auto-Defense
    +2 vs. magic; +2 vs. Horror Factor
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Re: OMEGAS: Down In It

Postby Sentinel » Sun Feb 03, 2019 4:40 am

Sentinel
Location: In barn/warhouse/armory keeping watch above.
Perception: 1d100 = 36 /61% (another +15% for arcane)
D20 JiC: 1d20 = 16/ D100 JiC: / 1d100 = 64

Skills:
Intelligence 89% / 1d100 = 62 (Surveying the scene before him)
Mechanical Engineer 88% / 1d100 = 80(Surveying the damage and vehicle)

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 221/221 | H.P.: N/A | M.D.C.: 492/492 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Awe and/or Horror Factor 14: Enemies must roll a 15 or higher on a twenty sided die to avoid being momentarily awestruck. A failed roll means the individual loses initiative, one of his melee attacks. In this case, roll each melee round in which the character with the divine aura is attacked or speaks.

Spells: Superhuman Agility cast on Cascade.

May notice a divine radiance coming from Sentinel and his voice a bit more compelling to the ears.


Assuming Faraday is able to locate the crash site of the new helicopter he enters this into his tactical display and pings Sentinel on the radio. "Sentinel, Faraday. Passing coordinates for downed aircraft, an unknown number of souls on board. Respond and render aid if able." he says, as he continues processing what he has gathered.


”Mr. Faraday I will kindly check on our civilians.” Sentinel answers Faraday over the radio, ”Would you need some assistance with the fellows that clambered out of that transport?”

Sentinel begins walking towards the armored transport where Brute and the thugs are duking it out. With a step, an ectype appears at Sentinel’s side only to disappear in a blink. Another step and another appears to disappear. So on with a third and finally a fourth which stands its ground with Sentinel.

Sentinel teleports to the top of the roof to oversee the fight with his ectype continuing forwards to the fight.

From above on the buildings edge Sentinel absently pets the bunny in his hands, Something is coming…I don’t know what it is. Something that brought me to this city lingers in the back of my mind. This fight is good training for them. They will need it if my intuition is correct… Sentinel ponders his meditations in the field just minutes before.

"Mr. Jackson keep up the good fight! You will got this!" Sentinel happily cheers from above on top of the roof.

OOC Comments
Awe and/or Horror Factor 14: Enemies must roll a 15 or higher on a twenty sided die to avoid being momentarily awestruck. A failed roll means the individual loses initiative, one of his melee attacks, and is the last to attack in that melee round. In this case, roll each melee round in which the character with the divine aura is attacked or speaks.



Initiative: 1d20+7 = 12
Attacks: 8

Action 1: Summon Ectype 3
Action 2: Summon Ectype 4
Action 3: Summon Ectype 5
Actions 4: Teleport to roof 15 SE corner. 99% chance /1d100 = 96.
Actions 5-8: Held

Parry Bonus: +17; 8d20:
11, 13, 13, 8, 2, 19, 4, 4

Auto-dodge: +9; 8d20:
8, 19, 1, 20, 19, 6, 6, 18

Dodge Bonus: +18; 8d20:
17, 2, 4, 1, 15, 10, 5, 12
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: OMEGAS: Down In It

Postby Sentinel » Sun Feb 03, 2019 5:55 am

Ectype 3
Next to Sentinel before teleporting to roof.
Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 221/221 | H.P.: N/A | M.D.C.: 492/492 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee

PPE Usage: -45 PPE 3x Barrage.

Perception: 1d100 = 97 / 61% (another +15% for arcane)
D20 JiC: 1d20 = 15/ D100 JiC: / 1d100 = 88 Jet Fighters 82% /1d100 = 100

The ectype appears beside Sentinel immediately teleports to the opposite roof straddling the fight [19 NE corner].
Surveying the battle below the ectype thinks, This is good practice for Mr. Jackson. I know he is quite capable after defeating the nigh indestructible robots in space, but it wouldn’t hurt to give his opponent something to think about.

The ectype remembers the battles in the demon dimension where Brute easily handled himself taking out demons and mechanoid robots side by side with gods and godlings. They were pulled into the past or future, or another dimension. We don't know exactly where or when we were, but the exposure to the dimensional energies awoke memories of a past Sentinel had forgotten. Powers and abilities starting to be remembered come to his call like an athletes finally honed muscles. But also memories of a danger he couldn't identify linger also awakened.

The ectype focuses, drawing his energy into barrages of force that spring forth one after another pestering and hammering the thugs below.

Initiative: 1d20+7 = 22
Attacks: 8

Action 1 Teleport to roof 19 NE corner. 99% chance 1d100 = 30
Action 2-3: Casts Barrage on one of the thugs.
OOC Comments
Summary of Barrage:
Damage: 9 blasts 2 MD per blast, 18 MD if all blast hit,
Duration 7 seconds
Range 280ft.
Save: Dodge or Parry
Effect: -3 to defend against any other attack leveled at him during the barrage, loses two melee attacks/actions plus those used to dodge or parry, cannot take any offensive action (only parry and dodge) while being hammered by the barrage.
______________________________________
Barrage (Level 6) Federation of Magic pg 138
Range: 100 ft. +30 ft./lvl
Duration: 7 seconds (approximately half a melee round).
Damage: 2 M.D./S.D.C. per strike ~ 3 hammering force blasts +1 per
level of the spell caster.
Saving Throw: Dodge or parry.
P.P.E.: 15
This spell unleashes a succession of force blasts lo batter its intended target like a swarm of tiny comets striking one after the other. Each energy blast is visible, about the size of a softball with a vapor trail, and fast moving. Once unleashed against a target, the “barrage” continues until all blasts are used up. Even if the victim runs, flies up, or dives for cover, the barrage will follow him like tiny guided missiles.
However, because the blast pulses are reasonably large and visible, the character can try to dodge or parry them with a weapon. A successful dodge means the magical blast misses and dispels. A successful parry means it is batted away and dispels on impact. Of course, the down side is that the barrage of magic force will either strike, injure and distract the victim, or will cause him to spend his time and combat actions trying to defend against the attack! Either way, the character is distracted and injured.
In addition to taking damage (each blast that hits does two M.D.), the victim is distracted from events and activity around him (focused on the pounding attack) and is -3 to defend against any other attack leveled at him during the barrage. Worse, even if the character stands his place and takes the pummeling of force, he loses two melee attacks/actions, because he cannot take any offensive action (only parry and dodge) while being hammered by the barrage!

Action 3-4: Casts Barrage on one of the thugs.
OOC Comments
Summary of Barrage:
Damage: 9 blasts 2 MD per blast, 18 MD if all blast hit,
Duration 7 seconds
Range 280ft.
Save: Dodge or Parry
Effect: -3 to defend against any other attack leveled at him during the barrage, loses two melee attacks/actions plus those used to dodge or parry, cannot take any offensive action (only parry and dodge) while being hammered by the barrage.
______________________________________
Barrage (Level 6) Federation of Magic pg 138
Range: 100 ft. +30 ft./lvl
Duration: 7 seconds (approximately half a melee round).
Damage: 2 M.D./S.D.C. per strike ~ 3 hammering force blasts +1 per
level of the spell caster.
Saving Throw: Dodge or parry.
P.P.E.: 15
This spell unleashes a succession of force blasts lo batter its intended target like a swarm of tiny comets striking one after the other. Each energy blast is visible, about the size of a softball with a vapor trail, and fast moving. Once unleashed against a target, the “barrage” continues until all blasts are used up. Even if the victim runs, flies up, or dives for cover, the barrage will follow him like tiny guided missiles.
However, because the blast pulses are reasonably large and visible, the character can try to dodge or parry them with a weapon. A successful dodge means the magical blast misses and dispels. A successful parry means it is batted away and dispels on impact. Of course, the down side is that the barrage of magic force will either strike, injure and distract the victim, or will cause him to spend his time and combat actions trying to defend against the attack! Either way, the character is distracted and injured.
In addition to taking damage (each blast that hits does two M.D.), the victim is distracted from events and activity around him (focused on the pounding attack) and is -3 to defend against any other attack leveled at him during the barrage. Worse, even if the character stands his place and takes the pummeling of force, he loses two melee attacks/actions, because he cannot take any offensive action (only parry and dodge) while being hammered by the barrage!

Action 5-6: Casts Barrage on one of the thugs.
OOC Comments
Summary of Barrage:
Damage: 9 blasts 2 MD per blast, 18 MD if all blast hit,
Duration 7 seconds
Range 280ft.
Save: Dodge or Parry
Effect: -3 to defend against any other attack leveled at him during the barrage, loses two melee attacks/actions plus those used to dodge or parry, cannot take any offensive action (only parry and dodge) while being hammered by the barrage.
______________________________________
Barrage (Level 6) Federation of Magic pg 138
Range: 100 ft. +30 ft./lvl
Duration: 7 seconds (approximately half a melee round).
Damage: 2 M.D./S.D.C. per strike ~ 3 hammering force blasts +1 per
level of the spell caster.
Saving Throw: Dodge or parry.
P.P.E.: 15
This spell unleashes a succession of force blasts lo batter its intended target like a swarm of tiny comets striking one after the other. Each energy blast is visible, about the size of a softball with a vapor trail, and fast moving. Once unleashed against a target, the “barrage” continues until all blasts are used up. Even if the victim runs, flies up, or dives for cover, the barrage will follow him like tiny guided missiles.
However, because the blast pulses are reasonably large and visible, the character can try to dodge or parry them with a weapon. A successful dodge means the magical blast misses and dispels. A successful parry means it is batted away and dispels on impact. Of course, the down side is that the barrage of magic force will either strike, injure and distract the victim, or will cause him to spend his time and combat actions trying to defend against the attack! Either way, the character is distracted and injured.
In addition to taking damage (each blast that hits does two M.D.), the victim is distracted from events and activity around him (focused on the pounding attack) and is -3 to defend against any other attack leveled at him during the barrage. Worse, even if the character stands his place and takes the pummeling of force, he loses two melee attacks/actions, because he cannot take any offensive action (only parry and dodge) while being hammered by the barrage!

Actions: 7 and 8 held.

Parry Bonus: +17; 8d20:
16, 9, 8, 14, 14, 18, 5, 20

Auto-dodge: +9; 8d20:
18, 16, 7, 14, 13, 15, 2, 14

Dodge Bonus: +18; 8d20:
14, 13, 20, 6, 19, 3, 7, 12
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: OMEGAS: Down In It

Postby Sentinel » Sun Feb 03, 2019 7:47 am

Ectype 4
Location: Inside Sentinel
Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 221/221 | H.P.: N/A | M.D.C.: 492/492 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Spent PPE: -6 PPE

Intelligence 89% /1d100 = 35
Medical Doctor 123%/1d100 = 59100%/1d100 = 41
Navigation 113% /1d100 = 94
Read Sensory Equipment 93%/1d100 = 56

The ectype emerges next to Sentinel and teleports to the last location broadcast on Sentinels tablet of the crashed helicopters.
Sentinel pops onto the scene taking a measure of the crash. This city needs help. A strong hand and guidance. Since being here I have read about this bloody Monday that precipitated all of this nonsense. Is this enough? I think not. They are too easy on the criminals. Perhaps martial law would solve this quickly. he thinks while searching and calling out to any survivors.

"Mr. Faraday, I am at the crash site and assessing the situation now." Sentinel reports over the radio.

”Hello, anyone there?” Sentinel calls out.

Sentinel focuses his energy to sense the auras and life-force of any in and around the crash to locate and triage survivors. [Casts see aura]

If he finds anyone he begins evacuating them and treating them.

Perception: 1d100 = 10 / 61% (another +15% for arcane)
D20 JiC: 1d20 = 1/ D100 JiC: / 1d100 = 38
Initiative: 1d20+7 = 24
Attacks: 8

Action 1 Teleport to crash. 93% chance for broadcast location /1d100 = 41
Action 2: Cast See Aura
OOC Comments
See Aura (Level 1) RUE Pg. 199
Range: 100 ft.
Duration: 1 melee
Saving Throw: None. Only the psychic powers of Mind Block or Alter Aura will mask the presence of psychic abilities, the level of P.P.E., or possession.
P.P.E.: 6
All things, organic and inorganic, have an aura. The aura has many features and distinctions. and can be used to see or sense things invisible to the eye. Seeing an aura will indicate the following:
• Estimate the general level of experience. Low (1-3), medium (4-7), high (8th and up).
• The presence of magic (no indication of what, or power level).
• The presence of psychic abilities. Low (Minor) or high (Major or Master).
• High or low base P.P.E.
• The presence of a possessing entity (does not indicate Psychic Possession or mind control).
• Healthy, Sick, injured or completely well.
• The presence of an unusual human aberration which indicates a serious illness or that the character is not human and may be a mutant, D-Bee. or demon. but does not reveal which.
Note: One can not use this spell to determine another character's alignment

Action 3-8 Survey and treatments. 3D6 Hit Points or S. D. C. or stops poison, drugs and their damage and penalties at the moment of healing.

Parry Bonus: +17; 8d20:
9, 1, 5, 4, 14, 6, 12, 12

Auto-dodge: +9; 8d20:
20, 18, 16, 14, 11, 19, 6, 1

Dodge Bonus: +18; 8d20:
16, 5, 9, 17, 17, 11, 1, 6
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: OMEGAS: Down In It

Postby Sentinel » Sun Feb 03, 2019 3:41 pm

Ectype 5
Location: Inside sentinel
Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 221/221 | H.P.: N/A | M.D.C.: 492/492 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee

Spells:




Perception: 1d100 = 66 61% (another +15% for arcane)
D20 JiC: 1d20 = 5/ D100 JiC: / 1d100 = 30

The last ectype appears next to Sentinel right before the ancient leader teleports to the rooftops. I will watch from here and block off the street level. The others have the south side of the street. Sentinel thinks watching the fight from the alley ready to intervene.

Sentinel speeds down the alley behind buildings 8, 12 and stops in the alleyway between 12 and 15 at the street side. If the thugs retreat this way he will block their path with a swarm of bunnies. Who would step on a bunny right?

Initiative: 1d20+7 = 20
Attacks: 8
Action 1: Speed to ally
Action 2-8: Held unless villains try to flee this way.
Summon and Command Small Animals (AU)
The hero or villain is able to summon animals that understand and obey him. These creatures are summoned via sheer will and appear out of nowhere as if teleported to his side.
Angora white rabbits cliff notes

Image
Number: 60 lbs worth equals approx. 30 rabbits at 2 lbs each.
Estimate horror factor 13+1 per additional 10 = 16
Duration: Controlled for 8 hrs/lvl or until dismissed, or dead. 48 hours.
1d4 SDC per bite if they attack.

Distraction Penalties on Swarm Attacks: -1D6 on Perception Rolls, -1D4 on the initiative, -1D4 to strike, parry, dodge and disarm, and each attempt to remove or bat an animal away uses up one of the character’s attacks/melee actions. Penalties last for as long as the character is confronted and
attacked by an animal swarm. Note: If a character succumbs to Horror Factor (even heroes and super-villains), he loses two melee attacks for that first melee round and increases the penalties listed above by an additional -2. Double the penalties if the character has a phobia/fear of
such animals. A “swarm attack” is typically 10-20 animals per individual.

OOC Comments
The hero or villain is able to summon animals that understand and obey him. These creatures are summoned via sheer will and appear out of nowhere as if teleported to his side. The super being must possess knowledge about the creature(s) desired and must have at least seen some kind of drawing or image of the animal to summon it. One or several small animals may be summoned (see Number of Animals), but all are the same species.

Animals summoned by the character are under his complete control and obey his every command. The creatures remain at his disposal for 8 hours per level of experience but can be sent back (they vanish) at will. Until all the creatures in a batch are sent back (vanish) or slain, the hero cannot summon more or new ones. Most heroes (and even some bad guys) are not likely to sacrifice the lives of animals unless absolutely necessary and will feed and care for them as long as they are in their company. Thus, most dismiss the animals when they are no longer necessary.

The summoned animals may be used to attack, frighten people, create a distraction, cause a diversion, create chaos, or send a warning. You want to clear a restaurant or lobby? Send in a swarm of mice, rats, bats or snakes. Likewise, the animals can be used to make a dramatic entrance, e.g.
the super being appears with a burst of screeching birds or bats flying in out of nowhere at the same time he steps through a door or smashes through a window. This power is much more effective than it might seem at first blush, as most people are afraid of, and repulsed by, a wide range
of animals from mice and rats to snakes and dogs. Even if the animals represent a minimal danger or inflict minimal damage, most ordinary people are squeamish about them or outright scared of them. Even seasoned fighters and superhumans will try to swat away animals flying or leaping at
them, crawling on their bodies, or running toward them. It is human nature. NEVER underestimate the power of fear and superstition.

Horror Factor of Animals: Remember, certain animals such as mice, rats, and snakes are frightening or disgusting to many people. Thus, even one of them is likely to cause people to jump, scream, scatter and move out of the way. Okay, maybe not a super being and certainly not a demon, but definitely most ordinary people. This is especially effective in a crowd. Furthermore, get one or a few people screaming in terror and panic, and probably jumping or running out of the way, and most people will look in their direction and scream and run away as well even if they don’t know what they are running from. Panic and chaos grows quickly when people are screaming and running away. Add a genuinely repugnant or scary little creature, let alone a swarm of them, and you’ve captured everyone’s attention. It is likely to take 1D6+2 minutes before the situation calms down, much longer if there are a lot of the creatures (20+) and/or they are jumping on people or on the attack. The overall Horror Factor and level of distraction for such a situation is that of the animal, +1 for every 20 animals in the swarm. Adding to the confusion and chaos of animal swarms is their squealing, shrieking, howling, growling or barking.
Similarly, a cute and friendly animal such as a rabbit, squirrel, ferret, or small dog is likely to attract attention and concern for its well being. The overall Awe Factor/Cuteness and level of distraction of such an animal situation is 11 +1 for every 10 animals on the loose. Of course, any animal
on the attack, no matter how cute, has a Horror Factor as above.

Horror Factor for some common animals: +1 to H.F. for children and (noncombatant) women. +3 to H.F. for characters who have a phobia about the animal. +2 when the animal(s) is on the attack. All penalties are accumulative.
Bats of any type or size have an H.F. of 13.
Bird, small to medium, has an H.F. of 5.
Bird, predatory, such as a Hawk has an H.F. of 9.
Crows and Ravens have an H.F. of 8.
Canines, small, have an H.F. of 8.
Felines, small domesticated, have an H.F. of 7.
Frogs, Toads and other amphibians have an H.F. of 10.
Lizards of small to medium-size have an H.F. of 10.
Mice, even cute little field mice, have an H.F. of 12.
Rats, even white rats, have an H.F. of 13.
Snakes of small to medium-size have an H.F. of 12.
Snakes of large size (5 feet/1.5 m or longer) have an H.F. of 13.
Note: If you are uncertain of an animal’s H.F. use a base
of 8 for an individual animal, H.F. 10 for a group of ten or
more.

Distraction Penalties on Swarm Attacks: -1D6 on Perception Rolls, -1D4 on the initiative, -1D4 to strike, parry, dodge and disarm, and each attempt to remove or bat an animal away uses up one of the character’s attacks/melee actions. Penalties last for as long as the character is confronted and
attacked by an animal swarm. Note: If a character succumbs to Horror Factor (even heroes and super-villains), he loses two melee attacks for that first melee round and increases the penalties listed above by an additional -2. Double the penalties if the character has a phobia/fear of
such animals. A “swarm attack” is typically 10-20 animals per individual.

Restrictions and Limitations: The creature summoned cannot possess human-level sentience, it must have an animal intelligence. It must be a simple, small animal like a snake, frog, toad, mouse, rat, bat, bird, squirrel, ferret, weasel, house cat, small to medium-sized dog (7-20 pounds/3
to 9 kg), and similar. Cannot summon insects, large animals or magical or supernatural animals, nor fictional/mythical animals; the creature must really exist on some planet, and it must be known to the character summoning it. The animal is always an adult. If the super being is rendered
unconscious, the animals rush to his fallen body and fight to protect it. However, they’ll vanish if he does not wake up within 10 minutes per level of experience.
A large animal such as a wolf, lion or horse is not possible; no one animal can weigh more than 20 pounds (9 kg) and all of the animals summoned must be the same variety.

Number of Animals: The smaller and more lightweight the animal, the more the character can summon. The superbeing can summon creatures that have a combined weight of 30 pounds (13.5 kg), +5 pounds (2.25 kg) per level of experience. For example: A character with a limit of 40 pounds (18 kg) could summon 40-80 mice (depending on the type and size of the mouse species) or small bats or small birds like sparrows, as they are likely to weigh 8 to 16 ounces each. Rats are larger and typically weigh one or two pounds (0.45 to 0.9 kg), so only 20-40 rats, medium-sized bats or robin-sized birds could be summoned. Larger animals like ferrets, weasels, squirrels, rabbits, crows or hawks would be limited to 4-8 animals, 2-4 small dogs or house cats, and so on. With experience, the number of small animals that can be summoned increases.

Range: The creatures appear next to the super being or up to 10 feet (3 m) away per level of experience. The commanding range is limited to the sound of the summoning character’s voice. That’s typically 100-300 feet (30.5 to 91.5 m), but could be half that depending on the level of ambient noise.

Duration: The time it takes for the initial summoning is as follows: Uses up one melee attack if the creatures are on the same continent; appears in 3 seconds. Uses up two melee attacks if the creatures are on a different continent, and four melee attacks if they are somewhere in the Milky
Way Galaxy. Uses two full melee rounds (30 seconds) if the animals must come from another dimension. The creatures remain until dismissed, killed or duration runs out, whichever
comes first.

Damage: Damage listed is per single animal or per groups of 10 animals for swarming attacks(i.e. double damage for 20 animals, triple for 30, and so on).
Small Toothless Animals: The bite of many small animals such as frogs and toads may nip and sting but not usually break the skin or inflict real damage (does half an S.D.C. point of damage). Still, they have a Horror Factor and cause fear, panic, and distraction. Note, this does not include poisonous frogs and toads.
Very Small Animals: Small animals like mice, hamsters, guinea pigs, moles, tiny lizards, garter snakes, the peck of a sparrow and similar small birds and animal bites do only one point of damage. Damage from a group of 10 such animals is 1D6 points per melee round. However, they will
also climb up pant legs, crawl into clothing, get into hair and so on, causing most people besieged by a group of 10 or more to brush or pull them off, bat them away, and otherwise try to avoid contact. Even professional fighters and superhumans will be bothered and distracted by a swarm
or flock of 10 or more.
Small Animals and Rodents: Rats, bats, squirrels, rabbits, ferrets, weasels, and similar small, aggressive animals do 1D4 damage from a bite. A group of 10 such animals does 3D6 points of damage per melee round (not all are biting through clothing, armor, or even at the same time).
Same applies for pecking and clawing attacks from small and medium-sized birds. Flying animals tend to go for the face and eyes.
Large Bird: 1D4 damage from bite/peck from a large bird like a raven/crow. Tend to go for the face and eyes. Has three attacks per melee round.
Hawk & Other Small Birds of Prey: 1D4+1 from the bite, 1D6 from claw attack. Tend to go for the face and eyes. Has four attacks per melee round.
House Cats: 1D4 damage from bite or claw attack. Has four attacks per melee round.
Small Dogs: 1D6 damage from a bite, one point of damage from a (probably inadvertent) claw attack. Has three attacks per melee round.
Note: Also see distraction penalties under Horror Factor.
Attacks per Melee: Each command or instruction (attack, stop, run, etc.) given to the animal or group/swarm of animals counts as one of the character’s own melee attacks. To command them, the animals must be within earshot of the super being. Remember, the super being can summon and dismiss the animals at will. This means he can call forth one type of animal one melee round, dismiss them as soon as the next melee round, and summon a new batch or different type of animals by the third melee round.
Note: The character who summons the animals cannot see what the animals see or know what they know, they just follow his commands like a trained dog.


Parry Bonus: +17; 8d20:
4, 4, 17, 16, 5, 16, 1, 12

Auto-dodge: +9; 8d20:
15, 19, 13, 12, 19, 4, 18, 6

Dodge Bonus: +18; 8d20:
2, 19, 14, 2, 7, 12, 8, 6
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: OMEGAS: Down In It

Postby Blackhaunt » Sat Feb 09, 2019 4:19 pm

WAINGROH
Date: Monday, March 23rd, 2043
Weather: Outside: Sunny, warm, bright (55 degrees Fahrenheit)
Time: 9:32 am

The Aggressor fires off a missile toward APC 2 that impacts Wi-Fi smack in the chest. It barely hurts but it's the sonic boom that occurs afterwards that mucks it all up. The windows of the buildings around them shatter, the overwhelming decibels cause hearing loss in Wi-Fi, Paragon, Pulse and Macro. This makes radioing or giving orders verbally impossible. Macro starts to run toward the fight despite not knowing what she should be doing. Sentinel takes a step forward and releases an Ectype. Brute disengages with his current combatant and takes a swing at Black Tempest. Except, all of a sudden, Black Tempest isn't there. Brute feels a weight on his chest and back. Brute's combatant isn't done with him however and takes a mechanical swing at the Omega leader. Brute catches it out of the corner of his eye and gets Results up to block the blow. It was a STRONG punch. Onslaught sees Macro running toward the melee and says "Hehe, big lady wanna wrassle" before running toward her. Paragon fires off a perfect blast of energy from his eyes, scorching The Aggressor's armor at the breastplate. Pulse flies toward the melee to get closer in range.

From the rooftops, Future fires off a laser beam at The Aggressor which hits his armor but doesn't do any visible damage. The tiny Spaceman zooms toward the melee on his rocket pack. Sentinel 3 teleports to the rooftop closest to the fracas. The Aggressor fires his heavy laser at Pulse's approaching form. It's a hit but is stopped by Pulse's force field. Brute looks down at what is weighing his chest down when he sees a small piece of putty stuck to his Omega Suit. Whipping his head around, he is just in time to see Black Tempest, press down a button in his hand. The front and back explosions are equal in size, keeping him balanced and blowing the crap out of his Omega Suit. Wi-Fi heads sneakily toward the melee. Macro puts her shoulder down while running to bowl the shorter giant over. He goes flying backward, skidding to a halt 5 feet away. Besides that, he seems unharmed. Brute swings at the mech-suited villain as his main target is out of his reach. He scores a perfect blow that would have shattered steel, but a field of some sort popped up when he connected, softening his blow significantly. The villain responds by punching Brute so hard, he sees stars for a moment. Paragon fires a wildly off target energy blast at The Aggressor. Pulse magnetically lifts 4x2lbs small dense metal balls from his pouch and manages to hit the target with all of them. Sentinel takes another step forward and releases another Ectype.

Future fires off another laser beam and once again doesn't affect The Aggressor's armor. Spaceman gets in range and tries a tiny attack with a tiny energy knife. It is unsuccessful! Sentinel 4 teleports to the site of the crash as seen in the broadcast. From his rooftop position, Sentinel 3 starts chanting words of power. The Aggressor takes aim down the sight of his energy rifle. Out of nowhere, it starts to sprinkle from the sky. Wi-Fi continues sneaking closer to the fracas. The problem with her current plan is that the two targets are spread apart more than her ability to lock them down. She'll have to choose one. Macro punches Onslaught but he doesn't seem to notice. Onslaught punches Macro back but she blocks it. Sentinel steps forward again and releases another Ectype. Brute makes a dash for Black Tempest and slashes at him with Serious. A field of blue appears as the attack lands, absorbing into the gauntlets of the armor. Unharmed, Black Tempest gloats, "Thanks. I needed that." Brute turns to find that the other tech villain closed in behind him and now he must fight a battle on two fronts. "Not your primary target?! You must not know about Crashpad, Big Red!" Crashpad swings at Brute again but Brute is able to sidestep the blow easily. His antenna pick up the wind pressure given off by the swing. That would have hurt. A lot. Paragon fires another blast of energy from his eyes that hits, but doesn't affect The Aggressor armor. Pulse fires more steel balls toward The Aggressor but they just bounce off harmlessly.

Future's laser continues to reflect off of The Aggressor's armor. Spaceman tries his tiny knife again and doesn't even leave a mark. Sentinel 3 sends down a hail of micro energy comets from the aether that strike The Aggressor's armor and distract him from his aim. Black Tempest unloads a massive blast of electricity from his armor that scorches across Brute's face painfully. Wi-Fi sees her chance and gets next to Crashpad and creates a Force Aura around both of them that roots them in place. Macro tries to punch Onslaught but misses entirely. Onslaught does the same with her. Sentinel teleports to the rooftops opposite his Ectype. Brute tries to strike Black Tempest again and misses completely. Crashpad switches targets to Wi-Fi, punching her Force Aura so hard, she can feel it weaken almost instantly. Paragon and Pulse collectively fail to damage The Aggressor's armor.

Future doesn't even hit the Aggressor, but rather the ground behind him. Sentinel 3 starts casting Barrage again, peppering The Aggressor with energy comets and screwing up his concentration. Black Tempest fires more electricity at Brute but he dodges out of the way. Wi-Fi's Force Aura falls with one more blow from Crashpad, freeing him to move about. Brute slams his crystal fist into Black Tempest's chest, and gets a similar result as last time. A blue field appears and then dissipates. Onslaught misses a punch against Macro again. He seems to be enjoying this. Pulse fires off four more steel balls they bounce off of the Aggressor's armor like it was nothing.

Future fires off one last blast from his energy rifle and nails The Aggressor in his chest. The armor is looking a little worse for wear. Sentinel 3 completes his Barrage spell, keeping The Aggressor busy. Black Tempest misses with his next electricity blast, blowing out some lightpoles nearby. Brute punches again and meets the same blue field he did previous. Crashpad rushes to close in with Brute again and Brute very deftly avoids the punch. Onslaught is blocked by Macro once again.

Sentinel 3 rains energy comets down on The Aggressor's armor. Crashpad lands a couple of perfect blows against Brute, causing the Mega-Hero's head to spin and maybe even reconsider taking these two on himself.


Elsewhere:
Spiderweb ignores the hot spot for the moment, heading to the sound of screaming. He is joined by a teleporting Sentinel Ectype. They come across a downed helicopter in an alley that is catching fire. The hot spot and the civilian lives were one and the same! Sentinel 4 casts See Aura to look at the life forces of those in the helicopter. There are two living auras in the vehicle and they are both injured. Sentinel 4 is able to get them out with help from Spiderweb and lays hands on them, healing them enough to stabilize them.


What are you doing? Combat posts! Round 2!

Map
Image


Butcher's Bill
Brute:
Omega Suit: -60 SDC.
Personal: -565 SDC
Stunned: -4 to strike, parry and dodge for 2 melee rounds.

Wi-Fi:
Deaf: Cannot hear for 3 melee rounds. -4 to initiative. -2 to strike, parry and dodge. -1 APM.
Force Aura: Destroyed.
Let the GAMES begin.
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Re: OMEGAS: Down In It

Postby Spiderweb » Sat Feb 09, 2019 4:57 pm

Perception: 1d100 = 12 of 30%
Initiative: 1d20 = 11
JIC: 1d20 = 19
JIC%: 1d100 = 65

Barney helps Sentinel (when did HE get here) extract the hurt crew of the helicopter and get them away from the fire. He can not help but hear the sonic boom and knows he needs to join the fight. He uses his webbing to get back to the others as quickly as possible.

(My guess is, however, he will only have one chance to attack this round)

5 actions per round
Action 1) Throw Swingline to roof of #15
Action 2) Retract Swingline and get onto roof #15
Action 3) Throw Swingline to other end of roof #15
Action 4) Pull Self to other end of roof #15
Action 5) Throw spear at Black Tempest: 1d20+8 = 10, Damage 6d6+5 = 25
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Re: OMEGAS: Down In It

Postby Brute » Mon Feb 11, 2019 6:23 am

Location: APC, Waingroh
Conditions: Monstrous Form; APS of Limb: Crystal; Stunned (-4 to strike, parry and dodge for 2 melee rounds.)


Perception: 51% 1d100 = 31 (SUCCESS)

JIC: 1d20 = 10
1d100 = 14


Brute, winded, begins to put up a greater defense. Those were solid hits... I can't take much more of this on my own.

He radios the Omegas and TFU, "Black Tempest absorbs kinetic attacks." Hopefuly, they put two and two together and focus on him with area effect, psychic, and whatever other attacks they have. God I wish Lexie were here.

Bio-Regeneration: 2d6 = 4

Track by scent 48% 1d100 = 69 (FAIL)
Identify common odors 98% 1d100 = 48 (SUCCESS)
Identify uncommon odors 58% 1d100 = 33 (SUCCESS)
Motion detector, 30’ radius range
Identify temperature (within 2 degrees) 98% 1d100 = 38 (SUCCESS)
Identify wind direction and speed 88% 1d100 = 20 (SUCCESS)

In the meantime, he decides to break these two up, grabbing for Crashpad before attempting to jump with him closer to APC 1 and his team. "Okay, Crashpad, have it your way."

Initiative 1d20+8 = 16

APM: 8

Action 1: Grab Crashpad. Strike 1d20+1 = 13
Action 2: Leap with crashpad toward APC 1; or Grab Crashpad. Strike 1d20+1 = 8
Action 3: Leap with Crashpad toward APC 1; or Slash with Serious; Strike 1d20+1 = 14; Damage 2d4*10 = 70 + 2d6+37 = 45 = 115
Action 4: Slash with Results; Strike 1d20+1 = 18; Damage 2d4*10 = 80 + 2d6+37 = 48 = 128
Action 5: Bludgeon with crystalline fist. Strike 1d20+1 = 3; Damage 2d4*10 = 40 + 2d6+37 = 43 = 83
Action 6: Bludgeon with crystalline fist. Strike 1d20+1 = 16; Damage 2d4*10 = 80 + 2d6+37 = 43 = 123
Action 7: Bludgeon with crystalline fist. Strike 1d20+1 = 11; Damage 2d4*10 = 60 + 2d6+37 = 44 = 104
Action 8: Reserved for dodge if necessary. Dodge 1d20+12 = 23

Parries (if necessary): 1) 1d20+10 = 24; 2) 1d20+10 = 16; 3) 1d20+10 = 14; 4) 1d20+10 = 11; 5) 1d20+10 = 19; 6) 1d20+10 = 27; 7) 1d20+10 = 17; 8 ) 1d20+10 = 21

Autododges: 1) 1d20-2 = 1; 2) 1d20-2 = 1; 3) 1d20-2 = 9; 4) 1d20-2 = 7; 5) 1d20-2 = 17; 6) 1d20-2 = 1; 7) 1d20-2 = 6; 8 ) 1d20-2 = 18 (Nat. 20!)
Brute

Normal Form
AR: 0
HP: 45/45
SDC: 186/186

Monstrous Form
AR: 13
HP: 40/40
SDC: 491/846

Motion detector, 20’ radius range
Predator’s hearing (+2 Initiative, 8X Normal)

Omega Suit
A.R.: 17
SDC: 100/250
Features:
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'

Draupnir
    Mind Block Auto-Defense
    +2 vs. magic; +2 vs. Horror Factor
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Re: OMEGAS: Down In It

Postby Wi-Fi » Tue Feb 12, 2019 2:00 am

Perception: 1d100 = 30/62%
JiC d20/d100: 1d20 = 12 / 1d100 = 17

Intent: get to Sentinel on the rooftop with her spider-bots and then relay precise instructions to Omegas and TFU.
Actions: Only dodging/Telekinetic Parrying (if needed)
Skills used: Computer to get the audio pack to vocalize for her and use her radio to send the message on the audio pack.

The getaway:
In her current state, she was useless in hand to hand and just another corpse waiting to happen. Wi-Fi was aware her spiders would follow her and did not need new instructions. Jumping around might mean transit time for them and she needed them close. She grabs both of them and quickly jumps up to a building top near Sentinel using walls in the ally to get height. Once building top she puts them back down and they guard as she takes cover. (spider-bots Combat rolls at the end this post)

Electrical Resistance and Telekinetic Leap
OOC Comments
Electrical Resistance: Self; Duration: 3 minutes per level; Electrical Resistance: 4/use
Telekinetic Leap (8) Range: 3ft high/level, 5ft across/level: currently 25 High, 40 across


The Plan:
"Wi-Fi here: TFU, on Aggressor/Onslaught. Future, relay via telepathy TFU deaf. Omegas: on Black Tempest. Sentinal, two of you keep The forcefield busy. Rest deal with Black Tempest. Wi-Fi out." The Audio Pack's voice relayed via her radio comms hopefully as intended. Not as elegant as she sounded but effective none the less. Should attacks on her happen she will dodge or parry then send the message.

Skill Checks:
OOC Comments
Computer: 1d100 = 56 / 99%
Radio: 1d100 = 90 / 99%

Combat:
Combat
Initiative: 1d20+3 = 5
1 Electrical Resistance (24 munites: immune to up to 50.000 volts of electricity damage)
2 grab spiders-bots
3 Telekinetic Leap to nearest Sentinel on a roof
4 takes cover Pull out audio pack (dropping spider-bots beside her as she does)
5 type in audio pack
6 key radio
7 relay message

Parry and Dodge If needed
OOC Comments
Parry: (+4 TK parry, -3 I was overzelous with math)
1d20+7 = 24 , 1d20+7 = 25 , 1d20+7 = 19 ,1d20+7 = 25 , 1d20+7 = 26 , 1d20+7 = 13 and 1d20+7 = 16
Dodge: +5
1d20+5 = 15 , 1d20+5 = 23 , 1d20+5 = 20 ,1d20+5 = 21 , 1d20+5 = 23 , 1d20+5 = 20 and 1d20+5 = 13


Spider-bots Combat rolls if needed
OOC Comments
Initiative:
Spider 1: 1d20+2 = 16
Spider 2: 1d20+2 = 22

Actions:
Spider 1:
1 Laser: Roll to Strike:  1d20+1 = 9 | Damage: 1d6 = 3
2 Laser: Roll to Strike:  1d20+1 = 13 | Damage: 1d6 = 6
3 dodge:1d20+5 = 6

Spider 2:
1 Laser: Roll to Strike:  1d20+1 = 2 | Damage: 1d6 = 5
2 Laser: Roll to Strike:  1d20+1 = 14 | Damage: 1d6 = 5
3 dodge:1d20+5 = 10

Parry: (+1 TK parry)
1: 1d20+1 = 2 , 1d20+1 = 14 , 1d20+1 = 8
2: 1d20+1 = 16 , 1d20+1 = 13 , 1d20+1 = 4
Dodge: +5
1: 1d20+5 = 22 , 1d20+5 = 19 , 1d20+5 = 14
2: 1d20+5 = 22 , 1d20+5 = 20 , 1d20+5 = 12
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 128/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 0/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
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[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

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

Postby Faraday » Thu Feb 21, 2019 7:38 pm

Perception: 1d100 = 63/43(+15% Arcane/Supernatural)
JIC: 1d20 = 7
JIC: 1d100 = 63

Faraday fluidly glides into gathering, compiling, and analyzing the available data on the new target (The Aggressor), and building a target profile on the new armor. "Anna, I don't recognize this new target. Let's see what we can find on him." he says to her internally. His hands glide over his virtual interface as he again taps into his various data feeds searching for anything available that can be added to his target profile.

Data Crunching
Faraday attempts to build a target profile of the new power armor, searching for indications of abilities, armament, and possible weak points. A second profile is sought on the pilot as a person and any known information regarding them.

Computer Operation: 1d100 = 96/102
Computer Programming: 1d100 = 19/92
Computer Hacking: 1d100 = 44/82

Computer Operation: 1d100 = 17/102
Computer Programming: 1d100 = 100/92
Computer Hacking: 1d100 = 95/82

Intelligence: 1d100 = 24/88
Math: Advanced: 1d100 = 89/117

Intelligence: 1d100 = 58/88
Math: Advanced: 1d100 = 59/117

Mechanical Engineer: 1d100 = 2/87
Electrical Engineer: 1d100 = 64/92
Robot Electronics: 1d100 = 65/112
Robot Mechanics: 1d100 = 9/112
Weapons Engineer: 1d100 = 83/87
Read Sensory Equipment: 1d100 = 90/92

Mechanical Engineer: 1d100 = 75/87
Electrical Engineer: 1d100 = 3/92
Robot Electronics: 1d100 = 23/112
Robot Mechanics: 1d100 = 61/112
Weapons Engineer: 1d100 = 49/87
Read Sensory Equipment: 1d100 = 33/92

ANNA:

Intelligence: 1d100 = 83/88
Photography: 1d100 = 30/88
Surviellance Systems: 1d100 = 86/82
Radio Scramblers/Countermeasures: 1d100 = 73/80
Cryptography: 1d100 = 58/80

Intelligence: 1d100 = 49/88
Photography: 1d100 = 21/88
Surviellance Systems: 1d100 = 90/82
Radio Scramblers/Countermeasures: 1d100 = 97/80
Cryptography: 1d100 = 30/80


Faraday spares some attention to catching up on the current physical situation and decides abruptly that it is time to take personal action. (Radio)"Brute, Faraday, I advise falling back to a tactically tenable position. I am en route to provide cover soonest. You are exposed to unacceptable levels of risk." he says even as he unstraps himself from within the APC and exits the vehicle. Running down the street to the corner that will allow him an angle on the fight where Brute is engaged he looks for a firing position with hard cover. He will attempt to take cover behind the semi-truck by the intersection and fire from around it while motioning for any driver or occupants to flee with abrupt hand gestures. "This is an unsafe situation. I strongly advise you to vacate the area. Possible outcomes include death and dismemberment. You have been warned." he says, though it doesn't appear to distract him from his tactical actions.

"Team, Faraday, we need to take some pressure off of Brute. He needs a breather and some distractions. I'm ... trying for something that might be distracting."

Faraday Combat Rolls
Initiative: 1d20+3 = 6
JIC/Magic: 1d20+4 = 6
JIC/Psionic: 1d20 = 8

Action 1-3 (Intense multitasking/speed tasking applied to data gathering/analysis. Equivalent of 12 actions applied with tasks taking 50% time to accomplish.)

Both shots are are Aimed/Called shots directed at Aggressor, targeting the missile launcher that he shot Wi-Fi with. Attempting to damage the weapon and/or detonate ammunition while it is in storage or the chamber. Note the G11 bursts without penalties.

Action 4-5: Strike (Burst from G11): 1d20+8 = 10 (+2 for Armor Penetration due to ammunition) Dmg: 8d6 = 42 (3d6 base, +1d6 from ammunition, x2 for burst)
Action 4a, b, & c: Allocated to maintaining situational & tactical awareness, updating his tactical HUD being shared with the team, & monitoring communications.
Action 5a, b, & c: Allocated to data analysis of the helo & passengers if when information is available.

Action 6-7: Strike (Burst from G11): 1d20+8 = 24 (+2 for Armor Penetration due to ammunition) Dmg: 8d6 = 17 (3d6 base, +1d6 from ammunition, x2 for burst)
Action 6a, b, & c: Allocated to data analysis of Black Tempest, trying to profile & theorize the functioning of his energy absorption ability.
Action 7a, b, & c: Allocated to battle damage assessment and further analysis of the armor of the Aggressor after observed results.


Parry: 1d20+6 = 25 Dodge: 1d20+6 = 15
Parry: 1d20+6 = 15 Dodge: 1d20+6 = 16
Parry: 1d20+6 = 18 Dodge: 1d20+6 = 24
Parry: 1d20+6 = 18 Dodge: 1d20+6 = 21
Parry: 1d20+6 = 13 Dodge: 1d20+6 = 24
Parry: 1d20+6 = 12 Dodge: 1d20+6 = 12
Parry: 1d20+6 = 22 Dodge: 1d20+6 = 13
Faraday

Faraday Tracker
HP: 112/112
SDC: 300/300
PPE: 187/187

Natural AR: 14

Ectoplasmic Armor
Natural AR: 13 SDC: 300/300

Modern Armor/Class 4
AR: 17 SDC: 280/280

G11, Assault Rifle (HU2, GM Guide, pg 212)
    Cartridge: 4.7mm x 33mm caseless Feed: 50 round magazine
    Approx. Effective Range: 1320 ft ROF: Cyclic: 500-600/minute; Auto: 100/minute Damage: 3d6
    Special: 3 round short burst with no penalty.
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Re: OMEGAS: Down In It

Postby Sentinel » Fri Feb 22, 2019 2:33 am

Sentinel
Location: Keeping watch above on roof.
Perception: 1d100 = 12 /61% (another +15% for arcane)
D20 JiC: 1d20 = 9/ D100 JiC: / 1d100 = 4

Skills:
Medical Doctor 123%/100% 1d100 = 26 / 1d100 = 1


Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 221/221 | H.P.: N/A | M.D.C.: 492/492 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Awe and/or Horror Factor 14: Enemies must roll a 15 or higher on a twenty sided die to avoid being momentarily awestruck. A failed roll means the individual loses initiative, one of his melee attacks. In this case, roll each melee round in which the character with the divine aura is attacked or speaks.

Spells: See Aura
Butcher Bill: -21 PPE

May notice a divine radiance coming from Sentinel and his voice a bit more compelling to the ears.

This conflict has literally escalated to a full-scale warzone… Sentinel thinks watching Brute and Wi-fi as they take near-simultaneous blasts. The shock wave nearly startles Sentinel. He casually watches the plumes of smoke rising into the air. It reminded him of the Metzla he and Brute had destroyed. Hmmm, would that kill him? he ponders at the results of the explosion on Brutes back and chest trying to gauge how his teammate was fairing. [Casts See Aura to gauge his wellbeing.] Sentinel watches both Black Tempest and Aggressors condition as well.

As Wi-fi crawls up next to him he assesses her as well. "Ms. Wi-fi, are you well? You look a bit shaken. It was fortunate you had your wits about you to have a shield up. Sentinel inquires. Should she be injured Sentinel will lay a hand on her and use healing power.


Initiative: 1d20+7 = 10
Attacks: 8

Action 1: Casts See Aura (Level 1)
OOC Comments
RUE Pg. 199
Range: 100 ft.
Duration: 1 melee
Saving Throw: None. Only the psychic powers of Mind Block or Alter Aura will mask the presence of psychic abilities, the level of P.P.E., or possession.
P.P.E.: 6
All things, organic and inorganic, have an aura. The aura has many features and distinctions. and can be used to see or sense things invisible to the eye. Seeing an aura will indicate the following:
• Estimate the general level of experience. Low (1-3), medium (4-7), high (8th and up).
• The presence of magic (no indication of what, or power level).
• The presence of psychic abilities. Low (Minor) or high (Major or Master).
• High or low base P.P.E.
• The presence of a possessing entity (does not indicate Psychic Possession or mind control).
• Healthy, Sick, injured or completely well.
• The presence of an unusual human aberration which indicates a serious illness or that the character is not human and may be a mutant, D-Bee. or demon. but does not reveal which.
Note: One can not use this spell to determine another character's alignment

Action 2: Assess Brute, Black Tempest and Aggressor.
Action 3: Heal Wi-fi and also incidentally restore her hearing. Healing Power (PU1) 3d6 = 12 SDC or HP Sentinel loses 1d4 = 4 HP and 1 PE temporarily.
OOC Comments
The character can heal others by touch and nullify poisons and drugs in the bloodstream, stopping the damage and penalties from the toxin at the moment of the healing. Can also cure minor diseases and conditions (hangover, headache, stomach ache, nausea, itching, bug bite, minor bums, etc.).
OOC Comments
Range: Touch.
Duration: Permanent.
Healing Damage: 3D6 Hit Points or S. D. C. or stops poison, drugs and their damage and penalties at the moment of healing.
Bonuses: The super being is +5 to save vs poisons and toxins, +2 to save vs nonlethal drugs and disease, and +20% to save vs coma/death. Also, add 2D4 to P.E. attribute.
Limitations & Penalties: Each act of healing temporarily weakens the super being. Reduce P. E. attribute number by one and Hit Points by 1D4 per each act of healing. Both recover completely after a good night's sleep (minimum of six hours).



Actions 4-8: Held

Parry Bonus: +17; 8d20:
7, 12, 13, 10, 6, 16, 3, 19

Auto-dodge: +9; 8d20:
15, 6, 7, 20, 11, 16, 19, 12

Dodge Bonus: +18; 8d20:
6, 1, 2, 8, 16, 10, 14, 2
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: OMEGAS: Down In It

Postby Sentinel » Fri Feb 22, 2019 2:56 am

Ectype 3
On roof 19, Northeast corner.
Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 221/221 | H.P.: N/A | M.D.C.: 492/492 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee

PPE Usage: -75 PPE 3x Barrage.

Perception: 1d100 = 3 / 61% (another +15% for arcane)
D20 JiC: 1d20 = 18/ D100 JiC: / 1d100 = 90 Jet Fighters 82% /1d100 = 41

a shockwave rips up the side of the building as the ectype watches his spell blasts pummel the villains. A call comes over the comm, "Black Tempest absorbs kinetic attacks." Brute radios.

”Mr. Jackson, understood. I will try something different just for you. Let me know if you witness any response from your opponents?” the ectype radios Brute.

I wonder if that means this spell is ineffectual?[i/] Sentinel ponders as focusing, drawing his energy into a new kind of barrage. This time an invisible energy blast to their minds would hit them. [i]This should have better results. he thinks.

Initiative: 1d20+7 = 17
Attacks: 8

Action 1 Radio brute.

Action 2: Mental Blast to Aggressor 170 feet 5d6 dmg to HP. Save vs DC 18 Psionic.
Penalties: Victims of this attack are -2 on initiative, -2 to strike, party, and dodge, and -20% on all skills. Penalties remain in force for 1d4 melee rounds per attack; multiple Magical Mind Bolt attacks will have a cumulative effect. If the character successfully saves vs psionic attack, the damage is half and there are no penalties!
OOC Comments
(Level 5) Federation of Magic pg 138
Range: 100 feet +10 feet/lvl, but the intended victim must be visible.
Damage: 5D6 damage plus disorientation penalties. Double damage by touch ~ but must actually touch bare skin.
Duration: Instant, and add 1 melee/lvl to penalties, stacking.
Saving Throw: Save vs psionic attack.
P.P.E.: 15
Mental Blast is a magical spell that simulates a psionic attack on an enemy. Instead of blasting away with energy bolts to damage the body, this attack is invisible and undetectable (except by psionic individuals) because it attacks the mind. The mental blast does damage direct to Hit Points for normal creatures, or M.D. to supernatural and mega-damage creatures. It can affect targets protected in body armor, but not those clad in power armor, giant robots or armored vehicles. In addition to physical pain and damage (a sudden migraine headache or shooting pain in the head, neck or spine), victims of this insidious attack will feel confused, disoriented and paranoid. The victim instinctively senses he is under attack, but doesn’t know from whom - one of the great advantages of this spell is that it is virtually invisible and it can be difficult to determine the source. Thus, the victim may flee the area or accuse innocent people, lash out madly (and with deadly force) or call to a nameless (faceless) enemy to show himself and fight openly, man to man. Penalties: Victims of this attack are -2 on initiative, -2 to strike, party, and dodge, and -20% on all skills. Penalties remain in force for 1d4 melee rounds per attack; multiple Magical Mind Bolt attacks will have a cumulative effect. If the character successfully saves vs psionic attack, the damage is half and there are no penalties! Note: Mind Melters and Mind Bleeders will automatically sense who their attacker is!


Action 3: Action 2: Mental Blast to Black Tempest 170 feet 5d6 dmg to HP. Save vs DC 18 Psionic.
Penalties: Victims ofthe this attack are -2 on initiative, -2 to strike, party, and dodge, and -20% on all skills. Penalties remain in force for 1d4 melee rounds per attack; multiple Magical Mind Bolt attacks will have a cumulative effect. If the character successfully saves vs psionic attack, the damage is half and there are no penalties!
OOC Comments
(Level 5) Federation of Magic pg 138
Range: 100 feet +10 feet/lvl, but the intended victim must be visible.
Damage: 5D6 damage plus disorientation penalties. Double damage by touch ~ but must actually touch bare skin.
Duration: Instant, and add 1 melee/lvl to penalties, stacking.
Saving Throw: Save vs psionic attack.
P.P.E.: 15
Mental Blast is a magical spell that simulates a psionic attack on an enemy. Instead of blasting away with energy bolts to damage the body, this attack is invisible and undetectable (except by psionic individuals) because it attacks the mind. The mental blast does damage direct to Hit Points for normal creatures, or M.D. to supernatural and mega-damage creatures. It can affect targets protected in body armor, but not those clad in power armor, giant robots or armored vehicles. In addition to physical pain and damage (a sudden migraine headache or shooting pain in the head, neck or spine), victims of this insidious attack will feel confused, disoriented and paranoid. The victim instinctively senses he is under attack, but doesn’t know from whom - one of the great advantages of this spell is that it is virtually invisible and it can be difficult to determine the source. Thus, the victim may flee the area or accuse innocent people, lash out madly (and with deadly force) or call to a nameless (faceless) enemy to show himself and fight openly, man to man. Penalties: Victims of this attack are -2 on initiative, -2 to strike, party, and dodge, and -20% on all skills. Penalties remain in force for 1d4 melee rounds per attack; multiple Magical Mind Bolt attacks will have a cumulative effect. If the character successfully saves vs psionic attack, the damage is half and there are no penalties! Note: Mind Melters and Mind Bleeders will automatically sense who their attacker is!


Actions: 5 through 8 held.

Parry Bonus: +17; 8d20:
20, 4, 10, 18, 6, 14, 4, 2

Auto-dodge: +9; 8d20:
19, 18, 8, 7, 20, 8, 16, 18

Dodge Bonus: +18; 8d20:
19, 12, 10, 7, 2, 18, 11, 14
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: OMEGAS: Down In It

Postby Sentinel » Fri Feb 22, 2019 3:16 am

Ectype 4
Location: Helicopter crash
Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 221/221 | H.P.: N/A | M.D.C.: 492/492 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Spent PPE: -6 PPE

Intelligence 89% / 1d100 = 14
Medical Doctor 123%/1d100 = 72100%/ 1d100 = 41
Navigation 113% /non grrrr
Read Sensory Equipment 93%/none grrr

”Well that was well done, Mr. Spiderweb." Sentinel compliments the wiry hero. The ectype begins to pick up and move the victims quickly away and to the north next to building 2 and 3. He pauses a moment to ping the map but realizes he doesn’t have a tablet in this form. Hmm. I need a better way. Can’t assist them if I have no comms. the ectype thinks as he steps into the street to block an oncoming cards way. ”You there Mr. Driver, call an ambulance for them.” He commands pointing to the victims on the side of the road. ”Their more serious ailments are healed but they probably have smoke inhalation.” the ectype informs. [Divine Aura]
OOC Comments
Power of Command: As often as every three melees (45 seconds), the character can issue a simple, attention drawing command. Not a complex set of instructions or plans or something completely contrary to the person's nature, but things like, "stop," "look," "listen: "no," "duck/look out," "unhand her," "give it to me," and so on. Everybody hearing the command is likely to pause and/or obey, at least for an instant. Roll to save vs psionic attack/mind control or lose and be forced to obey and lose one melee attack/action in the process. Followers devoted to the character will get bonuses from such commands ("get him," "kill," etc.) and are +1 on initiative, +1 to strike, parry and dodge, and get one additional melee attack. Note: Each command counts as one melee attack.


The ectype returns to the fight at the corner of bldg 8 to survey the scene.

Perception: 1d100 = 8 / 61% (another +15% for arcane)
D20 JiC: 1d20 = 20/ D100 JiC: / 1d100 = 11
Initiative: 1d20+7 = 23
Attacks: 8

Action 1 through 5: Moving victims and commanding citizen to render aid.

Action 6 to 8: Held.

Parry Bonus: +17; 8d20:
3, 13, 18, 15, 4, 17, 18, 17

Auto-dodge: +9; 8d20:
14, 11, 2, 7, 15, 4, 5, 9

Dodge Bonus: +18; 8d20:
11, 19, 5, 2, 12, 19, 17, 5
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: OMEGAS: Down In It

Postby Sentinel » Fri Feb 22, 2019 3:22 am

Ectype 5
Location: Alley 12 and 15
Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 221/221 | H.P.: N/A | M.D.C.: 492/492 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee

Spells:

The ectype watches from the ally as the explosions go off scaring his rabbits. Oh no. Who would hurt a rabbit? he thinks wistfully of their innocents. ”Go get under their feet!” the ectype commands the horde of bunnies. This should slow them down. he thinks ironically to himself. Because who would intentionally step on soft white little bunnies. he smiles a stoney toothed smile.

Perception: 1d100 = 50 61% (another +15% for arcane)
D20 JiC: 1d20 = 10/ D100 JiC: / 1d100 = 57


Initiative: 1d20+7 = 11
Attacks: 8
Action 1: Commands bunnies to get under foot of the villians. Approx 30.
Summon and Command Small Animals (AU)
The hero or villain is able to summon animals that understand and obey him. These creatures are summoned via sheer will and appear out of nowhere as if teleported to his side.
Angora white rabbits cliff notes

Number: 60 lbs worth equals approx. 30 rabbits at 2 lbs each.
Estimate horror factor 13+1 per additional 10 = 16
Duration: Controlled for 8 hrs/lvl or until dismissed, or dead. 48 hours.
1d4 SDC per bite if they attack.

Distraction Penalties on Swarm Attacks: -1D6 on Perception Rolls, -1D4 on initiative, -1D4 to strike, parry, dodge and disarm, and each attempt to remove or bat an animal away uses up one of the character’s attacks/melee actions. Penalties last for as long as the character is confronted and
attacked by an animal swarm. Note: If a character succumbs to Horror Factor (even heroes and super-villains), he loses two melee attacks for that first melee round and increase the penalties listed above by an additional -2. Double the penalties if the character has a phobia/fear of
such animals. A “swarm attack” is typically 10-20 animals per individual.

OOC Comments
The hero or villain is able to summon animals that understand and obey him. These creatures are summoned via sheer will and appear out of nowhere as if teleported to his side. The super being must possess knowledge about the creature(s) desired and must have at least seen some kind of drawing or image of the animal to summon it. One or several small animals may be summoned (see Number of Animals), but all are the same species.

Animals summoned by the character are under his complete control and obey his every command. The creatures remain at his disposal for 8 hours per level of experience, but can be sent back (they vanish) at will. Until all the creatures in a batch are sent back (vanish) or slain, the hero cannot summon more or new ones. Most heroes (and even some bad guys) are not likely to sacrifice the lives of animals unless absolutely necessary, and will feed and care for them as long as they are in their company. Thus, most dismiss the animals when they are no longer necessary.

The summoned animals may be used to attack, frighten people, create a distraction, cause a diversion, create chaos, or send a warning. You want to clear a restaurant or lobby? Send in a swarm of mice, rats, bats or snakes. Likewise, the animals can be used to make a dramatic entrance, e.g.
the super being appears with a burst of screeching birds or bats flying in out of nowhere at the same time he steps through a door or smashes through a window. This power is much more effective than it might seem at first blush, as most people are afraid of, and repulsed by, a wide range
of animals from mice and rats to snakes and dogs. Even if the animals represent a minimal danger or inflict minimal damage, most ordinary people are squeamish about them or outright scared of them. Even seasoned fighters and superhumans will try to swat away animals flying or leaping at
them, crawling on their bodies, or running toward them. It is human nature. NEVER underestimate the power of fear and superstition.

Horror Factor of Animals: Remember, certain animals such as mice, rats and snakes are frightening or disgusting to many people. Thus, even one of them is likely to cause people to jump, scream, scatter and move out of the way. Okay, maybe not a super being and certainly not a demon, but definitely most ordinary people. This is especially effective in a crowd. Furthermore, get one or a few people screaming in terror and panic, and probably jumping or running out of the way, and most people will look in their direction and scream and run away as well even if they don’t know what they are running from. Panic and chaos grows quickly when people are screaming and running away. Add a genuinely repugnant or scary little creature, let alone a swarm of them, and you’ve captured everyone’s attention. It is likely to take 1D6+2 minutes before the situation calms down, much longer if there are a lot of the creatures (20+) and/or they are jumping on people or on the attack. The overall Horror Factor and level of distraction for such a situation is that of the animal, +1 for every 20 animals in the swarm. Adding to the confusion and chaos of animal swarms is their squealing, shrieking, howling, growling or barking.
Similarly, a cute and friendly animal such as a rabbit, squirrel, ferret, or small dog is likely to attract attention and concern for its well being. The overall Awe Factor/Cuteness and level of distraction of such an animal situation is 11 +1 for every 10 animals on the loose. Of course, any animal
on the attack, no matter how cute, has a Horror Factor as above.

Horror Factor for some common animals: +1 to H.F. for children and (noncombatant) women. +3 to H.F. for characters who have a phobia about the animal. +2 when the animal(s) is on the attack. All penalties are accumulative.
Bats of any type or size have an H.F. of 13.
Bird, small to medium, has an H.F. of 5.
Bird, predatory, such as a Hawk has an H.F. of 9.
Crows and Ravens have an H.F. of 8.
Canines, small, have an H.F. of 8.
Felines, small domesticated, have an H.F. of 7.
Frogs, Toads and other amphibians have an H.F. of 10.
Lizards of small to medium-size have an H.F. of 10.
Mice, even cute little field mice, have an H.F. of 12.
Rats, even white rats, have an H.F. of 13.
Snakes of small to medium-size have an H.F. of 12.
Snakes of large size (5 feet/1.5 m or longer) have an H.F. of 13.
Note: If you are uncertain of an animal’s H.F. use a base
of 8 for an individual animal, H.F. 10 for a group of ten or
more.

Distraction Penalties on Swarm Attacks: -1D6 on Perception Rolls, -1D4 on initiative, -1D4 to strike, parry, dodge and disarm, and each attempt to remove or bat an animal away uses up one of the character’s attacks/melee actions. Penalties last for as long as the character is confronted and
attacked by an animal swarm. Note: If a character succumbs to Horror Factor (even heroes and super-villains), he loses two melee attacks for that first melee round and increase the penalties listed above by an additional -2. Double the penalties if the character has a phobia/fear of
such animals. A “swarm attack” is typically 10-20 animals per individual.
Restrictions and Limitations: The creature summoned cannot possess human-level sentience, it must have an animal intelligence. It must be a simple, small animal like a snake, frog, toad, mouse, rat, bat, bird, squirrel, ferret, weasel, house cat, small to medium-sized dog (7-20 pounds/3
to 9 kg), and similar. Cannot summon insects, large animals or magical or supernatural animals, nor fictional/mythical animals; the creature must really exist on some planet, and it must be known to the character summoning it. The animal is always an adult. If the super being is rendered
unconscious, the animals rush to his fallen body and fight to protect it. However, they’ll vanish if he does not wake up within 10 minutes per level of experience.
A large animal such as a wolf, lion or horse is not possible; no one animal can weigh more than 20 pounds (9 kg) and all of the animals summoned must be the same variety.

Number of Animals: The smaller and more lightweight the animal, the more the character can summon. The super being can summon creatures that have a combined weight of 30 pounds (13.5 kg), +5 pounds (2.25 kg) per level of experience. For example: A character with a limit of 40 pounds (18 kg) could summon 40-80 mice (depending on the type and size of the mouse species) or small bats or small birds like sparrows, as they are likely to weigh 8 to 16 ounces each. Rats are larger and typically weigh one or two pounds (0.45 to 0.9 kg), so only 20-40 rats, medium-sized bats or robin-sized birds could be summoned. Larger animals like ferrets, weasels, squirrels, rabbits, crows or hawks would be limited to 4-8 animals, 2-4 small dogs or house cats, and so on. With experience, the number of small animals that can be summoned increases.

Range: The creatures appear next to the super being or up to 10 feet (3 m) away per level of experience. Commanding range is limited to the sound of the summoning character’s voice. That’s typically 100-300 feet (30.5 to 91.5 m), but could be half that depending on the level of ambient noise.

Duration: The time it takes for the initial summoning is as follows: Uses up one melee attack if the creatures are on the same continent; appears in 3 seconds. Uses up two melee attacks if the creatures are on a different continent, and four melee attacks if they are somewhere in the Milky
Way Galaxy. Uses two full melee rounds (30 seconds) if the animals must come from another dimension. The creatures remain until dismissed, killed or duration runs out, whichever
comes first.

Damage: Damage listed is per single animal or per groups of 10 animals for swarming attacks(i.e. double damage for 20 animals, triple for 30, and so on).
Small Toothless Animals: The bite of many small animals such as frogs and toads may nip and sting but not usually break skin or inflict real damage (does half an S.D.C. point of damage). Still they have a Horror Factor and cause fear, panic, and distraction. Note, this does not include poisonous frogs and toads.
Very Small Animals: Small animals like mice, hamsters, guinea pigs, moles, tiny lizards, garter snakes, the peck of a sparrow and similar small birds and animal bites do only one point of damage. Damage from a group of 10 such animals is 1D6 points per melee round. However, they will
also climb up pant legs, crawl into clothing, get into hair and so on, causing most people besieged by a group of 10 or more to brush or pull them off, bat them away, and otherwise try to avoid contact. Even professional fighters and superhumans will be bothered and distracted by a swarm
or flock of 10 or more.
Small Animals and Rodents: Rats, bats, squirrels, rabbits, ferrets, weasels, and similar small, aggressive animals do 1D4 damage from a bite. A group of 10 such animals does 3D6 points of damage per melee round (not all are biting through clothing, armor, or even at the same time).
Same applies for pecking and clawing attacks from small and medium-sized birds. Flying animals tend to go for the face and eyes.
Large Bird: 1D4 damage from bite/peck from a large bird like a raven/crow. Tend to go for the face and eyes. Has three attacks per melee round.
Hawk & Other Small Birds of Prey: 1D4+1 from bite, 1D6 from claw attack. Tend to go for the face and eyes. Has four attacks per melee round.
House Cats: 1D4 damage from bite or claw attack. Has four attacks per melee round.
Small Dogs: 1D6 damage from a bite, one point of damage from a (probably inadvertent) claw attack. Has three attacks per melee round.
Note: Also see distraction penalties under Horror Factor.
Attacks per Melee: Each command or instruction (attack, stop, run, etc.) given to the animal or group/swarm of animals counts as one of the character’s own melee attacks. To command them, the animals must be within earshot of the super being. Remember, the super being can summon and dismiss the animals at will. This means he can call forth one type of animal one melee round, dismiss them as soon as the next melee round, and summon a new batch or different type of animals by the third melee round.
Note: The character who summons the animals cannot see what the animals see or know what they know, they just follow his commands like a trained dog.


Action 2-8: Held unless villains try to flee this way.


Parry Bonus: +17; 8d20:
5, 11, 5, 7, 3, 18, 18, 18

Auto-dodge: +9; 8d20:
17, 6, 2, 2, 9, 7, 6, 3

Dodge Bonus: +18; 8d20:
2, 16, 19, 16, 4, 18, 1, 15
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: OMEGAS: Down In It

Postby Blackhaunt » Mon Feb 25, 2019 10:04 pm

WAINGROH
Date: Monday, March 23rd, 2043
Weather: Outside: Sunny, warm, bright, raining? (50 degrees Fahrenheit)
Time: 9:32 am

The previously bright and sunny day takes a quick turn as it starts to rain harder than just a drizzle. Paragon stops with the eye blasts and focuses on Onslaught. What he's doing is unknown as there is no energy signature visible, but he's concentrating hard. The Aggressor fires a missile at Pulse, striking against the teen's forcefield. From the rooftop, Future switches targets and fires his laser rifle at Black Tempest. It hits a forcefield surrounding him. Sentinel #3 radios Brute his intentions to switch up the attacks. Brute grabs for Crashpad and manages to get him in a hold. Rocket Dog starts running at high speed. Crashpad attempts to wriggle out of the hold, but Brute has him solidly. Battletoad and Feather teleport to Macro's side. Detonate starts to run toward the fight. Spaceman jetpacks over to The Aggressor. Sentinel 5 summons 30 rabbits from the aether to swarm the villains. Spiderweb throws a swing line to a building. Sentinel casts See Aura. Pulse fires more metal balls at the Aggressor. They bounce right off of his armor. Faraday is rocking out on the computer, figuring out more things than any normal being should be able to. Faraday begins running a quick analysis on the armor of the Aggressor. Macro punches Onslaught to no effect. Onslaught punches Macro and it looks like it hurts. Wi-Fi turns on her psionic resistance to electricity in response to Black Tempest's blasts.

Feather seems to have a plan, as he winds up for what looks to be a powerful punch from the small acrobat toward Onslaught. The rain picks up heavily and visibility is reduced slightly. Paragon does the same concentrating motion. The Aggressor fires another missile, this time at Future. It strikes a forcefield surrounding him, bursting it. Future taps his temple and the field shimmers back into effect. Sentinel 3 does a magic mind whammy on The Aggressor. Brute leaps with Crashpad in tow toward APC 1. With a trail of flame in his wake, Rocket Dog slams at high speed into The Aggressor, cracking his armor in half and sending sparks flying. Crashpad wriggles out of Brute's hold. Battletoad spits a large wad of mucus at Onslaught but he swats it out of the sky. Detonate continues his run toward the fight, but instead of heading toward Onslaught or the Aggressor, he seems to have his eye on Black Tempest. Spaceman sees his opening and slashes at the now armor-less Aggressor. Spiderweb pulls himself on to the roof. Sentinel looks over Brute, Black Tempest and The Aggressor's auras.
See Aura
Brute: Experience: High. Presence of Magic: Yes. Psychic Abilities: No. PPE: Low. Possessing Entity: No. Health: Injured. Unusual Human Aberration: Yes.
Black Tempest: Experience: High. Presence of Magic: No. Psychic Abilities: No. PPE: Low. Possessing Entity: No. Health: Completely well. Unusual Human Aberration: No.
The Aggressor: Experience: Medium. Presence of Magic: No. Psychic Abilities: No. PPE: Low. Possessing Entity: No. Health: Injured. Unusual Human Aberration: No.
Pulse fires more metal balls at the Aggressor, pelting his unarmored form. Faraday finds that the events of the last two seconds have hindered his ability to real-time analyze the Aggressor's armor. He sends a command to ANNA to review all known footage of him while he goes to work on something else. Macro and Onslaught both miss punching each other. Wi-Fi picks up her Spider-bots.

Feather connects with a powerful punch to Onslaught's face, bringing a look of confusion from the large man. "Ow, I felt that!" The rain picks up as well as the wind, creating monsoon conditions. Visibility drops down immensely to about 20 feet. Paragon does his concentrating thing again. Aggressor uses the reduced visibility to slip out of sight of the heroes. Sentinel 3 fires off a Mental Blast at the location he previously saw Black Tempest. He's unable to tell if it is effective or not due to the lack of visibility. Brute slashes at Crashpad, who's still within his viewing range, but is parried with the large forearm pads built into the suit. Rocket Dog starts to get speed again. Battletoad tries to spit at Onslaught again but he knocks it away with his arms easily. Crashpad tries to punch Brute, but is blocked easily. Spiderweb throws a swingline to the other end of the roof. Faraday starts to look for any information about the person inside the armor but turns up nothing. Wi-Fi leaps up to the rooftop to meet up with Sentinel. Macro and Onslaught try to punch each other but the other parries the blow easily.

Feather winds up again to punch Onslaught. Black Tempest disappears from sight. Paragon continues to concentrate on Onslaught through the torrential downpour. Brute slashes at Crashpad again but is deftly blocked by the armpads. Rocket Dog tries to slam into Crashpad but slips on the soaked ground and goes careening into the side of a building. Crashpad's incoming blow is easily blocked by Brute. Battletoad swings her large metal mace at Onslaught, cracking him in the side of the head which he feels and is once again caught by surprise. "Hey, I felt that too!" Spiderweb pulls himself to the other end of the roof. Faraday goes to aim for The Aggressor but can't see a damn thing with the massive storm happening around him. Macro lands a perfect punch on Onslaught, leaving a giant-sized fist shaped dent in his chestpiece. Onslaught reciprocates with a decent punch to Macro's stomach.

Feather connects again with a masterful punch which Onslaught obviously feels. From somewhere through the storm, Macro is assailed with electrical energy. Paragon continues to concentrate on Onslaught. "Almost there..." Brute and Crashpad both fail to connect with their blows. Battletoad doesn't have luck finding purchase with her magical mace in her continued assault against Onslaught. Spiderweb rushes toward the edge of the roof to throw his spear at a target, but finds that even with his ability to see in magical or unnatural darkness, the rain is obscuring his view. He can't find a target to strike. Wi-Fi offers up some directions to the rest of the group through digital means while Sentinel goes to heal her current condition. Onslaught punches Macro pretty hard.

Feather rears up again to punch Onslaught. The rain takes a turn for the worse. It's very cold suddenly (Brute notes the temperature has dropped to 27 degrees) and the ground is starting to be covered in ice. Crashpad blocks Brute's blow and Brute has to consciously avoid Crashpad's. Macro blocks Onslaught's punch.

Feather punches Onslaught in his face again, much to the continued surprise of the large man. Brute fails to connect with Crashpad. But Crashpad doesn't have the same problem. In his attempt to dodge the blow, Brute steps right into it. Luckily, the blow is absorbed entirely by his Omega Suit. Battletoad smacks Onslaught in his armor with the magic mace.

Crashpad swings three more times at Brute. A hit to the jaw. A punch absorbed by his almost decimated Omega Suit. A sloppy punch that is easily avoided, even by a battered and bruised Brute. Brute is still alive and in the fight.


Elsewhere:
Sentinel #4 works to get the civilians to safety away from the fire. One of them, a man in a Hawaiian shirt screams "Mary! She can't be dead! She's the best newcaster I've ever seen!". He falls to the ground and breaks down in tears. It begins raining and then the intensity of said rain increases very rapidly. Once they are clear of the fire, he steps into the road to stop a car and command the driver to call an ambulance for the injured. His presence in the road and the suddenly changed weather conditions cause the car he attempts to stop to slide wildly out of control on the slick road. They slam into him, causing him to fall backward on to his rear with a slight injury.


What are you doing? Combat posts? Round 3!



Butcher's Bill
Everyone:
  • Due to torrential freezing rains, visibility is reduced to 20 feet. Check your inbox for a map.

Brute:
  • Omega Suit: -90 SDC.
  • Personal: -89 SDC
  • Stunned: -4 to strike, parry and dodge for 1 melee round.

Sentinel #4:
  • Personal: -12 SDC
Let the GAMES begin.
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Re: OMEGAS: Down In It

Postby Spiderweb » Tue Feb 26, 2019 4:51 am

Perception: 1d100 = 72 of 33%
Initiative: 1d20 = 6
JIC: 1d20 = 9
JIC% 1d100 = 78

Spiderweb comments to the others nearby, "I can not do much if I can not find the enemy, I am going to rappel down and follow Brute's GPS, last I heard he was in trouble. I may be able to help him, and likewise may be able to find the ones fighting him."

Technically, he is not really rappelling, he is holding on to his swing line and extending it, not sliding down an existing line, but the result is the same.
Rappelling 1d100 = 85 of 90%

Once he gets close enough to see the ground, he will pause and look around. He will also, as he descends, manifest his bone armor, in case any of them see him before he sees them (manifesting the armor BEFORE he gets close enough to see the ground).

If there are no enemies in sight, he will continue the descent and travel towards where Brute is. If he sees an enemy, while descending, he will not be in a good position to throw a spear, and so will manifest a web to capture the enemy (requires 2 actions).

If he sees no enemy before he reaches the ground, then he will keep his eyes open until he reaches Brute. If he sees an enemy before he reaches Brute, he will quickly act, if the enemy is Black Tempest, he will throw a Force Field around him. If the enemy is anyone else, will throw his spear at the enemy then move into melee.

If he reaches Brute without seeing any enemies (and without being attacked) he will use First Aid to check if Brute is still alive and whether he can be moved. If Brute is alive, but can not be moved, then throw a force field around him. If he is alive and CAN be moved, create a web sling to carry him (requires 2 actions) and carry him back to the roof by retracing my route.

Actions: 5 per round
Action 1: Use existing swing line to descend from roof while manifesting armor.
Action 2: Strike (if needed) at enemy with capture web 1d20+3 = 14 otherwise Move to ground and head towards Brute.
Action 3: Strike (if needed) at enemy with thrown spear 1d20+9 = 21 Damage 6d6+10 = 31 or move towards Brute, Parry 1d20+4 = 17 (if strike with force field, attack is only +3 and no damage)
Action 4: Catch returning spear or (hopefully) reach Brute, Parry 1d20+4 = 22
Action 5: work on webbing Brute or put him in a force field or combat. strike with spear 1d20+7 = 13 damage with spear 5d6+10 = 33, Parry 1d20+4 = 18
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Re: OMEGAS: Down In It

Postby Brute » Tue Feb 26, 2019 8:52 am

Location: Waingroh
Conditions: Monstrous Form; APS of Limb: Crystal; Stunned (-4 to strike, parry and dodge for 1 melee round.)

Perception: 51% 1d100 = 18 (SUCCESS)

JIC: 1d20 = 14
1d100 = 99

As Brute trades blows and parries with Crashpad, he realizes how evenly matched they are. Another time, I might've enjoyed this... but he and Black Tempest had me on the ropes just a minute ago.

Finding he can no longer see anything but Crashpad and his immediate vicinity, Brute relies more heavily on his antennae and enhanced senses to tell him what's going on.

Bio-Regeneration: 2d6 = 6

Track by scent 48% 1d100 = 65 (FAIL)
Identify common odors 98% 1d100 = 80 (SUCCESS)
Identify uncommon odors 58% 1d100 = 74 (FAIL)
Motion detector, 30’ radius range
Identify temperature (within 2 degrees) 98% 1d100 = 29 (SUCCESS)
Identify wind direction and speed 88% 1d100 = 99 (FAIL)

He squares off against Crashpad, trying to fight strategically. "That's your boss' storm, eh? Know what he's probably doing right now? I'll bet he's making for the truck. Gonna take what you stole, and when the storm clears up he'll be gone and you and the moron twins'll be hung out to dry." Brute grins wickedly at Crashpad.

Intimidate: 40% 1d100 = 75 (FAIL)

Take that... Black Tempest doesn't care about you. You're going to Gramercy, or in the ground. As he banters, he puts up a solid boxing defense and looks for openings in Crashpad's defense, in order to try to connect with a KO punch from his crystalline fist. As they jockey, he says, "You're good, Maxi Pad, I'll give you that." Then he feints, leaping over Crashpad and attempting to sweep his legs out from under him. "But I'm better."

Intimidate: 40% 1d100 = 24 (SUCCESS)

Initiative 1d20+8 = 17

APM: 8

Action 1: Bludgeon with crystalline fist. Strike 1d20+1 = 15; Damage 2d4*10 = 50 + 2d6+37 = 45 = 95
Action 2: Bludgeon with crystalline fist. Strike 1d20+1 = 5; Damage 2d4*10 = 70 + 2d6+37 = 44 = 114
Action 3: Slash with Serious; Strike 1d20+1 = 16; Damage 2d4*10 = 30 + 2d6+37 = 44 = 74
Action 4: Slash with Results; Strike 1d20+1 = 19 (Crit!); Damage 2d4*10 = 60 + 2d6+37 = 43 = 103 * 2 = 206
Action 5: Leap over to a position behind Crashpad
Action 6: Backward Sweep kick. Strike 1d20+1 = 5; No damage, cannot be parried, knockdown if successful
Action 7: Bludgeon with crystalline fist. Strike 1d20+1 = 6; Damage 2d4*10 = 50 + 2d6+37 = 42 = 92
Contingent action 7: Another backward sweep kick. Strike 1d20+1 = 7; No damage, cannot be parried, knockdown if successful
Action 8: Reserved for dodge if necessary. Dodge 1d20+12 = 30

Parries (if necessary): 1) 1d20+10 = 16; 2) 1d20+10 = 18; 3) 1d20+10 = 28; 4) 1d20+10 = 18; 5) 1d20+10 = 29; 6) 1d20+10 = 11; 7) 1d20+10 = 23; 8 ) 1d20+10 = 25

Autododges: 1) 1d20-2 = 11; 2) 1d20-2 = 14; 3) 1d20-2 = 7; 4) 1d20-2 = 14; 5) 1d20-2 = 4; 6) 1d20-2 = 6; 7) 1d20-2 = 9; 8 ) 1d20-2 = 8
Brute

Normal Form
AR: 0
HP: 45/45
SDC: 186/186

Monstrous Form
AR: 13
HP: 40/40
SDC: 491/846

Motion detector, 20’ radius range
Predator’s hearing (+2 Initiative, 8X Normal)

Omega Suit
A.R.: 17
SDC: 100/250
Features:
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'

Draupnir
    Mind Block Auto-Defense
    +2 vs. magic; +2 vs. Horror Factor
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Re: OMEGAS: Down In It

Postby Wi-Fi » Tue Feb 26, 2019 4:52 pm

Perception: 1d100 = 52
JiC d20/d100: 1d20 = 12 / 1d100 = 87
cold enough for ya?
"Thanks for the heal. Seeing the world in black and white movie format was...odd. this 20 feet visual...this is not helping. Keep your eyes peeled." she called after spiderweb, "Let's try to find others and secure the truck. This weather is likely to make him use ambush or escape tactics. GPS and radio tracking should work but I'll need a better radio... remind to get the omega suits upgraded to be temperature sealed. freezing to death is not a hobby I want to start," her looks to the spiders and grins.

"I think you two will do nicely as our hounds." the mutant using her handheld linked to them. that truck should have a radio. Looking briefly to Sentinel, "Guessing you have a few ideas?" The mutant was from a winter area but not fond unnatural cold. Provided there were no attacks the little bots sensor data would be relayed to he handheld and allow them to scout indoors and outdoors. How well she was going to find out if the programming took in her handheld.

Skills:
Computer Programming: 1d100 = 28 / 89%
Computer Operation: 1d100 = 15 / 99%

"Is there a door on this roof or do we have to make a hole to get inside? if this cold is going to freeze me faster It might be good to get indoors..as for you it might make you crack if they superheat or hit you with a heated fist you. I saw that on a documentary about building the pyramids once." she added as she looked around the ground and roof she was on keeping a sharp eye open for trouble.

Combat (if needed):
Initiative: 1d20+3 = 15
Directed force bolts:
OOC Comments
Roll to Strike: 1d20+4 = 7 | Damage: 6d6 = 13
Roll to Strike: 1d20+4 = 24 | Damage: 6d6 = 21 or dodge to get better shot 1d20+5 = 21
Roll to Strike: 1d20+4 = 19 | Damage: 6d6 = 23 or dodge to get better shot 1d20+5 = 15
Roll to Strike: 1d20+4 = 14 | Damage: 6d6 = 29 or dodge to get better shot 1d20+5 = 7
Roll to Strike: 1d20+4 = 7 | Damage: 6d6 = 22 or dodge to get better shot 1d20+5 = 11
Roll to Strike: 1d20+4 = 15 | Damage: 6d6 = 20 or dodge to get better shot 1d20+5 = 21
Roll to Strike: 1d20+4 = 20 | Damage: 6d6 = 22 or dodge to get better shot 1d20+5 = 25


Parry with TK: (if needed)

OOC Comments
, 1d20+4 = 11 , 1d20+4 = 16 ,
1d20+4 = 20, 1d20+4 = 14 , 1d20+4 = 24 ,
1d20+4 = 13 and 1d20+4 = 15
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 128/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 0/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

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

Postby Sentinel » Tue Mar 05, 2019 11:11 pm

Sentinel
Location: keeping watch above.
Perception: 1d100 = 86 /61% (another +15% for arcane)
D20 JiC: 1d20 = 5/ D100 JiC: / 1d100 = 51

Skills:
Navigation 113% / 1d100 = 34
Read Sensory Equipment 93% / 1d100 = 54
Computer Operation 103% / 1d100 = 81

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 221/221 | H.P.: N/A | M.D.C.: 492/492 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Awe and/or Horror Factor 14: Enemies must roll a 15 or higher on a twenty sided die to avoid being momentarily awestruck. A failed roll means the individual loses initiative, one of his melee attacks. In this case, roll each melee round in which the character with the divine aura is attacked or speaks.

Spells: Invincible armor on Brute and Wi-Fi and domination on villain.
Butcher Bill: -91 PPE

May notice a divine radiance coming from Sentinel and his voice a bit more compelling to the ears.

The air ices over leaving Sentinel staring at a whirl of white before him. It reminded him a snow storm on the Himalayas. "Well this is interesting and not any manor I enjoy. How am I to observe how Brute fights?" Sentinel says disappointingly.

"I can not do much if I can not find the enemy, I am going to rappel down and follow Brute's GPS, last I heard he was in trouble. I may be able to help him, and likewise may be able to find the ones fighting him."


”Mr. Spiderweb, that is an excellent observation. Brute still has his GPS.” Sentinel says graciously to Spiderweb.

Sentinel looks quickly to the pad sprinkled with melting snow flakes. Sentinel looks past the water drops to see the teams transponders ping on the map. There he is. Sentinel thinks finding Brutes location.

Listening to Wi-fi as he searched for Brute, ”You are quite welcome.” he comments, ”As far the cold come with me.” he says without giving her an opportunity to answer as he reaches out touching her and teleports. After they arrive next to Brute he greets him.

”Mr. Brute, you don’t seem to be doing well. Would you like some help?” Sentinel asks knowing full well from his viewing of his aura that he is very hurt. Sentinel reaches out placing a protection spell over him. [casts invincible armor.]

Sentinel looks over at the villain. This is enough. Sit down and take off your helmet. I don’t like not seeing my adversaries face. Sentinel commands and then uses domination on him.

”Oh Ms. Wi-fi sorry you are cold. Here.” Sentinel apologizes reaching out a hand to touch wi-fi shoulder. [casts invincible armor.]

Initiative: 1d20+7 = 27
Attacks: 8

Action 1: Assesses the scene overlooking the storm and Brute.

Action 2: Teleports to Brutes location with Wi-Fi. 93%/ 1d100 = 5

Action 3-4: Casts Invincible Armor on Brute. Natural AR 18. 350 SDC, regen 2d6 SDC per melee, all energy attacks, magic or mundane inflict half damage. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply.
OOC Comments
(Level 8) Federation of Magic pg. 144 [Modified by Maniacal Laugh for HU2:CC)
Range: Self or one other by touch.
Duration: 3 min/lvl.
Saving Throw: None
P.P.E.: 30
Although not quite as “invincible” as the name suggests, this impressive magical armor encases the wearer in a suit of shimmering, translucent plate armor, complete with full helm. The armor is Natural AR 18, is 50 SDC per level of the spell caster, and regenerates damage at the rate of 2d6 S.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply.
Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor cannot be placed on giant Automatons.


Actions 5: Uses Commanding voice on villian. “Take your helmet off.” Roll to save vs psionic [DC 15] attack/mind control or lose and be forced to obey and lose one melee attack/action in the process.
OOC Comments
3. Power of Command : As often as every three melees (45 seconds), the character can issue a simple, attention drawing command. Not a complex set of instructions or plans or something completely contrary to the person's nature, but things like, "stop," "look," "listen: "no," "duck/look out," "unhand her," "give it to me," and so on. Everybody hearing the command is likely to pause and/or obey, at least for an instant. Roll to save vs psionic attack/mind control or lose and be forced to obey and lose one melee attack/action in the process. Followers devoted to the character will get bonuses from such commands ("get him," "kill," etc.) and are +1 on initiative, +1 to strike, parry and dodge, and get one additional melee attack. Note: Each command counts as one melee attack.


Action 6: Use Domination on Villian. Domination (Level 5) RUE pg. 207 DC 15
OOC Comments
Range: Touch or within 4 ft.
Duration: 15 min/lvl
Saving Throw: Standard.
P.P.E.: 10
Domination is another trance-like enchantment that enables the spell caster to impose his will over his victim's, forcing the individual to do his bidding. The victim of Domination appears to act oddly, dazed, confused, slow and unfriendly (ignoring friends, etc.). The enchanted character has one goal, to fulfill the commands of the spell caster. Under the enchantment of Domination, the character's alignment does not apply. He will steal, lie, assist in crimes, kidnap, betray friends, reveal secrets and so on. The victim is under the (almost) complete control of the spell caster. The only things the bewitched victim will not do are commit suicide, inflict self-harm, or kill a friend or loved one. A good aligned character, Principled, Scrupulous and even Unprincipled, can not be made to kill anybody; it is too deeply against their alignment. Note: The enchanted person is not himself and suffers the following penalties. Attacks per melee round are half, speed is half, all skills are half their usual proficiency, speech is slow, and the person seems distracted or a little dazed.
A successful saving throw versus magic means the magic has no effect. The character is 100% his normal self. The effects of the Domination magic cannot be faked. Can not affect a person inside environmental M.D.C. body armor, power armor, robots, or vehicles.


Action 7-8: Casts Invincible Armor on Wi-Fi. Natural AR 18. 350 SDC, regen 2d6 SDC per melee, all energy attacks, magic or mundane inflict half damage. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply.
OOC Comments
(Level 8) Federation of Magic pg. 144 [Modified by Maniacal Laugh for HU2:CC)
Range: Self or one other by touch.
Duration: 3 min/lvl.
Saving Throw: None
P.P.E.: 30
Although not quite as “invincible” as the name suggests, this impressive magical armor encases the wearer in a suit of shimmering, translucent plate armor, complete with full helm. The armor is Natural AR 18, is 50 SDC per level of the spell caster, and regenerates damage at the rate of 2d6 S.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply.
Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor cannot be placed on giant Automatons.


Parry Bonus: +17; 8d20:
10, 10, 17, 4, 13, 7, 16, 4

Auto-dodge: +9; 8d20:
13, 3, 11, 14, 5, 14, 8, 1

Dodge Bonus: +18; 8d20:
8, 3, 19, 20, 13, 6, 16, 6
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: OMEGAS: Down In It

Postby Sentinel » Tue Mar 05, 2019 11:57 pm

Ectype 3
On roof 19, Northeast corner.
Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 221/221 | H.P.: N/A | M.D.C.: 492/492 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee

PPE Usage: -75 PPE 3x Barrage.

Perception: 1d100 = 48 / 61% (another +15% for arcane)
D20 JiC: 1d20 = 11/ D100 JiC: / 1d100 = 87

The storm whites out everything the ectype can see. An interesting turnabout. the ectype thinks trying to figure out a means to defeat the obscuring snow storm.
There are some animals adept at living in the snow… the ectype ponders a solution. Indeed Lynx! the ectype thinks as he begins to call up the cousins of bobcats.
”This should find them in the snow. Go find anyone and scream for me so I can find you please.” the ectype commands the little cats to find anyone in the snow storm. The ectype readies himself to leap to the location if he hears a scream.

https://www.youtube.com/watch?v=G4ewNJ77xT8

Initiative: 1d20+7 = 12
Attacks: 8

Action 1: Commands bunnies to find the villians. Summon 3 Lynx
Summon and Command Small Animals (AU)
The hero or villain is able to summon animals that understand and obey him. These creatures are summoned via sheer will and appear out of nowhere as if teleported to his side.
Angora white rabbits cliff notes

Number: 70 lbs worth equals approx. 3 Lynx at 19 lbs each.
Estimate horror factor 7+1 per additional 10
Duration: Controlled for 8 hrs/lvl or until dismissed, or dead. 56 hours.
1d6 SDC per bite if they attack.

Distraction Penalties on Swarm Attacks: -1D6 on Perception Rolls, -1D4 on initiative, -1D4 to strike, parry, dodge and disarm, and each attempt to remove or bat an animal away uses up one of the character’s attacks/melee actions. Penalties last for as long as the character is confronted and
attacked by an animal swarm. Note: If a character succumbs to Horror Factor (even heroes and super-villains), he loses two melee attacks for that first melee round and increase the penalties listed above by an additional -2. Double the penalties if the character has a phobia/fear of
such animals. A “swarm attack” is typically 10-20 animals per individual.

OOC Comments
The hero or villain is able to summon animals that understand and obey him. These creatures are summoned via sheer will and appear out of nowhere as if teleported to his side. The super being must possess knowledge about the creature(s) desired and must have at least seen some kind of drawing or image of the animal to summon it. One or several small animals may be summoned (see Number of Animals), but all are the same species.

Animals summoned by the character are under his complete control and obey his every command. The creatures remain at his disposal for 8 hours per level of experience, but can be sent back (they vanish) at will. Until all the creatures in a batch are sent back (vanish) or slain, the hero cannot summon more or new ones. Most heroes (and even some bad guys) are not likely to sacrifice the lives of animals unless absolutely necessary, and will feed and care for them as long as they are in their company. Thus, most dismiss the animals when they are no longer necessary.

The summoned animals may be used to attack, frighten people, create a distraction, cause a diversion, create chaos, or send a warning. You want to clear a restaurant or lobby? Send in a swarm of mice, rats, bats or snakes. Likewise, the animals can be used to make a dramatic entrance, e.g.
the super being appears with a burst of screeching birds or bats flying in out of nowhere at the same time he steps through a door or smashes through a window. This power is much more effective than it might seem at first blush, as most people are afraid of, and repulsed by, a wide range
of animals from mice and rats to snakes and dogs. Even if the animals represent a minimal danger or inflict minimal damage, most ordinary people are squeamish about them or outright scared of them. Even seasoned fighters and superhumans will try to swat away animals flying or leaping at
them, crawling on their bodies, or running toward them. It is human nature. NEVER underestimate the power of fear and superstition.

Horror Factor of Animals: Remember, certain animals such as mice, rats and snakes are frightening or disgusting to many people. Thus, even one of them is likely to cause people to jump, scream, scatter and move out of the way. Okay, maybe not a super being and certainly not a demon, but definitely most ordinary people. This is especially effective in a crowd. Furthermore, get one or a few people screaming in terror and panic, and probably jumping or running out of the way, and most people will look in their direction and scream and run away as well even if they don’t know what they are running from. Panic and chaos grows quickly when people are screaming and running away. Add a genuinely repugnant or scary little creature, let alone a swarm of them, and you’ve captured everyone’s attention. It is likely to take 1D6+2 minutes before the situation calms down, much longer if there are a lot of the creatures (20+) and/or they are jumping on people or on the attack. The overall Horror Factor and level of distraction for such a situation is that of the animal, +1 for every 20 animals in the swarm. Adding to the confusion and chaos of animal swarms is their squealing, shrieking, howling, growling or barking.
Similarly, a cute and friendly animal such as a rabbit, squirrel, ferret, or small dog is likely to attract attention and concern for its well being. The overall Awe Factor/Cuteness and level of distraction of such an animal situation is 11 +1 for every 10 animals on the loose. Of course, any animal
on the attack, no matter how cute, has a Horror Factor as above.

Horror Factor for some common animals: +1 to H.F. for children and (noncombatant) women. +3 to H.F. for characters who have a phobia about the animal. +2 when the animal(s) is on the attack. All penalties are accumulative.
Bats of any type or size have an H.F. of 13.
Bird, small to medium, has an H.F. of 5.
Bird, predatory, such as a Hawk has an H.F. of 9.
Crows and Ravens have an H.F. of 8.
Canines, small, have an H.F. of 8.
Felines, small domesticated, have an H.F. of 7.
Frogs, Toads and other amphibians have an H.F. of 10.
Lizards of small to medium-size have an H.F. of 10.
Mice, even cute little field mice, have an H.F. of 12.
Rats, even white rats, have an H.F. of 13.
Snakes of small to medium-size have an H.F. of 12.
Snakes of large size (5 feet/1.5 m or longer) have an H.F. of 13.
Note: If you are uncertain of an animal’s H.F. use a base
of 8 for an individual animal, H.F. 10 for a group of ten or
more.

Distraction Penalties on Swarm Attacks: -1D6 on Perception Rolls, -1D4 on initiative, -1D4 to strike, parry, dodge and disarm, and each attempt to remove or bat an animal away uses up one of the character’s attacks/melee actions. Penalties last for as long as the character is confronted and
attacked by an animal swarm. Note: If a character succumbs to Horror Factor (even heroes and super-villains), he loses two melee attacks for that first melee round and increase the penalties listed above by an additional -2. Double the penalties if the character has a phobia/fear of
such animals. A “swarm attack” is typically 10-20 animals per individual.
Restrictions and Limitations: The creature summoned cannot possess human-level sentience, it must have an animal intelligence. It must be a simple, small animal like a snake, frog, toad, mouse, rat, bat, bird, squirrel, ferret, weasel, house cat, small to medium-sized dog (7-20 pounds/3
to 9 kg), and similar. Cannot summon insects, large animals or magical or supernatural animals, nor fictional/mythical animals; the creature must really exist on some planet, and it must be known to the character summoning it. The animal is always an adult. If the super being is rendered
unconscious, the animals rush to his fallen body and fight to protect it. However, they’ll vanish if he does not wake up within 10 minutes per level of experience.
A large animal such as a wolf, lion or horse is not possible; no one animal can weigh more than 20 pounds (9 kg) and all of the animals summoned must be the same variety.

Number of Animals: The smaller and more lightweight the animal, the more the character can summon. The super being can summon creatures that have a combined weight of 30 pounds (13.5 kg), +5 pounds (2.25 kg) per level of experience. For example: A character with a limit of 40 pounds (18 kg) could summon 40-80 mice (depending on the type and size of the mouse species) or small bats or small birds like sparrows, as they are likely to weigh 8 to 16 ounces each. Rats are larger and typically weigh one or two pounds (0.45 to 0.9 kg), so only 20-40 rats, medium-sized bats or robin-sized birds could be summoned. Larger animals like ferrets, weasels, squirrels, rabbits, crows or hawks would be limited to 4-8 animals, 2-4 small dogs or house cats, and so on. With experience, the number of small animals that can be summoned increases.

Range: The creatures appear next to the super being or up to 10 feet (3 m) away per level of experience. Commanding range is limited to the sound of the summoning character’s voice. That’s typically 100-300 feet (30.5 to 91.5 m), but could be half that depending on the level of ambient noise.

Duration: The time it takes for the initial summoning is as follows: Uses up one melee attack if the creatures are on the same continent; appears in 3 seconds. Uses up two melee attacks if the creatures are on a different continent, and four melee attacks if they are somewhere in the Milky
Way Galaxy. Uses two full melee rounds (30 seconds) if the animals must come from another dimension. The creatures remain until dismissed, killed or duration runs out, whichever
comes first.

Damage: Damage listed is per single animal or per groups of 10 animals for swarming attacks(i.e. double damage for 20 animals, triple for 30, and so on).
Small Toothless Animals: The bite of many small animals such as frogs and toads may nip and sting but not usually break skin or inflict real damage (does half an S.D.C. point of damage). Still they have a Horror Factor and cause fear, panic, and distraction. Note, this does not include poisonous frogs and toads.
Very Small Animals: Small animals like mice, hamsters, guinea pigs, moles, tiny lizards, garter snakes, the peck of a sparrow and similar small birds and animal bites do only one point of damage. Damage from a group of 10 such animals is 1D6 points per melee round. However, they will
also climb up pant legs, crawl into clothing, get into hair and so on, causing most people besieged by a group of 10 or more to brush or pull them off, bat them away, and otherwise try to avoid contact. Even professional fighters and superhumans will be bothered and distracted by a swarm
or flock of 10 or more.
Small Animals and Rodents: Rats, bats, squirrels, rabbits, ferrets, weasels, and similar small, aggressive animals do 1D4 damage from a bite. A group of 10 such animals does 3D6 points of damage per melee round (not all are biting through clothing, armor, or even at the same time).
Same applies for pecking and clawing attacks from small and medium-sized birds. Flying animals tend to go for the face and eyes.
Large Bird: 1D4 damage from bite/peck from a large bird like a raven/crow. Tend to go for the face and eyes. Has three attacks per melee round.
Hawk & Other Small Birds of Prey: 1D4+1 from bite, 1D6 from claw attack. Tend to go for the face and eyes. Has four attacks per melee round.
House Cats: 1D4 damage from bite or claw attack. Has four attacks per melee round.
Small Dogs: 1D6 damage from a bite, one point of damage from a (probably inadvertent) claw attack. Has three attacks per melee round.
Note: Also see distraction penalties under Horror Factor.
Attacks per Melee: Each command or instruction (attack, stop, run, etc.) given to the animal or group/swarm of animals counts as one of the character’s own melee attacks. To command them, the animals must be within earshot of the super being. Remember, the super being can summon and dismiss the animals at will. This means he can call forth one type of animal one melee round, dismiss them as soon as the next melee round, and summon a new batch or different type of animals by the third melee round.
Note: The character who summons the animals cannot see what the animals see or know what they know, they just follow his commands like a trained dog.



Actions: 2 through 8 held waiting to move to location

Parry Bonus: +17; 8d20:
2, 18, 11, 20, 17, 14, 10, 5

Auto-dodge: +9; 8d20:
1, 18, 7, 10, 14, 12, 5, 3

Dodge Bonus: +18; 8d20:
1, 3, 5, 5, 14, 3, 7, 16
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: OMEGAS: Down In It

Postby Sentinel » Wed Mar 06, 2019 12:17 am

Ectype 4
Location: Helicopter crash
Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 221/221 | H.P.: N/A | M.D.C.: 480/492 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Spent PPE: -6 PPE
Skills:
Medical Doctor 123%/100% / 1d100 = 14/ 1d100 = 98

Sentinel #4 works to get the civilians to safety away from the fire. One of them, a man in a Hawaiian shirt screams "Mary! She can't be dead! She's the best newcaster I've ever seen!". He falls to the ground and breaks down in tears. It begins raining and then the intensity of said rain increases very rapidly. Once they are clear of the fire, he steps into the road to stop a car and command the driver to call an ambulance for the injured. His presence in the road and the suddenly changed weather conditions cause the car he attempts to stop to slide wildly out of control on the slick road. They slam into him, causing him to fall backward on to his rear with a slight injury.


The car skids and strikes the ectype. He wasn’t prepared for the impact which startles him more than anything having been a very long time since he had been knocked down. Getting up he brushes himself off inspecting the dent and looking over to the car. I suppose I should make sure they are alright too. he thinks scooting over to the car.

”Are you all fairing well?” Sentinel inquires casting see aura to assess for injuries. If anyone is hurt he will offer medical aid and healing touch.

Hmm, best newcaster? sentinel thinks recalling the mans screams. Are there others I couldn’t see in the wreck? he thinks.

Sentinel goes quickly back to the wreckage looking for survivors or deceased using the see aura as much as he can through the reduced visibility. He will go so far as to climb into the wreckage being fireproof stone himself.

If he finds anyone else he will bring them back over to the survivors.

Perception: 1d100 = 66 / 61% (another +15% for arcane)
D20 JiC: 1d20 = 1/ D100 JiC: / 1d100 = 12
Initiative: 1d20+7 = 12
Attacks: 8

Action 1 through 8 rendering further aid and casting see aura to assist in injury assessments and checking wreckage for others as needed.

Parry Bonus: +17; 8d20:
5, 4, 13, 5, 5, 2, 1, 12

Auto-dodge: +9; 8d20:
5, 17, 5, 15, 20, 13, 7, 17

Dodge Bonus: +18; 8d20:
11, 9, 11, 8, 13, 5, 6, 12

---
Recovers 2d6 SDC per melee: 2d6 = 4
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: OMEGAS: Down In It

Postby Sentinel » Wed Mar 06, 2019 12:43 am

Ectype 5
Location: Alley 12 and 15
Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 221/221 | H.P.: N/A | M.D.C.: 492/492 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee

Spells:
Summon and Command Small Animals (AU)
OOC Comments
The hero or villain is able to summon animals that understand and obey him. These creatures are summoned via sheer will and appear out of nowhere as if teleported to his side.
Angora white rabbits cliff notes

Number: 60 lbs worth equals approx. 30 rabbits at 2 lbs each.
Estimate horror factor 13+1 per additional 10 = 16
Duration: Controlled for 8 hrs/lvl or until dismissed, or dead. 48 hours.
1d4 SDC per bite if they attack.

Distraction Penalties on Swarm Attacks: -1D6 on Perception Rolls, -1D4 on initiative, -1D4 to strike, parry, dodge and disarm, and each attempt to remove or bat an animal away uses up one of the character’s attacks/melee actions. Penalties last for as long as the character is confronted and
attacked by an animal swarm. Note: If a character succumbs to Horror Factor (even heroes and super-villains), he loses two melee attacks for that first melee round and increase the penalties listed above by an additional -2. Double the penalties if the character has a phobia/fear of
such animals. A “swarm attack” is typically 10-20 animals per individual.

The hero or villain is able to summon animals that understand and obey him. These creatures are summoned via sheer will and appear out of nowhere as if teleported to his side. The super being must possess knowledge about the creature(s) desired and must have at least seen some kind of drawing or image of the animal to summon it. One or several small animals may be summoned (see Number of Animals), but all are the same species.

Animals summoned by the character are under his complete control and obey his every command. The creatures remain at his disposal for 8 hours per level of experience, but can be sent back (they vanish) at will. Until all the creatures in a batch are sent back (vanish) or slain, the hero cannot summon more or new ones. Most heroes (and even some bad guys) are not likely to sacrifice the lives of animals unless absolutely necessary, and will feed and care for them as long as they are in their company. Thus, most dismiss the animals when they are no longer necessary.

The summoned animals may be used to attack, frighten people, create a distraction, cause a diversion, create chaos, or send a warning. You want to clear a restaurant or lobby? Send in a swarm of mice, rats, bats or snakes. Likewise, the animals can be used to make a dramatic entrance, e.g.
the super being appears with a burst of screeching birds or bats flying in out of nowhere at the same time he steps through a door or smashes through a window. This power is much more effective than it might seem at first blush, as most people are afraid of, and repulsed by, a wide range
of animals from mice and rats to snakes and dogs. Even if the animals represent a minimal danger or inflict minimal damage, most ordinary people are squeamish about them or outright scared of them. Even seasoned fighters and superhumans will try to swat away animals flying or leaping at
them, crawling on their bodies, or running toward them. It is human nature. NEVER underestimate the power of fear and superstition.

Horror Factor of Animals: Remember, certain animals such as mice, rats and snakes are frightening or disgusting to many people. Thus, even one of them is likely to cause people to jump, scream, scatter and move out of the way. Okay, maybe not a super being and certainly not a demon, but definitely most ordinary people. This is especially effective in a crowd. Furthermore, get one or a few people screaming in terror and panic, and probably jumping or running out of the way, and most people will look in their direction and scream and run away as well even if they don’t know what they are running from. Panic and chaos grows quickly when people are screaming and running away. Add a genuinely repugnant or scary little creature, let alone a swarm of them, and you’ve captured everyone’s attention. It is likely to take 1D6+2 minutes before the situation calms down, much longer if there are a lot of the creatures (20+) and/or they are jumping on people or on the attack. The overall Horror Factor and level of distraction for such a situation is that of the animal, +1 for every 20 animals in the swarm. Adding to the confusion and chaos of animal swarms is their squealing, shrieking, howling, growling or barking.
Similarly, a cute and friendly animal such as a rabbit, squirrel, ferret, or small dog is likely to attract attention and concern for its well being. The overall Awe Factor/Cuteness and level of distraction of such an animal situation is 11 +1 for every 10 animals on the loose. Of course, any animal
on the attack, no matter how cute, has a Horror Factor as above.

Horror Factor for some common animals: +1 to H.F. for children and (noncombatant) women. +3 to H.F. for characters who have a phobia about the animal. +2 when the animal(s) is on the attack. All penalties are accumulative.
Bats of any type or size have an H.F. of 13.
Bird, small to medium, has an H.F. of 5.
Bird, predatory, such as a Hawk has an H.F. of 9.
Crows and Ravens have an H.F. of 8.
Canines, small, have an H.F. of 8.
Felines, small domesticated, have an H.F. of 7.
Frogs, Toads and other amphibians have an H.F. of 10.
Lizards of small to medium-size have an H.F. of 10.
Mice, even cute little field mice, have an H.F. of 12.
Rats, even white rats, have an H.F. of 13.
Snakes of small to medium-size have an H.F. of 12.
Snakes of large size (5 feet/1.5 m or longer) have an H.F. of 13.
Note: If you are uncertain of an animal’s H.F. use a base
of 8 for an individual animal, H.F. 10 for a group of ten or
more.

Distraction Penalties on Swarm Attacks: -1D6 on Perception Rolls, -1D4 on initiative, -1D4 to strike, parry, dodge and disarm, and each attempt to remove or bat an animal away uses up one of the character’s attacks/melee actions. Penalties last for as long as the character is confronted and
attacked by an animal swarm. Note: If a character succumbs to Horror Factor (even heroes and super-villains), he loses two melee attacks for that first melee round and increase the penalties listed above by an additional -2. Double the penalties if the character has a phobia/fear of
such animals. A “swarm attack” is typically 10-20 animals per individual.
Restrictions and Limitations: The creature summoned cannot possess human-level sentience, it must have an animal intelligence. It must be a simple, small animal like a snake, frog, toad, mouse, rat, bat, bird, squirrel, ferret, weasel, house cat, small to medium-sized dog (7-20 pounds/3
to 9 kg), and similar. Cannot summon insects, large animals or magical or supernatural animals, nor fictional/mythical animals; the creature must really exist on some planet, and it must be known to the character summoning it. The animal is always an adult. If the super being is rendered
unconscious, the animals rush to his fallen body and fight to protect it. However, they’ll vanish if he does not wake up within 10 minutes per level of experience.
A large animal such as a wolf, lion or horse is not possible; no one animal can weigh more than 20 pounds (9 kg) and all of the animals summoned must be the same variety.

Number of Animals: The smaller and more lightweight the animal, the more the character can summon. The super being can summon creatures that have a combined weight of 30 pounds (13.5 kg), +5 pounds (2.25 kg) per level of experience. For example: A character with a limit of 40 pounds (18 kg) could summon 40-80 mice (depending on the type and size of the mouse species) or small bats or small birds like sparrows, as they are likely to weigh 8 to 16 ounces each. Rats are larger and typically weigh one or two pounds (0.45 to 0.9 kg), so only 20-40 rats, medium-sized bats or robin-sized birds could be summoned. Larger animals like ferrets, weasels, squirrels, rabbits, crows or hawks would be limited to 4-8 animals, 2-4 small dogs or house cats, and so on. With experience, the number of small animals that can be summoned increases.

Range: The creatures appear next to the super being or up to 10 feet (3 m) away per level of experience. Commanding range is limited to the sound of the summoning character’s voice. That’s typically 100-300 feet (30.5 to 91.5 m), but could be half that depending on the level of ambient noise.

Duration: The time it takes for the initial summoning is as follows: Uses up one melee attack if the creatures are on the same continent; appears in 3 seconds. Uses up two melee attacks if the creatures are on a different continent, and four melee attacks if they are somewhere in the Milky
Way Galaxy. Uses two full melee rounds (30 seconds) if the animals must come from another dimension. The creatures remain until dismissed, killed or duration runs out, whichever
comes first.

Damage: Damage listed is per single animal or per groups of 10 animals for swarming attacks(i.e. double damage for 20 animals, triple for 30, and so on).
Small Toothless Animals: The bite of many small animals such as frogs and toads may nip and sting but not usually break skin or inflict real damage (does half an S.D.C. point of damage). Still they have a Horror Factor and cause fear, panic, and distraction. Note, this does not include poisonous frogs and toads.
Very Small Animals: Small animals like mice, hamsters, guinea pigs, moles, tiny lizards, garter snakes, the peck of a sparrow and similar small birds and animal bites do only one point of damage. Damage from a group of 10 such animals is 1D6 points per melee round. However, they will
also climb up pant legs, crawl into clothing, get into hair and so on, causing most people besieged by a group of 10 or more to brush or pull them off, bat them away, and otherwise try to avoid contact. Even professional fighters and superhumans will be bothered and distracted by a swarm
or flock of 10 or more.
Small Animals and Rodents: Rats, bats, squirrels, rabbits, ferrets, weasels, and similar small, aggressive animals do 1D4 damage from a bite. A group of 10 such animals does 3D6 points of damage per melee round (not all are biting through clothing, armor, or even at the same time).
Same applies for pecking and clawing attacks from small and medium-sized birds. Flying animals tend to go for the face and eyes.
Large Bird: 1D4 damage from bite/peck from a large bird like a raven/crow. Tend to go for the face and eyes. Has three attacks per melee round.
Hawk & Other Small Birds of Prey: 1D4+1 from bite, 1D6 from claw attack. Tend to go for the face and eyes. Has four attacks per melee round.
House Cats: 1D4 damage from bite or claw attack. Has four attacks per melee round.
Small Dogs: 1D6 damage from a bite, one point of damage from a (probably inadvertent) claw attack. Has three attacks per melee round.
Note: Also see distraction penalties under Horror Factor.
Attacks per Melee: Each command or instruction (attack, stop, run, etc.) given to the animal or group/swarm of animals counts as one of the character’s own melee attacks. To command them, the animals must be within earshot of the super being. Remember, the super being can summon and dismiss the animals at will. This means he can call forth one type of animal one melee round, dismiss them as soon as the next melee round, and summon a new batch or different type of animals by the third melee round.
Note: The character who summons the animals cannot see what the animals see or know what they know, they just follow his commands like a trained dog.



The frost covers everything the ectype can see limiting his view to just mere steps in front of him. Well this is frustrating. I cannot see anything from this alleyway. he thinks as he loses sight of his bunny companions.

The realization that they would be freezing and unfit for this environment alarms him.

They froze the bunnies! Sentinel thinks. ”Who would freeze the little guys?” the ectype exclaims.

”Bunnies where are you?” the ectype calls. Only remembering vague details of his latent and slowly recovery abilities he doesn’t remember that he can send them back to safety and instinctively reaches out a hand and launches flares to find his furry companions.

Perception: 1d100 = 34 61% (another +15% for arcane)
D20 JiC: 1d20 = 8/ D100 JiC: / 1d100 = 39

Initiative: 1d20+7 = 9
Attacks: 8

Action 1: Calls to bunnies looking for them in dismay.

Action 2 through 8: Launches 8 flares to various locations.

3. Flare Burst:
OOC Comments
A brilliant flare burst that hangs up in the sky for 1D4 melee rounds (15-60 seconds) before it slowly descends to the ground (takes another 1D4 melees to descend and burn out). This fireworks display illuminates an area bright enough to read. May be used as a signal beacon or to light up a battleground at night.
Area of Effect: 200 foot (61 m) radius.
Duration: 1D4 melee rounds of maximum illumination, +1D4 additional melee rounds where the light is half and the flare descends to the ground.
Damage: None; used to light an area or signal others.
Attacks per Melee: Each flare counts as one melee attack.


Parry Bonus: +17; 8d20:
15, 1, 15, 8, 18, 18, 8, 11

Auto-dodge: +9; 8d20:
11, 16, 11, 6, 13, 16, 19, 13

Dodge Bonus: +18; 8d20:
7, 4, 4, 6, 1, 2, 15, 10
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: OMEGAS: Down In It

Postby Faraday » Wed Mar 06, 2019 5:47 pm

Perception: 1d100 = 72/43(+15% Arcane/Supernatural)
JIC: 1d20 = 6
JIC: 1d100 = 23

Faraday finds himself in the middle of a whirling and vision obscuring gale suddenly and starkly, grimacing and looking back and forth through the storm trying vainly to see more. Inwardly he speaks to ANNA inside his suit systems. "Anna, try to trace Black Tempest by any signals available, if any. Likewise position team members by their Omega Beacons. Display results in my HUD." he says quickly. Then again silently within his armor he incants the words to spell for the divining of sought objects and persons. The casting gestures he makes with one hand are not completely dissimilar to his usual hand waving while using the virtual interface of his suit should anyone see him through the gale by some means. Meanwhile with his other hand and another part of his attention Faraday reviews the results from ANNA and eventually including a plot for any results from his divinations. On Radio: "Team, Faraday, I have extremely low visibility having significant tactical impact. Any civilian support responding to this location should exercise extreme caution." he says as he works.

Contingency: If the initial attempt to Locate Black Tempest doesn't work Faraday will reattempt the Locate spell a second time, continuing his 'signals intelligence' work as if it is incomplete. Faraday will cast the effect repetitively until successful or out of actions.

Contingency: If Faraday is successful at locating Black Tempest prior to being out of actions.

Faraday updates his display data with the current location of team members and his primary target, then pushes the information out to the rest of the team for display on their own devices. On Radio: "Break break, Faraday, Team. I have a location fix on Black Tempest, passing location now. All hands converge on priority target. I am en route." he says. Depending on the exactly location of Black Tempest Faraday will charge/run to get into combat range or otherwise attempt to maneuver on and attack Black Tempest, targeting the systems his analysis indicate are related to his teleporting ability.

Faraday Combat Rolls
Initiative: 1d20+3 = 10
JIC/Magic: 1d20+4 = 20
JIC/Psionic: 1d20 = 6

Action1-2: Cast Locate targeting Black Tempest. (BoM pg 122)
Action1-2bcd: Assist ANNA in plotting locations & correlating data, monitoring communications (team, police, & emergency responders), and integrating visible & spell results with available data.

If necessary 3-4 and/or 5-6 will be a repeat of the above. When/if complete, proceed.

Locate Checks: 1: 1d100 = 87/46, 2: 1d100 = 5/46, 3: 1d100 = 3/46

Note each casting will costs 30 PPE, which is well within what Faraday has available.

Strike1(Aimed/Called/Burst from G11): 1d20+7 = 11 (+2 for Armor Penetration due to ammunition) Dmg: 8d6 = 28 (3d6 base, +1d6 from ammunition, x2 for burst)
Strike2(Aimed/Called/Burst from G11): 1d20+7 = 10 (+2 for Armor Penetration due to ammunition) Dmg: 8d6 = 36 (3d6 base, +1d6 from ammunition, x2 for burst)
Strike3(Aimed/Called/Burst from G11): 1d20+7 = 23 (+2 for Armor Penetration due to ammunition) Dmg: 8d6 = 28 (3d6 base, +1d6 from ammunition, x2 for burst)

Parry: 1d20+6 = 7 Dodge: 1d20+6 = 13
Parry: 1d20+6 = 12 Dodge: 1d20+6 = 26
Parry: 1d20+6 = 9 Dodge: 1d20+6 = 11
Parry: 1d20+6 = 18 Dodge: 1d20+6 = 8
Parry: 1d20+6 = 12 Dodge: 1d20+6 = 18
Parry: 1d20+6 = 12 Dodge: 1d20+6 = 15
Parry: 1d20+6 = 9 Dodge: 1d20+6 = 10
Faraday

Faraday Tracker
HP: 112/112
SDC: 300/300
PPE: 187/187

Natural AR: 14

Ectoplasmic Armor
Natural AR: 13 SDC: 300/300

Modern Armor/Class 4
AR: 17 SDC: 280/280

G11, Assault Rifle (HU2, GM Guide, pg 212)
    Cartridge: 4.7mm x 33mm caseless Feed: 50 round magazine
    Approx. Effective Range: 1320 ft ROF: Cyclic: 500-600/minute; Auto: 100/minute Damage: 3d6
    Special: 3 round short burst with no penalty.
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Re: OMEGAS: Down In It

Postby Brute » Tue Mar 12, 2019 5:13 am

(rolls carried over)

one of the Sentinels wrote:”Mr. Brute, you don’t seem to be doing well. Would you like some help?”


Please and thank you, your majesty."

Brute smiles as he feels the spell's effect settle over him, and remembers their brief time together on Asgard, and the amazing feeling of indestructibility he had when cloaked in Sentinel and Tyral's magicks.

He whispers, "For Odin" before resuming his fight.
Brute

Normal Form
AR: 0
HP: 45/45
SDC: 186/186

Monstrous Form
AR: 13
HP: 40/40
SDC: 491/846

Motion detector, 20’ radius range
Predator’s hearing (+2 Initiative, 8X Normal)

Omega Suit
A.R.: 17
SDC: 100/250
Features:
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'

Draupnir
    Mind Block Auto-Defense
    +2 vs. magic; +2 vs. Horror Factor
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Re: OMEGAS: Down In It

Postby Wi-Fi » Thu Mar 14, 2019 11:28 am

Perception: 1d100 = 61
JiC d20/d100: 1d20 = 20 / 1d100 = 5

[b]The emperor's new suit[/b]
"Thanks indeed." she moved her arm to adjust to the armor surprised to find as mobile as real plate mail. if she were a gymnastic she would see how it felt to flip in this. Interesting look too.

OOC Comments
for-honor-peacekeeper.jpg


the Glorious 5 round plan?

"If you two can Trip him I can help you pin him. he'll be an easier target if we keep him off balance whether we pin or not. and as for that forcefield, we hit it hard enough Kinetic energy may get trough. like the plate mail, we wear right now. I'll see if I can find a suitably heavy object to use against them..has to be something here.." she nods to Brute. Wi-Fi was no match in terms of strength but might be able to damage or shutdown armor. Getting past that forcefield would be another matter, but her TK might get past it. Like the medieval armor kinetic energy transferred through. though not sure where the targets are she is selective and does strike on angles to avoid hitting allies. If an unclear shot is needed she take it, but otherwise will aim carefully allowing melee to distract targets.

Combat
Initiative: 1d20+3 = 4

Dodge or Parry until she can get a something to super TK and use against the heavy armor should she find something TK strike.

1: Roll to Strike: 1d20+3 = 15 | Damage: 1d4*10 = 10/100 lbs or Parry: 1d20+4 = 23 or dodge: 1d20+5 = 25
2: Roll to Strike: 1d20+3 = 17 | Damage: 1d4*10 = 20/100 lbs or Parry: 1d20+4 = 23 or dodge: 1d20+5 = 24
3: Roll to Strike: 1d20+3 = 6 | Damage: 1d4*10 = 30/100 lbs or Parry: 1d20+4 = 6 or dodge: 1d20+5 = 17
4: Roll to Strike: 1d20+3 = 11 | Damage: 1d4*10 = 30/100 lbs or Parry: 1d20+4 = 13 or dodge: 1d20+5 = 14
5: Roll to Strike: 1d20+3 = 21 | Damage: 1d4*10 = 40/100 lbs or Parry: 1d20+4 = 16 or dodge: 1d20+5 = 19
6: Roll to Strike: 1d20+3 = 20 | Damage: 1d4*10 = 20/100 lbs or Parry: 1d20+4 = 9 or dodge: 1d20+5 = 12
7: Roll to Strike: 1d20+3 = 4 | Damage: 1d4*10 = 40/100 lbs or Parry: 1d20+4 = 16 or dodge: 1d20+5 = 18
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 128/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 0/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

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

Postby Blackhaunt » Sun Mar 17, 2019 9:17 am

WAINGROH
Date: Monday, March 23rd, 2043
Weather: Outside: Raining (30 degrees Fahrenheit)
Time: 9:33 am

Despite the intense cold and extreme weather, Brute continues to slam into Crashpad's protective field trying to take the villain down. He says something that seems to shake the villain's resolve. "No way does the boss leave without me, dude!" A few seconds later, Crashpad leaps backward out of melee range. Brute can see him start to hoof it away through the storm and then out of sight. Sentinel and Spiderweb close in on Brute's GPS signal and find him still standing. Faraday's attempt to locate Black Tempest lets him know that he's in a white room, but it can't place the general location for some reason.

The weather is showing no signs of giving up.


What are you doing? End of Combat



Butcher's Bill
Everyone:
  • Due to torrential freezing rains, visibility is reduced to 20 feet.
Let the GAMES begin.
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Re: OMEGAS: Down In It

Postby Spiderweb » Sun Mar 17, 2019 11:34 am

Perception: 1d100 = 82 of 33%
Initiative: 1d20 = 10
JIC: 1d20 = 16
JIC%: 1d100 = 65

Barney arrives to find Brute without an enemy, still on his feet, and already recovering. Clearly no need of him to extract Brute. However, the villains do not seem to be about.

He comments to the other gathered, "Someone find out what they stole, I am going to see if I can track them."

The thing about freezing rain is i leaves a coating of ice on things, that ice is likely to break under the weight of the power armor. If he follows fast enough, he might be able to find the tracks before later freezing rain wipes them out.

He calls upon the Spirit of Anansi the spider to guide him.

Track Animals: 1d100 = 8 (30% if used to track Humans)
OOC Comments
Spending 2 EP, 1 for critical Notice roll, one for critical Track Animals Roll
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Re: OMEGAS: Down In It

Postby Brute » Tue Mar 19, 2019 7:05 am

Location: Waingroh
Conditions: Monstrous Form; APS of Limb: Crystal; Invincible Armor [Natural AR 18, 350 SDC, regen 2d6 SDC per melee, all energy attacks, magic or mundane inflict half damage. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply.]

Perception: 51% 1d100 = 57 (FAIL)

JIC: 1d20 = 16
1d100 = 25

As Brute fights, his head clears, and as he prepares to lay waste to Crashpad, the villain... flees. Brute stands up, tilting his head. "Huh. Was it something I said?"

As he stands in the freezing rain, he begins to feel the beating he's taken, as his body works feverishly to repair the damage. Good thing for me he decided to jet, I suppose... he was a heavy hitter, that's for sure. He attempts to take stock of the situation as best he can in the blinding rain.

Bio-Regeneration: 2d6 = 6

Track by scent 48% 1d100 = 20 (Success)
Identify common odors 98% 1d100 = 14 (SUCCESS)
Identify uncommon odors 58% 1d100 = 5 (CRIT. SUCCESS)
Motion detector, 30’ radius range
Identify temperature (within 2 degrees) 98% 1d100 = 84 (SUCCESS)
Identify wind direction and speed 88% 1d100 = 80 (SUCCESS)

"Omegas, report in."

If he senses Black Tempest or his cronies still in the area, he'll try to move in that direction, otherwise, he moves toward the armored truck he flipped on its side.
Brute

Normal Form
AR: 0
HP: 45/45
SDC: 186/186

Monstrous Form
AR: 13
HP: 40/40
SDC: 491/846

Motion detector, 20’ radius range
Predator’s hearing (+2 Initiative, 8X Normal)

Omega Suit
A.R.: 17
SDC: 100/250
Features:
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'

Draupnir
    Mind Block Auto-Defense
    +2 vs. magic; +2 vs. Horror Factor
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Re: OMEGAS: Down In It

Postby Wi-Fi » Wed Mar 20, 2019 2:35 am

Perception: 1d100 = 23
JiC d20/d100: 1d20 = 8 / 1d100 = 23/62%


As Brute fights, his head clears, and as he prepares to lay waste to Crashpad, the villain... flees. Brute stands up, tilting his head. "Huh. Was it something I said?"


"You sounded charming to me, Brute." she grins, "Glad you are okay..too bad we have to let them get clear because of the turn of weather. Spiderweb, you're not pursuing him alone. The last Omega who did that came back in a body bag. If you find tracks and a direction radio in first. Brute and I can join you." she gave spiderweb a stern look. She was harsher than intended but better to apologize later and not write a death notice later. In her time with the nest, she saw people die because of ambushes set up like that. This whole thing seemed to lack a real target unless you counted the Omegas or a specific goal a target.

She knew why he wanted to find him and could even agree with the reason. but it had to be done smartly. "CSPD, we have fleeing suspects and a crap load of ICE. Please have you people keep watch on the parameter but avoid direct combat. Indicate where they were spotted to the Omegas we will engage them first if at all possible." she tapped her neck comm.

"Spiderweb is right. If they wanted money there would be easier ways to get it. Why make a large noise when it is cheaper to be tactical. They want us here or something/someone local and us not to see it. In the bank or surrounding it, I'm thinking he is right. This is bank robbery was a distraction." she frowned at not spotting that possibility sooner. Instead of allowing her frustration to distract she uses it to focus on looking for teleports. She suspected the gone, but better to not be unaware. She was near Brute. following him.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 128/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 0/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

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

Postby Blackhaunt » Sat Mar 30, 2019 11:31 am

WAINGROH
Date: Monday, March 23rd, 2043
Weather: Outside: Raining (30 degrees Fahrenheit)
Time: 9:33 am

Brute finds that his antenna are going haywire due to the sheer amount of debris in the sky. Without the ability to see further than 20 feet and no extrasensory abilities, he finds the search for bad guys to be fruitless. This also prevents him from properly reaching the flipped armored truck. In response to his call for a check in, he receives a response from Faraday "I'm frosty, Brute." Cascade "It's as if Hell itself froze over." and Battletoad "TFU here. We can't see a damn thing, but we're all accounted for."

Wi-Fi calls in the emergency and lets CSPD know that the villains are escaping.

Spiderweb begins tracking the escaping Crashpad, noting exactly where the large foot prints impacted the ice/snow. He finds that he is unable to move over the ice fast enough to keep pace with the power armor but he still has the trail. The footprints are approximately twice the size of a normal humans and have a distinctive pattern on the bottom.


Ten minutes later

The ice stops falling from the sky as suddenly as it began. Within moments, your vision is restored. You can see that the ice spreads quite a ways, taking up the entire visible area you are in. Teen Force Ultra are standing back to back in a circle, in obvious anticipation of an attack. When they are able to see the scene, they fly/teleport over to Brute.

Faraday speaks up. "Brute, ANNA just pinged me. With another hour of work, I can get the dimensional aperature portal gun finished. I'll need Cascade's hands for this one. His energy signature seems to be the key to the whole thing." Cascade raises an eyebrow and then summons a Pegasus for the two of them to ride back to base.

Feather steps up to Brute and says "Incoming priority message from The Eternal Soldier." Pressing a couple of buttons on his staff, a hologram emerges from it. A gruff looking man with lots of guns and some metallic parts speaks. "Eternal Soldier here. We've got a situation. The remaining Young Elite flanked me as I was trailing The Order to their local HQ. Good news: I know where they're holed up. Bad news: I need an assist from TFU to get out of this. Omegas, go crash The Order's party. Once we're free here, we'll rendezvous on your location."

The Director comes in over Brute's comms. "This a good time, Brute? We've got some old and new faces on their way to Omega HQ, but your GPS says you're in Waingroh? Redirecting now."

Three minutes later, any Omega looking up can see a set of large wings and a flying disk inbound.

What are you doing?
Let the GAMES begin.
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Re: OMEGAS: Down In It

Postby Brute » Mon Apr 01, 2019 6:16 am

Location: Waingroh
Conditions: Monstrous Form; APS of Limb: Crystal; Invincible Armor [Natural AR 18, 350 SDC, regen 2d6 SDC per melee, all energy attacks, magic or mundane inflict half damage. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply.]

Perception: 51% 1d100 = 90 (FAIL)

JIC: 1d20 = 20
1d100 = 40

Brute waits out the intervening 10 minutes, unable to see much, but without other ill effects of the weather thanks to Sentinel's spell. As he waits, his body heals his injuries.

Bio-Regeneration: 10d6*8 = 288 (10 minutes worth of healing)

Wi-Fi wrote:"You sounded charming to me, Brute." she grins, "Glad you are okay..too bad we have to let them get clear because of the turn of weather."


Brute frowns. "Environmental conditions seem to keep stymying us. First fire and now snow. We need a better system."

We also attacked like a pack of howler monkeys. No strategy at all... we've gotta focus up.

As the snow finally begins to clear, Brute hears from Faraday.

Faraday wrote:"Brute, ANNA just pinged me. With another hour of work, I can get the dimensional aperature portal gun finished. I'll need Cascade's hands for this one. His energy signature seems to be the key to the whole thing."


"Do it. Let's get that done at least. Thank you - see you at HQ."

Eternal Soldier wrote:"Eternal Soldier here. We've got a situation. The remaining Young Elite flanked me as I was trailing The Order to their local HQ. Good news: I know where they're holed up. Bad news: I need an assist from TFU to get out of this. Omegas, go crash The Order's party. Once we're free here, we'll rendezvous on your location."


"On it - please transmit target coordinates."

Director Balisong wrote:"This a good time, Brute? We've got some old and new faces on their way to Omega HQ, but your GPS says you're in Waingroh? Redirecting now."


Brute keys open his radio. "Balisong, this is as good a time as any, and we could use some fresh faces - Faraday and cascade are heading back to HQ to finish a high-priority project, and we have to move on the Order. We'll wait here until the newcomers arrive, and then we're on to the next fight. And if you could send me a fresh Omega suit, that'd be keen. Thank you, Director."

Not too shabby, I just requested reinforcements like 15 minutes ago, and here she is on the follow-through. Brute smiles. And I really need to keep at least one spare suit for each Omega in the APCs.

"Okay team... We've had a couple setbacks. First with Vulcan, and now with Black Tempest. But we're not beaten. We've got freshly-minted Omegas coming in from HQ, and then we're gonna hit the Order where they live. Sentinel - heal those that need healing, and share out some of that awesome magic you've got, toughen us up - This is gonna be a hell of a fight. Wi-Fi, Once we have coordinates, I want you to get us a map, and whatever intel you can find on approaches and strategic advantages. Webs - When the newbs come, orient them. I need 'em in fighting shape and ready to roll out when they get here. Let 'em know what to expect."

Balisong said old and new faces... who are you sending us, Anja?

As they wait, Brute examines the overturned truck for clues to what was stolen, and talks to any bank personnel who make themselves available.

Examining the Truck
OOC Comments
Track by scent 48% 1d100 = 55 (FAIL)
Identify common odors 98% 1d100 = 66 (SUCCESS)
Identify uncommon odors 58% 1d100 = 85 (FAIL)
Motion detector, 30’ radius range
Identify temperature (within 2 degrees) 98% 1d100 = 62 (SUCCESS)
Identify wind direction and speed 88% 1d100 = 82 (SUCCESS)
Identify objects by touch alone 78% 1d100 = 25 (if I find any scraps or remnants of suspicion - SUCCESS)
Recognize slight differences in textures 88% 1d100 = 42 (Any fresh scraping on the floor or walls of the truck, or examining any materials left behind - SUCCESS)
Identify fabric/material by touch 78% 1d100 = 50 (SUCCESS)
Notice minute changes in temperature by touch 78% 1d100 = 54 (Any heat residue in the truck?SUCCESS)


Talking to Bank personnel (if any)
OOC Comments
Charm/Impress: 25% (50% vs. any security guards) 1d100 = 18 (SUCCESS)
Invoke Trust: 40% 1d100 = 80 (FAIL)
Intelligence 54% 1d100 = 83 (FAIL)


Brute will ask them the following questions
"How many of the robbers did you see?"
"Please describe the ones you saw."
"How did they enter?"
"What did they say? Did they make any specific demands?"
"Did you see what they took?"
Brute

Normal Form
AR: 0
HP: 45/45
SDC: 186/186

Monstrous Form
AR: 13
HP: 40/40
SDC: 491/846

Motion detector, 20’ radius range
Predator’s hearing (+2 Initiative, 8X Normal)

Omega Suit
A.R.: 17
SDC: 100/250
Features:
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'

Draupnir
    Mind Block Auto-Defense
    +2 vs. magic; +2 vs. Horror Factor
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Re: OMEGAS: Down In It

Postby Spiderweb » Tue Apr 02, 2019 5:37 pm

Perception: 1d100 = 6 of 33%
Initiative: 1d20 = 18
JIC: 1d20 = 2
JIC%: 1d100 = 30

Barney follows the tracks, though he is falling behind. When the freezing rain suddenly ceases he is still on the trail, though he pauses to figure out where he is and if any enemies are in sight. Not a good idea to be concentrating so much on tracking that you walk right into the enemy's trap.

He will transmit to the others, "Still tracking the armor, shall I continue and find out where it leads, or rejoin the rest of you?"

Until he gets an answer, he will continue to attempt tracking, glad that the tracks so far have been clear and distinctive.

Track Animal 1d100 = 92 (50% when tracking humanoids)
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