[MW II] Power Distribution Center

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[MW II] Power Distribution Center

Postby Consumer » Wed Nov 09, 2016 8:39 pm

Image

Datapad wrote:The Power Distribution Center, is one of three such locations, each relatively identical in nature. These locations both monitor and control the flow of power into the Gateland Complex. Each is manned by a team of twenty technicians and officials, who for the most part really are only needed to replace burned out parts and watch the proverbial dials.

The Datapad details the technical aspect of what the team has been tasked to do, disable the power safeguards and open the dials to critical levels. if done properly their resultant power surge will short out the system. Unless the Gates have not been sabotaged, then the hardwired safeties in the Gates themselves will regulate the flow.

A map is included in the file, that points out the control room.

Image

[color=red]The Crudely drawn reticle is the control room.



Image

The room is dark, most of the overhead lights have been broken out. The thick walls insulate the sounds of the battles raging outside, and all that can be heard on the inside is some manner of rummaging going on beyond the thick door to the south. It looks like this room is/was some manner of store room for extra repair materials. though it looks like the room has been looted and broken up. The teams arrival is seemingly unnoticed.
"Death is the only true constant, for everything dies, but not everything truly lives."
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Re: Power Distribution Center

Postby Solaris » Mon Nov 14, 2016 9:30 am

Per: 1d20+2 = 4:
2

JiC d20/d100: 1d20:
16
/1d100:
88

Ammo: 10 extra rifle clips, 2 extra e-clips, 2 extra GR pistol clips

When the team arrives, Solaris moves up trying to be quiet, crouching into a covering position, rifle at the ready ((Prowl 1d100:
14
/28%; pass)). Her armor's too bulky to be terribly stealthy, however she somehow manages to be catlike despite the heavy burden. She starts looking around using Control the Void to look into different spectra of light, to see if she can pick out anything of note.

If she spots something, she signals as much via hand signs ((Sign Language [military], 1d100:
3
/43%; pass)). If she doesn't spot anything, Solaris keeps a watch as the rest of the team filters in and take up positions.
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
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Re: Power Distribution Center

Postby Tis » Mon Nov 14, 2016 1:39 pm

Tisephone Atroposa
Perception: 1d20+5 = 10:
5
+3 magic, machines, or their combination
JiC d20/d100: 1d20:
6
/ 1d100:
51

Stats: • • MDC: 40/40 • • PPE: 140/140 • • ISP: 58/58
Armor M.D.C.: 150/140

Commune with Spirits (Free)
Astral Projection (8)
Mind Block (4)

Upon arrival Tis will sense the presence of any spirits in the vicinity, if so she will ask, "Spirit can you tell me what is on the other side of this door?"
If not or after receiving an answer she will immediately erect a Mind Block and turn to the senior team members, "Would it be prudent for me to scout ahead using my Astral form?"
If given the go ahead Tis will depart from her physical form and quickly scout ahead. She attempts to remain unseen and in the shadows in case those that can see the Astral plane are around.
Prowl 30% 1d100:
72
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Re: Power Distribution Center

Postby Metri » Mon Nov 14, 2016 2:55 pm

===============================
Perception: 1d20+4 = 17:
13

JIC: 1d20:
10
| 1d100:
88


Conditions: Fly as Eagle (50 MPH flight. 2hr 20.00 min.)
================================
When confronted with the darkness of the power distribution center, Metri turns to his innate abilities to assist him. First, he will open his Mind's Eye ((Mind's Eye. -5 ISP)), heighten his perceptions ((Enhanced Perception. -4 ISP)), enhance himself in anticipation of combat ((Enhanced reflexes. -5 ISP)), then grant himself the ability to reach out and communicate by mind ((Telepathy: Superior. -4 ISP)).

Then, he will reach out to try to sense supernatural evil in the area ((450 ft radius. 1d100:
16
/91%; pass)). Of course, if such sensing has been rendered useless by the plethora of demons/deevils about, Metri will forgo such sensing. If he is able and senses some, he will communicate such to his teammates via telepathy.

Not wanting to be too ostentatious, Metri will offer only Armor of Ithan ((-5 PPE each)) for his comrades that want additional magical protection. And will finish by granting himself the spell.

Code: Select all
Armor of Ithan. [color=green]140[/color]/140 MDC. 14.00 min. 1/2 damage from Magic fire, lightning and cold.


When moving, the Yhabbayar will try to be like the others and go unnoticed ((Prowl. 1d100:
84
/65%; fail))

Tis wrote:"Would it be prudent for me to scout ahead using my Astral form?"

Metri tries to reply in a hushed whisper, "A two-edged sword, astral projection is. A price of time for meditation must be paid. And if able to see enemy formations, enemy with ability to see invisible will see you also. Lost, the element of surprise would be. At this time, maybe a risk not worth the benefits, hmm?"

But Tis is also right that we cannot be paralyzed and must move forward to accomplish our goals. The longer we tarry, the more innocent lives will be lost to the demonic horde.
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Re: Power Distribution Center

Postby Tis » Mon Nov 14, 2016 3:18 pm

(Rolls carried)
"Yes, I see that you are right Master Metri," Tis defers to the older, wiser Yhabbayar. She activates the Shadow Meld function on her cloak and the Antigravity function on her armor so that she disappears in the dark and silently floats a few inches off the floor. Tis awaits further instruction.

Shadow Meld -10 P.P.E.
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Re: Power Distribution Center

Postby Holt » Mon Nov 14, 2016 4:21 pm

Perception [+2]: 1d20+2 = 7:
5

JiC D20: 1d20:
16

JiC D100: 1d100:
23


Conditions: Tongues [speak/understand all languages], NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic] with Integrated P-Field Defensive Field [Dispersal Effect: 1/10th Damage], Ring of Protection from Evil (Constant) [+3 to Save vs. Magic/Psionics when source is Evil], Floating via Contra-Grav

PA Main Body: 215/220

Detect Concealment [90%]: 1d100:
39

Intelligence [89%]: 1d100:
75


Holt >POPS< into place with the others and hovers there a couple inches off the ground thanks to his Gravpack. After several seconds he remarks quietly, "Oooo Creeepey. The gratuitous broken lighting really helps out the ambience right? ..." The Manarr taps the Gravpack off and drops soundlessly to his feet thanks to the sound dampening of his PA. He draws a pen from a pocket on his harness that a moment later transforms into a keen-looking blade as Metri and Tis discuss the Astral Option, "According to the map provided, we aren't going all that far from our target. We are the much smaller team, so we keep to quiet weapons if at all possible. For now let's not do the Astral thing. Assuming the door here is functional, please mark this room in your head as our fall-back location. If you get separated, I will check back here for pickup. So get back and seal up. Metri, is a protective circle something that would be efficient in here? ... Next, let's kill the room lights entirely and I'll try to open a small window into the next room. That way light from in here won't silhouette us as we take a peak. Fair? How is everyone's night-vision? ... First I'm opening up a pinhole-peephole to check the light levels outside, so if someone can find a switch ... and let's all agree that we don't make a bunch of noise while I've got this open."

The Manarr quietly moves to the south wall [Prowl [95%]: 1d100:
26
] to try and pick out a clear piece of wall away from the Southern Door. Then he drops to 1 knee and places 1 hand on the wall to open up a 2inch x 2inch hole through to the next room at a fairly inconspicuous level, and uses his body/helmet to block things off before signaling to kill lights (although the Armor itself has begun camouflaging). If the next room is well lit, that's something, if not, that is as well. Holt eyeballs the 2nd room using his PA's advanced optics and scanners [Telescopic 10x magnification (2 mile range), Passive Night vision (3,000 foot range), Thermal Imaging (1,500 foot range), Integrated Sensor Pod: Motion Detector and Mini-Radar with 360 degree scanning ability], then let's the peephole pop-shut to report his first look's determinations.
Holt D'Invictus

Personal MDC: 134/134
Armor: NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic]
Head/Helmet: 65/65
Main Body: 215/220
*** Integrated P-Field Defensive Field [Phase World Dimension Book 2, Pg 124] -- Dispersal Effect: 1/10th Damage from Energy Blasts, Beams, Projectile, Missiles, and Explosive Damage

Weapons: HI-80 Combat Laser Rifle (slung across back), [2] NE-8SL Slimline Barrage Plasma Cartridge Auto-Pistol in Under-Arm holsters, [2] HI-10 Heavy Laser Pistol(s) (in Hip Holsters), Phase Sword (belted at the Left hip), PH-21 Phase Beamer (Right Thigh), Kisentite Boot Knife (Rt).

Belt: (4) P-Field Defensive Field Battery, Transformable Longsword (Pen-Form)

Available: [Ring: Tongues (Constant)], [Ring of Protection from Evil (Constant), +3 to Save vs. Magic/Psionics when source is Evil], [Pendant: Metamorphosis 3x], [Belt Buckle: Increase Weight 3x], [Pinky Ring: Mystic Alarm 3x], Nuclear Grav-Pack

Spare Ammunition: [8] Clips of NE-001PC Light Plasma Cartridges [24 rounds each], [12] Long E-Clips, [2] Short E-Clips, [4] NE-GF10 Fragmentation Grenades, [4] Smoke Grenades, [4] Stun/Flash Grenades
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Re: Power Distribution Center

Postby Solaris » Tue Nov 15, 2016 3:54 am

Per: 1d20+2 = 10:
8

JiC d20/d100: 1d20:
2
/1d100:
71

Conditions: Armor of Ithan. 140/140 MDC. 14.00 min. 1/2 damage from Magic fire, lightning and cold.,
Ammo: 10 extra rifle clips, 2 extra e-clips, 2 extra GR pistol clips

Solaris gives Metri the thumbs up upon his offer. It'd be foolish to refuse extra protection at this point., is her rationale. She signals a thank you after Metri finishes his incantation.

Seeing that Tis and Holt can float off the ground, Lisa does the same, using her own anti-gravity flight ability. It isn't fast, but maybe it's quieter than lumbering around. She keeps with the team, just a couple of feet off the ground at most.

At Holt's suggestion of quiet weapons, she pulls her phase beamer pistol, slinging her rifle, and gets ready to use her energy gauntlets. Still need to test these things.
Holt asks
Lightning Holt wrote:"How is everyone's night-vision?"
, and Solaris gives him a thumbs up as well.
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
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Re: Power Distribution Center

Postby Consumer » Thu Nov 17, 2016 11:10 am

The team takes a quick look around the room they're in, finding out the room looks ravaged. Crates and cases smashed open and their goods spilled about or busted further. Several make note that whomever was smashing the cases was very strong. After several tense moments most of the team resorts to various methods to be stealthy.

Tis begins to question the spirits in the area, but finds none in the immediate area to question. Apparently Spirits do not care for storerooms. Tis considers Astrally projecting, but is quickly talked out of it by a prudent Metri. Holt brings the the point of the group being small and the need for silence. Holt details the first point of there reconnoiter, which gets a thumbs up from every one.

Waiting for the appropriate time Holt opens his micro-doorway into the southern room. At first he's confused because he can't see anything. After a few moments he gets sight of the room beyond as whomever was leaning on the wall moved abruptly.

Image

Red Dots are enemies.
The Creatures that Holt can see appear to be Humans who have demonic features. (Lesser Demonic Mortals)
"Death is the only true constant, for everything dies, but not everything truly lives."
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Re: Power Distribution Center

Postby Holt » Thu Nov 17, 2016 7:29 pm

Perception [+2]: 1d20+2 = 5:
3

JiC D20: 1d20:
6

JiC D100: 1d100:
85


Conditions: Tongues [speak/understand all languages], NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic] with Integrated P-Field Defensive Field [Dispersal Effect: 1/10th Damage], Ring of Protection from Evil (Constant) [+3 to Save vs. Magic/Psionics when source is Evil], Floating via Contra-Grav

PA Main Body: 215/220

Lore: Demons & Monsters 30+5/L [35%]: 1d100:
32

Prowl [95%]: 1d100:
29


Holt soundlessly allows his viewing-portal to close, wracking his brain to put labels to the beings he viewed in the next room, "Ok 4 immediately visible in the room to the South..They appear to be some kind of corrupted Mortals. Not demons of any of the classes we've been seeing ... There might be more, but I saw . 1 close to the Door, 2 Mid room, and 1 at the Far-Wall straight out from Solaris." The Manarr looks back to Metri, "Is a protective circle something that would be efficient in here? ... maybe something that takes up most of the room (makes a motion like the picture below) ... that would mean that even if we opted to let them through a bottleneck like in this corner, they could only come through and suddenly be trapped in the corner of the room ... After that Solaris, I was thinking we pop a couple Flash Grenades in there to open. Bryke to rush the guy by the door supported by Metri and Tis, Solaris to lockdown the 2 in the Middle. I will sprout next to the guy in the back and prevent him from joining the fray. If we get additions, Metri and Tis will handle crowd control. If we have to fall back to here, that's fine. Alternatively, if we can push straight South and hole up there, then we could teleport back here to shake pursuit off."


Holt1.jpg
Proposed Protective Circle ...
Holt1.jpg (31.81 KiB) Viewed 12105 times


OOC: We basically have 3 options: 1) Rush/Blitz out of this back room (the problem being that we don't have a full view of the room so there may be more opponents, and while out there they can make noise), or 2) Bait and draw them into this room and try to bottleneck at the door (we lose our secrecy @ least with this group), or 3) The Snatch (Holt >Pops< out and tries to bring 1 back into our room while it stays closed ... pinning whoever gets dragged back in a Corner to be trapped). I like #3, but don't want to bore you guys :wink: .
Holt D'Invictus

Personal MDC: 134/134
Armor: NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic]
Head/Helmet: 65/65
Main Body: 215/220
*** Integrated P-Field Defensive Field [Phase World Dimension Book 2, Pg 124] -- Dispersal Effect: 1/10th Damage from Energy Blasts, Beams, Projectile, Missiles, and Explosive Damage

Weapons: HI-80 Combat Laser Rifle (slung across back), [2] NE-8SL Slimline Barrage Plasma Cartridge Auto-Pistol in Under-Arm holsters, [2] HI-10 Heavy Laser Pistol(s) (in Hip Holsters), Phase Sword (belted at the Left hip), PH-21 Phase Beamer (Right Thigh), Kisentite Boot Knife (Rt).

Belt: (4) P-Field Defensive Field Battery, Transformable Longsword (Pen-Form)

Available: [Ring: Tongues (Constant)], [Ring of Protection from Evil (Constant), +3 to Save vs. Magic/Psionics when source is Evil], [Pendant: Metamorphosis 3x], [Belt Buckle: Increase Weight 3x], [Pinky Ring: Mystic Alarm 3x], Nuclear Grav-Pack

Spare Ammunition: [8] Clips of NE-001PC Light Plasma Cartridges [24 rounds each], [12] Long E-Clips, [2] Short E-Clips, [4] NE-GF10 Fragmentation Grenades, [4] Smoke Grenades, [4] Stun/Flash Grenades
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Re: Power Distribution Center

Postby Tis » Sat Nov 19, 2016 9:09 am

Tisephone Atroposa
Perception: 1d20+5 = 24:
19
+3 magic, machines, or their combination
JiC d20/d100: 1d20:
16
/ 1d100:
26

Stats: • • MDC: 40/40 • • PPE: 140/105 • • ISP: 58/58
Armor M.D.C.: 150/140

"I am ready for the Blitz. Crowd control, I can handle that, I can use a Magic Net to entangle any unexpected guests." Tis confirms her preparedness for Holt's plan. May the Machine guide us.
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Re: Power Distribution Center

Postby Bryke » Sun Nov 20, 2016 10:16 pm

The Time Master focuses before casting the Spell: Dimensional Pocket [Temporary; 20 ppe] on something in the inner lining of his cloak. After, he mumbles absent-mindedly making ammo and gear disappear into it as if stuff was his, and not just on lease.
Before moving out he thanks the Promethean Captain for the armor he gave him to replace his destroyed set.

OOC: Consumer, what armor did he have in Bryke's size?
NE-BA-26 Special Body Armor, with no upgrades. It was added to your sheet over 2 weeks ago. ~Consumer
..................................................

Perception: 1d20+2 = 16:
14

JiC d20/d100: 1d20:
19
/ 1d100:
79


Bryke's eagle-like vision adjusts easily in the darkness of the room when he arrives last to the party. He shifts his weight methodically to adjust the new armor. Even with it biting into his neck for being a few centimeters snug, a sense of gratitude washes over him as he thinks on how things were very different just a little while ago.

'Someone has cornered the market on teleportation- wonder how far he can go'

He shakes off the grating feeling of so much evil in one area, focuses inward on a mantra that would sound a little like 'Fear is the mind-killer... I will face my fear(s)... only I shall remain' if he spoke it aloud. [Suppress Fear; 8isp] From his viewpoint and stature he attempts to look through Holts portal from behind him and past Holts shoulders. After the Manarr tactically delivers his ideas and plans The Promethean chimes in speaking with the same deep voice like the sound of an echoey cave- only this time at the same decibel level and care that Holt speaks with:

I like all the ideas except for the blitz portion. That last part could alert others down the hall that we can not yet see. If you truly can extract them quietly to back here and the circle is erected, we should be able to assassinate whatever you bring to us. Efficiency in motion. If the choice is democratic there is where I stand. No emotion crosses his face.
Last edited by Bryke on Mon Nov 21, 2016 5:18 pm, edited 3 times in total.
Natural Abilities

Doesn't breathe air and are immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and have eagle-like normal vision.
Phased bodies: Prometheans are in a permanent state of “phase.” Damage from any M.D. source becomes S.D.C. and any damage from an S.D.C. source is halved.
Phased Teleportation: Prometheans can “step out of phase” and travel at incredible speeds in an intangible state. Concentration takes one melee round and is the only action that can be performed during that round. Range: One mile per level of experience. Chance of Success: 50% +4%/lvl| 71%
Sense Dimensional Anomalies: Can automatically detect rifts, dimensional envelopes and pockets, fourth-dimensional and Two-dimensional beings, astral travelers and the invisible energy essence of alien-intelligence's and entities. Range: One mile (1.6) or line of sight, whichever is less.
Ley Line Phasing: Equal to the ley line walker ability.

PPE: 236/236
ISP: 125/113
SDC:634/634 (All damage from MD sources converted to SDC)
HP:155/155

CAPTURED PPE: 0/0

BRYKE
SPELLBOOK

I am telecommunicating
I am speaking Trade 4
I am thinking

CURRENT CONDITIONS:
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Re: Power Distribution Center

Postby Holt » Mon Nov 21, 2016 5:05 pm

Rolls Carried Forward

Holt turns to Metri & Solaris, "Ok, that's 1 who wants to charge out there [Ahhh the brashness of youth], 1 that wants to have me drag folks back in here and pummel them in private [Ahhh the cynicism of Age] once we get a Protective Circle in place ... If you've got an opinion, now's the time. Frankly I'm not in a big hurry since it sounds like the other crew haven't even left their launching point. If we get done too early and the Gates that Kesslan's Kitten-Krushers are supposed to be dealing with have not been sabotaged, then the hardwired safeties in the Gates themselves will regulate the flow and our awesomeness will be for nothing ... Maybe our crew should have hit a bar first."
Holt D'Invictus

Personal MDC: 134/134
Armor: NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic]
Head/Helmet: 65/65
Main Body: 215/220
*** Integrated P-Field Defensive Field [Phase World Dimension Book 2, Pg 124] -- Dispersal Effect: 1/10th Damage from Energy Blasts, Beams, Projectile, Missiles, and Explosive Damage

Weapons: HI-80 Combat Laser Rifle (slung across back), [2] NE-8SL Slimline Barrage Plasma Cartridge Auto-Pistol in Under-Arm holsters, [2] HI-10 Heavy Laser Pistol(s) (in Hip Holsters), Phase Sword (belted at the Left hip), PH-21 Phase Beamer (Right Thigh), Kisentite Boot Knife (Rt).

Belt: (4) P-Field Defensive Field Battery, Transformable Longsword (Pen-Form)

Available: [Ring: Tongues (Constant)], [Ring of Protection from Evil (Constant), +3 to Save vs. Magic/Psionics when source is Evil], [Pendant: Metamorphosis 3x], [Belt Buckle: Increase Weight 3x], [Pinky Ring: Mystic Alarm 3x], Nuclear Grav-Pack

Spare Ammunition: [8] Clips of NE-001PC Light Plasma Cartridges [24 rounds each], [12] Long E-Clips, [2] Short E-Clips, [4] NE-GF10 Fragmentation Grenades, [4] Smoke Grenades, [4] Stun/Flash Grenades
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Re: Power Distribution Center

Postby Solaris » Wed Nov 23, 2016 4:43 am

Per: 1d20+2 = 13:
11

JiC d20/d100: 1d20:
17
/1d100:
14

Conditions: Armor of Ithan. 140/140 MDC. 14.00 min. 1/2 damage from Magic fire, lightning and cold.,
Ammo: 10 extra rifle clips, 2 extra e-clips, 2 extra GR pistol clips

Military Tactics 1d100:
85
/53%

Solaris weighs the options, frowning as she thinks. If it comes to it, I'd rather a quick, hard-hitting assault. But it would be best to find out exactly what's out there. We only have a partial view.

With hand signs, Solaris suggests doing more recon to find out what's down the hall beyond view. No point in alerting everyone. Besides, popping one opponent would probably alert everyone else anyway.
Sign Language: Military 1d100:
67
/43%

If she can't get her thoughts across via hand signs, she speaks in a hushed tone.
"Of course, there is option 4, sir. We do some more recon and see exactly what we're up against. If I recall, that room we just looked into extends to the west a ways. Perhaps we have of bypassing it and teleporting into the control room directly? What do you need to be able to teleport us there? Do we have any magical means at our disposal to elude detection to get to the control room?"
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
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Re: Power Distribution Center

Postby Holt » Wed Nov 23, 2016 9:30 am

OOC: I could be wrong, but I think Holt's Tongues ring is going to be limited to audio types of communication, it wouldn't handle visual forms like sign-language, otherwise it would also translate written words.

Rolls Carried Forward

The Manarr watches Solaris launch into a few military handsigns but Holt shakes his head whispering, "Sorry, I haven't used handsigns in 40 Standard-years, I have no idea what you're saying." He listens to the woman's concerns and responds calmly, "To safely get us someplace I have to be able to either see it visually, or have been there before. Teleportation can be very risky though if you don't have those things. An accurate general description could get us there, but more likely someone ends up partially through a wall, or a chair, or something equally fatal to the transporter or passengers. I can leave you folks here and try to ping-pong around out there to recon a way to get to the Target Control room, but I'm not invisible, I just have very good camouflaging optics on this Armor so I could be seen if we don't reduce the number of people out there. Also the fools outside could open the door at pretty much any moment ... which reminds me, Can anyone either Lock that door quietly, or re-program it for a new access code? If we haul these in and 'question' them 1-at-a-time before disposal, we might get more info on how many are out there."

Holt teleports over to the corner near Solaris, "If I open a small sighting portal here, I should be able to see straight over to the farthest Opponent. That will give me the line of sight to Pop-over-touch him, and Pop-back to ... [Holt points to NW Corner next to Bryke] ... there. That way even if there is a commotion, it is centered farther from our current door and will likely draw focus there. Fair enough??"
Holt D'Invictus

Personal MDC: 134/134
Armor: NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic]
Head/Helmet: 65/65
Main Body: 215/220
*** Integrated P-Field Defensive Field [Phase World Dimension Book 2, Pg 124] -- Dispersal Effect: 1/10th Damage from Energy Blasts, Beams, Projectile, Missiles, and Explosive Damage

Weapons: HI-80 Combat Laser Rifle (slung across back), [2] NE-8SL Slimline Barrage Plasma Cartridge Auto-Pistol in Under-Arm holsters, [2] HI-10 Heavy Laser Pistol(s) (in Hip Holsters), Phase Sword (belted at the Left hip), PH-21 Phase Beamer (Right Thigh), Kisentite Boot Knife (Rt).

Belt: (4) P-Field Defensive Field Battery, Transformable Longsword (Pen-Form)

Available: [Ring: Tongues (Constant)], [Ring of Protection from Evil (Constant), +3 to Save vs. Magic/Psionics when source is Evil], [Pendant: Metamorphosis 3x], [Belt Buckle: Increase Weight 3x], [Pinky Ring: Mystic Alarm 3x], Nuclear Grav-Pack

Spare Ammunition: [8] Clips of NE-001PC Light Plasma Cartridges [24 rounds each], [12] Long E-Clips, [2] Short E-Clips, [4] NE-GF10 Fragmentation Grenades, [4] Smoke Grenades, [4] Stun/Flash Grenades
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Re: Power Distribution Center

Postby Tis » Wed Nov 23, 2016 4:52 pm

(Rolls Carried...)

"I can handle the door, sir, I am reprogramming the door now."
Tis moves to the door and using Telemechanics and her own skills to reprogram the door. She sets the new code to {0008} and shares it with the others.
Telemechanics 88% 1d100:
82

Computer Programming 60% 1d100:
71


If that doesn't work, then using the door mechanism as a tech-conduit Tis will cast Magic Net (-7 PPE) into the door's hinges/lock/gearworks or whatever and jam the door closed for the spells duration.
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Re: Power Distribution Center

Postby Bryke » Fri Nov 25, 2016 9:16 pm

Rolls Held Over

One might think that a being with as high an IQ as Bryke would have plenty of word choices for every occasion, but when Holt points in the Time Master's direction and whispers the plan, all that comes to his mind after a Grinchy smile spreads across his face is, "Kill! Demons!"

He steps back slowly toward the north-east corner wall and fades out of normal vision: Casts Magic: Chameleon [6ppe]

'Do demons have infravision?' Lore: Demons & Monsters| 60%/ 1d100:
12


CONTINGENCIES:
Bryke will go along with whatever the group agrees to, however if they decide to rush he will move last and let the group rush in, count to 15 slowly, watch and count to 15 again before moving
Natural Abilities

Doesn't breathe air and are immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and have eagle-like normal vision.
Phased bodies: Prometheans are in a permanent state of “phase.” Damage from any M.D. source becomes S.D.C. and any damage from an S.D.C. source is halved.
Phased Teleportation: Prometheans can “step out of phase” and travel at incredible speeds in an intangible state. Concentration takes one melee round and is the only action that can be performed during that round. Range: One mile per level of experience. Chance of Success: 50% +4%/lvl| 71%
Sense Dimensional Anomalies: Can automatically detect rifts, dimensional envelopes and pockets, fourth-dimensional and Two-dimensional beings, astral travelers and the invisible energy essence of alien-intelligence's and entities. Range: One mile (1.6) or line of sight, whichever is less.
Ley Line Phasing: Equal to the ley line walker ability.

PPE: 236/236
ISP: 125/113
SDC:634/634 (All damage from MD sources converted to SDC)
HP:155/155

CAPTURED PPE: 0/0

BRYKE
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I am telecommunicating
I am speaking Trade 4
I am thinking

CURRENT CONDITIONS:
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Re: Power Distribution Center

Postby Consumer » Mon Nov 28, 2016 10:16 am

Holt soundlessly allows his viewing-portal to close, wracking his brain to put labels to the beings he viewed in the next room, "Ok 4 immediately visible in the room to the South..They appear to be some kind of corrupted Mortals. Not demons of any of the classes we've been seeing ... There might be more, but I saw . 1 close to the Door, 2 Mid room, and 1 at the Far-Wall straight out from Solaris." The Manarr looks back to Metri, "Is a protective circle something that would be efficient in here? ... maybe something that takes up most of the room (makes a motion like the picture below) ... that would mean that even if we opted to let them through a bottleneck like in this corner, they could only come through and suddenly be trapped in the corner of the room ... After that Solaris, I was thinking we pop a couple Flash Grenades in there to open. Bryke to rush the guy by the door supported by Metri and Tis, Solaris to lockdown the 2 in the Middle. I will sprout next to the guy in the back and prevent him from joining the fray. If we get additions, Metri and Tis will handle crowd control. If we have to fall back to here, that's fine. Alternatively, if we can push straight South and hole up there, then we could teleport back here to shake pursuit off."

Tis replies. "I am ready for the Blitz. Crowd control, I can handle that, I can use a Magic Net to entangle any unexpected guests." Tis confirms her preparedness for Holt's plan.

Bryke's eagle-like vision adjusts easily in the darkness of the room when he arrives last to the party. He shifts his weight methodically to adjust the new armor. Even with it biting into his neck for being a few centimeters snug, a sense of gratitude washes over him as he thinks on how things were very different just a little while ago.

He shakes off the grating feeling of so much evil in one area, focuses inward on a mantra. From his viewpoint and stature he attempts to look through Holts portal from behind him and past Holts shoulders. After the Manarr tactically delivers his ideas and plans The Promethean chimes in speaking with the same deep voice like the sound of an echoey cave- only this time at the same decibel level and care that Holt speaks with:

I like all the ideas except for the blitz portion. That last part could alert others down the hall that we can not yet see. If you truly can extract them quietly to back here and the circle is erected, we should be able to assassinate whatever you bring to us. Efficiency in motion. If the choice is democratic there is where I stand. No emotion crosses his face.

Holt turns to Metri & Solaris, "Ok, that's 1 who wants to charge out there [Ahhh the brashness of youth], 1 that wants to have me drag folks back in here and pummel them in private [Ahhh the cynicism of Age] once we get a Protective Circle in place ... If you've got an opinion, now's the time. Frankly I'm not in a big hurry since it sounds like the other crew haven't even left their launching point. If we get done too early and the Gates that Kesslan's Kitten-Krushers are supposed to be dealing with have not been sabotaged, then the hardwired safeties in the Gates themselves will regulate the flow and our awesomeness will be for nothing ... Maybe our crew should have hit a bar first."

Solaris weighs the options, frowning as she thinks. With hand signs, Solaris suggests doing more recon to find out what's down the hall beyond view. No point in alerting everyone. Besides, popping one opponent would probably alert everyone else anyway. But no one seems to understand her hand signals.

"Of course, there is option 4, sir. We do some more recon and see exactly what we're up against. If I recall, that room we just looked into extends to the west a ways. Perhaps we have of bypassing it and teleporting into the control room directly? What do you need to be able to teleport us there? Do we have any magical means at our disposal to elude detection to get to the control room?"

The Manarr watches Solaris launch into a few military handsigns but Holt shakes his head whispering, "Sorry, I haven't used handsigns in 40 Standard-years, I have no idea what you're saying." He listens to the woman's concerns and responds calmly, "To safely get us someplace I have to be able to either see it visually, or have been there before. Teleportation can be very risky though if you don't have those things. An accurate general description could get us there, but more likely someone ends up partially through a wall, or a chair, or something equally fatal to the transporter or passengers. I can leave you folks here and try to ping-pong around out there to recon a way to get to the Target Control room, but I'm not invisible, I just have very good camouflaging optics on this Armor so I could be seen if we don't reduce the number of people out there. Also the fools outside could open the door at pretty much any moment ... which reminds me, Can anyone either Lock that door quietly, or re-program it for a new access code? If we haul these in and 'question' them 1-at-a-time before disposal, we might get more info on how many are out there."

Holt teleports over to the corner near Solaris, "If I open a small sighting portal here, I should be able to see straight over to the farthest Opponent. That will give me the line of sight to Pop-over-touch him, and Pop-back to ... [Holt points to NW Corner next to Bryke] ... there. That way even if there is a commotion, it is centered farther from our current door and will likely draw focus there. Fair enough??"

"I can handle the door, sir, I am reprogramming the door now."

Tis moves to the door and attemts to use Telemechanics and her own skills to reprogram the door. She runs into the problem that the door is too simple in this case and wasn't even designed with a locking mechanism. So Tis examines the door and decides to try and gunk up the mechanisms with a Magic Net.

One might think that a being with as high an IQ as Bryke would have plenty of word choices for every occasion, but when Holt points in the Time Master's direction and whispers the plan, all that comes to his mind after a Grinchy smile spreads across his face is, "Kill! Demons!"

He steps back slowly toward the north-east corner wall and fades out of normal vision by casting Chameleon.

Lore: Demons & Monsters, Most Demons have some manner of nightvision, Infravision isn't as common.

Metri nods at the plan and begins making a circuit around the room, scuffing the floor in a circle. Metri moves to the center of the room, and activates a charge from his staff to create the circle of protection.

Combat posts

What are your intentions?

Butcher Bill
Bryke: -8 I.S.P., -6 P.P.E.
Tis: -10 I.S.P., -7 P.P.E.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: Power Distribution Center

Postby Holt » Mon Nov 28, 2016 12:41 pm

Perception [+2]: 1d20+2 = 9:
7

JiC D20: 1d20:
19

JiC D100: 1d100:
94


Conditions: Tongues [speak/understand all languages], NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic] with Integrated P-Field Defensive Field [Dispersal Effect: 1/10th Damage, On], Ring of Protection from Evil (Constant) [+3 to Save vs. Magic/Psionics when source is Evil]

PA Main Body: 215/220

With the Circle in place, the Manarr whispers, "If he resists the first time, it might get a little hairy ... but I'll get someone back here. Then Bryke and Solaris handle questioning, Tis and Metri handle the door ..." then places a hand on the wall in the SE Corner so he can open up a small viewing portal (small enough that it vision out the portal will be blocked by his own presence and that when he Teleports, the window will vanish because he'll no longer be in contact). From there Holt checks the next room, waiting for the target by the South wall to turn (looking North or East) so he can teleport in directly behind the guy. Once there, Holt soundlessly (Prowl 95%: 1d100:
38
) grabs his target and Teleports back to land next to Bryke.

If his Target moves to strike him, Holt Parries by grabbing the weapon hand/arm & teleporting. If anyone else seeks to attack via ranged weapon (during the moment he's there), Holt counts on his Phase-Field to keep him through a few seconds.

*^*Contingency -- If the Target didn't arrive when Holt >Pops< back to the NE Corner, he immediately Teleport again (See contingency actions marked with ***) to make a 2nd attempt at grabbing the guy.

APM: 11
Initiative [+9]: 1d20+9 = 14:
5


1 -- Open View-port
2 -- Teleport in behind Target
3 -- Grab hold of Target from behind 1d20+5 = 19:
14
(PS 25)
4 -- Teleport Self + Target back to NE Corner of room (outside Circle of Protection, but right into reach by Bryke)
5 -- Release Target/Dodge into the Circle of Protection 1d20+10 = 13:
3
, "Quiet and Live. Make a Noise and be the first to die" *** -- Contingent Re-Teleport to the Door in the SE Corner (near where Target Red-Dot is located) if Target from Action 4 didn't make it.
6 -- *** Grab hold of Target from behind 1d20+5 = 9:
4
(PS 25)
7 -- Teleport Self + Target back to NE Corner of room (outside Circle of Protection, but right into reach by Bryke)

4 Actions (8-11) -- Reserved for Melee Grabs if prior Grab Rolls Fail (prior to Teleporting back to the team) 1d20+5 = 6:
1
, 1d20+5 = 17:
12
, 1d20+5 = 23:
18
, 1d20+5 = 8:
3
; or to Dodge as needed

JiC Parry [+10]: 1d20+10 = 29:
19
, 1d20+10 = 20:
10
, 1d20+10 = 12:
2

JiC Dodge [+10]: 1d20+10 = 28:
18
, 1d20+10 = 15:
5
, 1d20+10 = 18:
8
, 1d20+10 = 19:
9
Last edited by Holt on Fri Dec 02, 2016 12:10 pm, edited 1 time in total.
Holt D'Invictus

Personal MDC: 134/134
Armor: NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic]
Head/Helmet: 65/65
Main Body: 215/220
*** Integrated P-Field Defensive Field [Phase World Dimension Book 2, Pg 124] -- Dispersal Effect: 1/10th Damage from Energy Blasts, Beams, Projectile, Missiles, and Explosive Damage

Weapons: HI-80 Combat Laser Rifle (slung across back), [2] NE-8SL Slimline Barrage Plasma Cartridge Auto-Pistol in Under-Arm holsters, [2] HI-10 Heavy Laser Pistol(s) (in Hip Holsters), Phase Sword (belted at the Left hip), PH-21 Phase Beamer (Right Thigh), Kisentite Boot Knife (Rt).

Belt: (4) P-Field Defensive Field Battery, Transformable Longsword (Pen-Form)

Available: [Ring: Tongues (Constant)], [Ring of Protection from Evil (Constant), +3 to Save vs. Magic/Psionics when source is Evil], [Pendant: Metamorphosis 3x], [Belt Buckle: Increase Weight 3x], [Pinky Ring: Mystic Alarm 3x], Nuclear Grav-Pack

Spare Ammunition: [8] Clips of NE-001PC Light Plasma Cartridges [24 rounds each], [12] Long E-Clips, [2] Short E-Clips, [4] NE-GF10 Fragmentation Grenades, [4] Smoke Grenades, [4] Stun/Flash Grenades
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Re: Power Distribution Center

Postby Solaris » Tue Nov 29, 2016 4:32 am

Per: 1d20+2 = 17:
15

JiC d20/d100: 1d20:
14
/1d100:
71

Conditions: Armor of Ithan. 140/140 MDC. 14.00 min. 1/2 damage from Magic fire, lightning and cold.,
Ammo: 10 extra rifle clips, 2 extra e-clips, 2 extra GR pistol clips

Hmm...he sure seems fixated on a snatch and grab. Not sure that'll help us too much, but he is in command here.

"Set.", Solaris nods, bringing her pistol up, ready to fire in case things get out of hand.

Once Holt teleports back, Solaris will bring the full force of her gravity on the victim Holt grabbed. (target will have a speed of 1, 1 action per round, no combat bonuses and -6 penalty to all combat moves)
She'll then try to get some information from the prisoner. Things like enemy numbers, types, locations, etc.

# of Actions: 7
Initiative: 1d20+7 = 20:
13


Action 1: ready pistol on area Holt's teleporting back to
Action 2: high gravity on the poor sap Holt tags

Actions 3-7: try to get the prisoner talking through intimidation ((Invoke Trust/Intimidate: 1d100:
84
/40% +10% vs military personnel))
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
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Re: Power Distribution Center

Postby Tis » Tue Nov 29, 2016 9:22 pm

Tisephone Atroposa
Perception: 1d20+5 = 24:
19
+3 magic, machines, or their combination
JiC d20/d100: 1d20:
7
/ 1d100:
55

Stats: • • MDC: 40/40 • • PPE: 140/98 • • ISP: 58/48
Armor M.D.C.: 150/140
Conditions: Telemechanics

Before the snatch Tis will look for a flexible piece of wire or cloth to use as a tech-conduit for the forcebonds spell.

"I can cast a binding magic on our guest once he arrives." Tis informs the others. Keep 'em from escaping via mystic Escape!

APM: 5
Initiative: 1d20+5 = 24:
19


Actions 1-5: Cover door and/or cast Forcebonds on the captive. (-25 PPE)

Contingency Attacks
1: Target an enemy with Power Bolt
Strike = 20 (as per spell) Damage 5d6+6 = 26:
3, 4, 3, 4, 6


2: Target an enemy with Power Bolt
Strike = 20 (as per spell) Damage 5d6+6 = 24:
2, 3, 3, 4, 6


Parry: 1d20+11 = 29:
18
, 1d20+11 = 14:
3
, 1d20+11 = 20:
9
, 1d20+11 = 17:
6
, 1d20+11 = 15:
4

Dodge: 1d20+10 = 18:
8
, 1d20+10 = 27:
17
, 1d20+10 = 22:
12
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Re: Power Distribution Center

Postby Bryke » Fri Dec 02, 2016 11:48 am

Perception: 1d20+2 = 10:
8

JiC d20/d100: 1d20:
12
/ 1d100:
76

Initiative 1d20+2 = 13:
11


Ask questions of zombie-like creatures? Don’t see how that’s going to work… 'sides, wonder how durable these things are-- annnd just how -PoP- ‘EE, is Holt anyway? Somethin' tells me he loves the thrill of displacement- I know I do.

In the darkness, under cover of the chameleon spell, the Time Master smiles a mischievous smile. Bryke is ready to begin.

ACTION 1&2: Hesitate slightly until the others have made their move upon the creature that Holt -PoP- ‘s in
[OOC: Bryke will go last initiative-wise, even if reaction speed (initiative roll) is greater than the others in this action only] then;

POWER ATTACK STRIKE: 1d20+3 = 22:
19
DAMAGE:(1d4*10)+18 = 38:
2
with an over hand hammer fist to its head.
[OOC: attempting to break its neck, and/or crush its skull]

Contingency: After hitting the thing, Bryke will focus on its life-force. If it is killed Bryke will whisper: “Guess I dont know my own strength.” while simultaneously syphoning its ppe and fading back into the corner under cover of the Chameleon spell.
If it is alive the Time Master will study its movement(s) to see if it is breathing or moving, checking for signs of life in its eyes, etc.

ACTION 3: Activate Telepathy [4isp]: telepathically scream this message at the next victim Holt Brings; “How many are here with you!

Contingency: Bryke will listen to surface thoughts directly after the invasion of the things mind. [OOC: thinking that the question will cause the thing to naturally answer out of reflex]

ACTION 4: Reserved for Dodging and/or moving 1d20+6 = 19:
13

ACTION 5: Reserved for Dodging and/or moving 1d20+6 = 14:
8


PARRIES: 1d20+6 = 9:
3
, 1d20+6 = 11:
5
, 1d20+6 = 26:
20
, 1d20+6 = 15:
9
, 1d20+6 = 18:
12
Natural Abilities

Doesn't breathe air and are immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and have eagle-like normal vision.
Phased bodies: Prometheans are in a permanent state of “phase.” Damage from any M.D. source becomes S.D.C. and any damage from an S.D.C. source is halved.
Phased Teleportation: Prometheans can “step out of phase” and travel at incredible speeds in an intangible state. Concentration takes one melee round and is the only action that can be performed during that round. Range: One mile per level of experience. Chance of Success: 50% +4%/lvl| 71%
Sense Dimensional Anomalies: Can automatically detect rifts, dimensional envelopes and pockets, fourth-dimensional and Two-dimensional beings, astral travelers and the invisible energy essence of alien-intelligence's and entities. Range: One mile (1.6) or line of sight, whichever is less.
Ley Line Phasing: Equal to the ley line walker ability.

PPE: 236/236
ISP: 125/113
SDC:634/634 (All damage from MD sources converted to SDC)
HP:155/155

CAPTURED PPE: 0/0

BRYKE
SPELLBOOK

I am telecommunicating
I am speaking Trade 4
I am thinking

CURRENT CONDITIONS:
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Re: Power Distribution Center

Postby Consumer » Tue Dec 06, 2016 1:51 am

After some deliberation, a course of action has been decided. Holt takes several long moments to prepare before blinking out of the secure storage room. He appears next to his target, which gives him a fairly good look at the room beyond. Grabbing the Grunt is easy enough, he was basically sleeping while standing up. The victim makes a small grunt as Holt Teleports him away. Once inside the storeroom all hell breaks loose. Tis prepares to cast Forcebonds, while Solaris drops the weight of a Heavy Gravity world on the Grunts being. Holt dodges away from the Grunt, threatening his life for his silence. Bryke stands quietly, near invisible in the corner. The Grunt for his part Laughs and tries to shoot Holt. Who dodges out of the way of the shot fairly easily.

Tis seeing the threat Powerbolts the Grunt scorching his armor. Solaris tries to use her natural scariness to make the Grunt talk, but he only laughs further. Holt Considers his next actions carefully. Bryke continues to stare at the Grunt, not that anyone can see an expression on his face. The Grunt yells. "Contact!".

Tis again seeing the threat for what it is fires another Power Bolt into the Grunt. Solaris tries once more to intimidate the Grunt, but see's it's not working in the least. Bryke finally moves forward and strikes the Grunt in the head. The Grunt's helmet explodes revealing a face that is equal parts scaly and necrotic. The Grunt spits blood and grins Shooting his gun point blank at Bryke, but it still manages to miss, due to the weight being forced on it.

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Re: Power Distribution Center

Postby Holt » Tue Dec 06, 2016 1:37 pm

Perception [+2]: 1d20+2 = 18:
16

JiC D20: 1d20:
15

JiC D100: 1d100:
86


Conditions: Tongues [speak/understand all languages], NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic] with Integrated P-Field Defensive Field [Dispersal Effect: 1/10th Damage, On], Ring of Protection from Evil (Constant) [+3 to Save vs. Magic/Psionics when source is Evil]

PA Main Body: 215/220

The Manarr grins from behind his faceplate as the man calls Contact, and Bryke gives his head exactly that. He grabs a pair of Stun/Flash Grenades from his belt and says, "Ok, Kill him. Got a visual on 12 outside. I will try to draw them to the Right, away from the Door." Then he >Pops< away (destination, Yellow X).

Upon landing, Holt tosses his 2 Grenades (1 to the Center of the room, the 2nd West), then places a hand on the South wall to open a new Doorway and steps through into the next room (see Arrow to South). He checks out the South room, trying to lock the door, then opens a doorway into the next room to the West and steps through to look around in there, before (maybe).


APM: 11
Initiative [+9]: 1d20+9 = 13:
4


1 -- Pull Grenades/Talk
2 -- Pull Grenades/Talk
3 -- Teleport (destination Yellow X)
4 -- Throw Flash/Stun Grenades (WP Paired) 1d20+5 = 10:
5
@ Center & West 1d20+5 = 8:
3
areas ...
5 -- Open Doorway into South Room (Green Arrow)
6 -- Step through Doorway to South Room (letting it close behind him) & look around
7-8 -- Draw Longsword, Look around new room, Lock Door if possible (dodge as needed).
9 -- Open Doorway into West Room (Red Arrow)
10 -- Step through Doorway to West Room (letting it close behind him) & look around
11 -- If there is an enemy present, grab him and Teleport back to Starting-Room (@ the Purple & Pink Triangle) 1d20+5 = 15:
10


JiC Parry [+10]: 1d20+10 = 26:
16
, 1d20+10 = 16:
6
, 1d20+10 = 26:
16
, 1d20+10 = 22:
12
, 1d20+10 = 13:
3
, 1d20+10 = 11:
1
, 1d20+10 = 18:
8
, 1d20+10 = 18:
8

JiC Dodge [+10]: 1d20+10 = 11:
1
, 1d20+10 = 23:
13
, 1d20+10 = 23:
13
, 1d20+10 = 17:
7



Gatelandcontrol2_zpsxrnn8fei.2.png
Holt D'Invictus

Personal MDC: 134/134
Armor: NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic]
Head/Helmet: 65/65
Main Body: 215/220
*** Integrated P-Field Defensive Field [Phase World Dimension Book 2, Pg 124] -- Dispersal Effect: 1/10th Damage from Energy Blasts, Beams, Projectile, Missiles, and Explosive Damage

Weapons: HI-80 Combat Laser Rifle (slung across back), [2] NE-8SL Slimline Barrage Plasma Cartridge Auto-Pistol in Under-Arm holsters, [2] HI-10 Heavy Laser Pistol(s) (in Hip Holsters), Phase Sword (belted at the Left hip), PH-21 Phase Beamer (Right Thigh), Kisentite Boot Knife (Rt).

Belt: (4) P-Field Defensive Field Battery, Transformable Longsword (Pen-Form)

Available: [Ring: Tongues (Constant)], [Ring of Protection from Evil (Constant), +3 to Save vs. Magic/Psionics when source is Evil], [Pendant: Metamorphosis 3x], [Belt Buckle: Increase Weight 3x], [Pinky Ring: Mystic Alarm 3x], Nuclear Grav-Pack

Spare Ammunition: [8] Clips of NE-001PC Light Plasma Cartridges [24 rounds each], [12] Long E-Clips, [2] Short E-Clips, [4] NE-GF10 Fragmentation Grenades, [4] Smoke Grenades, [4] Stun/Flash Grenades
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Re: Power Distribution Center

Postby Tis » Tue Dec 06, 2016 10:07 pm

Tisephone Atroposa
Perception: 1d20+5 = 18:
13
+3 magic, machines, or their combination
JiC d20/d100: 1d20:
2
/ 1d100:
47

Stats: • • MDC: 40/40 • • PPE: 140/98 • • ISP: 58/48
Armor M.D.C.: 150/140
Conditions: Telemechanics, Antigravity,

Tis looks at making the door more defensible. Reinforces the doorway with magic regardless of result.
Field Armorer & Munitions Expert 70% (Basic Mechanics 70%) / 1d100:
94
fail


Tis fires two more power bolts into the fiend, activates the Superhuman Strength on her Armor while drawing her kisentite sword. She stabs the necro-freak in the throat until he is dead. What foul shit is this? Death must not be tampered with!?

When it seems that they are holding fort in the supply closet a little longer Tis studies the door to make a guess at it's structural capacity, regardless her estimate she will enforce the door with Energy Field again using the door itself as the tech component.

"I have reinforced the door. Please let me know when you need it opened."

1.: Target the enemy in the head with Power Bolt
Strike = 20 (as per spell) Damage 5d6+6 = 21:
4, 3, 3, 1, 4


2.: Target the enemy in the head with Power Bolt
Strike = 20 (as per spell) Damage 5d6+6 = 29:
6, 5, 6, 2, 4


3.: Activate Super PS/Draw sword

4.: Stab the enemy with Kisentite sword or analyze door.
Strike = 1d20+10 = 21:
11
(as per spell) ; Damage (Sword+SnPS) = 5d6+5 = 26:
4, 6, 3, 5, 3


5-6.: Analyze door and/or reinforce with Energy Field (-10 PPE)

7: Dodge 1d20+13 = 24:
11
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Re: Power Distribution Center

Postby Solaris » Wed Dec 07, 2016 10:10 am

Per: 1d20+2 = 16:
14

JiC d20/d100: 1d20:
18
/1d100:
34

Conditions: Armor of Ithan. 140/140 MDC. 13.00 min. 1/2 damage from Magic fire, lightning and cold.,
Ammo: 10 extra rifle clips, 2 extra e-clips, 2 extra GR pistol clips

As the Grunt shouts contact, Solaris yells, "Someone jam his comms!", hoping that someone on the team has the skills to do so.
Seeing that her firing angles are limited by team members, initially Solaris merely keeps her high gravity effect going.

But with the enemy immobile, she snares the necro-demon-thing with Force Manipulation and starts to crush it by pulling it's outsides, inside.

"You should've talked.", Solaris sneers as she continues to crush the grunt painfully. If he's half-dead, who knows if he can feel this, though.

Lisa prepares to receive another victim as Holt pops away.

# of Actions: 7
Initiative: 1d20+7 = 18:
11


Action 1: maintain high gravity (Gravity Manipulation)
Action 2: snare grunt with Force Manipulation strike if necessary 1d20+2 = 16:
14

Action 3-6: crush the grunt with crush objects (Force Manipulation) damage 6d6:
5, 1, 4, 2, 3, 2

Action 7: be prepared for another "Holt special"
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
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Re: [MW II] Power Distribution Center

Postby Consumer » Tue Dec 13, 2016 8:53 pm

Things start to quickly fall apart. The saying when it rains it pours comes to mind to describe the situation. Solaris yells for the comm's to be jammed while pouring the forced gravity onto the noisy demonic looking human. The grunt for his part tries to shoot Solaris, hitting her armor of Ithan magical force field (-14 M.D.C.). Holt pulls a grenade while telling the others to kill the corrupted man. Tis for her part lazily kills the man with a bolt of magic to the head (No Initiative roll) The grunts body crashes to the floor with an audible bone crunching thump. Solaris having no real targets anymore turns and waits for Holt to do something else. Holt pulls a second grenade and tells the small group about the twelve men he saw on the other side of the door.

Tis activates the supernatural strength of her power armor and draws her sword in preparation of further fighting. Holt disappears with a pop. He reappears exactly where he planned but sees the grunts have shifted positions, undeterred he tosses his grenades for maximum effect getting almost all of the men around. Holt is greeted with a fusillade of laser fire in return. A few come close, but none hit the Manar. Tis having what seems all the time in the world analyzes the door, she finds no easy way to seal up the door that was never meant to be locked in the first place. So Tis tosses a an energy field up to cover the doorway.

Holt opens a doorway and steps into the room behind him much to the shock of a seven and a half foot tall being with nodule coered skin and huge jagged toothed mouth all below a single bloodshot eye. It screeches at Holt and fires a blast of messed up reality from it's central eye. Holt dodges out of the way, with relative ease. Holt draws his sword, and tries to lock the door behind him, though it seems his room doesn't have a lock either. Holt realizes he's seen one of these creatures before, it showed up when the Space Hulk was falling apart due to dimensional instabilities. The Phase Demon again tries to blast Holt with multi-dimensional energies. Holt's armor fails to take the blast as the energy bypasses his defenses (-10 M.D.C.). From outside the door banging can be heard, but it seems they have yet to break through the door. Holt opens a doorway into the next room.

Image
Red Dots are Phase Demons
Yellow Dots are Shedim

What are your intentions?

Butcher Bill
Holt: -10 M.D.C.
Solaris: AOI: -14 M.D.C.
Bryke: -8 I.S.P., -6 P.P.E.
Tis: -20 I.S.P., -7 P.P.E.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: [MW II] Power Distribution Center

Postby Tis » Wed Dec 14, 2016 11:04 am

Tisephone Atroposa
Perception: 1d20+5 = 14:
9
+3 magic, machines, or their combination
JiC d20/d100: 1d20:
17
/ 1d100:
81

Stats: • • MDC: 40/40 • • PPE: 140/88 • • ISP: 58/48
Armor M.D.C.: 150/140

Constructing IEDs:
Demolitions 80% 1d100:
96
fail

Field Armorer & Munitions Expert 70% 1d100:
3
success


Tis realizes that the element of surprise is gone. Perhaps now we can blow something up? She pulls the explosives from her bag and begins shaping a charge with K-Hex plastique. She looks to building a charge that she can place on the door, blowing it outwards and sending shrapnel into the next room, with minimal blowback for those in the storage closet. She make one shaped charge out of two of the K-Hex cubes and another unshaped charge to be used later.

"I am preparing explosive charges, one to blow out the door and one to place or drop elsewhere." Tis informs the others. She stops just short of actually placing the charge, waiting for confirmation/orders from others.


APM: 5
Init: 1d20+5 = 19:
14


1-5: Constructing IEDs

Contingency:
1: Target an enemy with Power Bolt
Strike = 20 (as per spell) Damage 5d6+6 = 28:
2, 5, 3, 6, 6

2: Target an enemy with Power Bolt
Strike = 20 (as per spell) Damage 5d6+6 = 24:
5, 4, 2, 2, 5

Dodge 1d20+13 = 17:
4
, 1d20+13 = 22:
9
, 1d20+13 = 17:
4
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Re: [MW II] Power Distribution Center

Postby Holt » Thu Dec 15, 2016 11:59 am

Perception [+2]: 1d20+2 = 18:
16

JiC D20: 1d20:
13

JiC D100: 1d100:
99


Conditions: Tongues [speak/understand all languages], NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic] with Integrated P-Field Defensive Field [Dispersal Effect: 1/10th Damage, On], Ring of Protection from Evil (Constant) [+3 to Save vs. Magic/Psionics when source is Evil]

Personal MD: 128/138
PA Main Body: 215/220

Holt surveys the 3 opponents and feels the sting of the Blast through his PA and grit's his teeth, "Frak that", and >Pops< back to the Prior Room (Orange X) to strike the Sole-[PhaseDemon]-Occupant from behind. There he unleashes a flurry of strikes on his 'Victim' (OOC: term used very loosely), using the enchanted blade, and parrying with smooth precision. He speaks conversationally to the thing as he goes after the first attack & right up until he vanishes again, "Sooo What brings you to Center business or pleasure?? That's nice. And how was your Trip? ..." If he's not dead by the end of the Round, Holt >Pop< teleports behind him to be able to start next round with a back-strike.

APM: 11
Initiative [+9]: 1d20+9 = 10:
1


1 -- Teleport (dodge?) to Orange X
2 -- Slash from Behind with Sword: 1d20+9 = 24:
15
, 4d6+12 = 31:
6, 2, 6, 5
(using SDC Damage bonus since he's SDC)
3 -- Slash with Sword: 1d20+9 = 15:
6
, 4d6+12 = 21:
2, 3, 1, 3

4 -- Slash with Sword: 1d20+9 = 24:
15
, 4d6+12 = 29:
2, 4, 5, 6

5 -- Slash with Sword: 1d20+9 = 26:
17
, 4d6+12 = 28:
5, 5, 4, 2

6 -- Slash with Sword: 1d20+9 = 20:
11
, 4d6+12 = 24:
1, 3, 2, 6

7 -- Slash with Sword: 1d20+9 = 28:
19
, 4d6+12 = 31:
3, 5, 5, 6
*2 = 62
8 -- Slash with Sword: 1d20+9 = 14:
5
, 4d6+12 = 27:
2, 4, 5, 4

9 -- Slash with Sword: 1d20+9 = 12:
3
, 4d6+12 = 24:
2, 5, 4, 1

10 -- Slash with Sword: 1d20+9 = 17:
8
, 4d6+12 = 31:
5, 5, 3, 6

11 -- Teleport Behind Opponent or Back to Orange Circle if he is dead

JiC Parry [+11]: 1d20+11 = 21:
10
, 1d20+11 = 30:
19
, 1d20+11 = 21:
10
, 1d20+11 = 15:
4
, 1d20+11 = 18:
7
, 1d20+11 = 24:
13
, 1d20+11 = 25:
14
, 1d20+11 = 22:
11
, 1d20+11 = 27:
16
, 1d20+11 = 28:
17

JiC Dodge [+10]: 1d20+10 = 18:
8
, 1d20+10 = 28:
18
, 1d20+10 = 20:
10


round3_zpsm3fswu7g_H.png
round3_zpsm3fswu7g_H.png (297.38 KiB) Viewed 11793 times
Holt D'Invictus

Personal MDC: 134/134
Armor: NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic]
Head/Helmet: 65/65
Main Body: 215/220
*** Integrated P-Field Defensive Field [Phase World Dimension Book 2, Pg 124] -- Dispersal Effect: 1/10th Damage from Energy Blasts, Beams, Projectile, Missiles, and Explosive Damage

Weapons: HI-80 Combat Laser Rifle (slung across back), [2] NE-8SL Slimline Barrage Plasma Cartridge Auto-Pistol in Under-Arm holsters, [2] HI-10 Heavy Laser Pistol(s) (in Hip Holsters), Phase Sword (belted at the Left hip), PH-21 Phase Beamer (Right Thigh), Kisentite Boot Knife (Rt).

Belt: (4) P-Field Defensive Field Battery, Transformable Longsword (Pen-Form)

Available: [Ring: Tongues (Constant)], [Ring of Protection from Evil (Constant), +3 to Save vs. Magic/Psionics when source is Evil], [Pendant: Metamorphosis 3x], [Belt Buckle: Increase Weight 3x], [Pinky Ring: Mystic Alarm 3x], Nuclear Grav-Pack

Spare Ammunition: [8] Clips of NE-001PC Light Plasma Cartridges [24 rounds each], [12] Long E-Clips, [2] Short E-Clips, [4] NE-GF10 Fragmentation Grenades, [4] Smoke Grenades, [4] Stun/Flash Grenades
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Re: [MW II] Power Distribution Center

Postby Bryke » Sat Dec 17, 2016 9:29 am

Perception: 1d20+2 = 7:
5

JiC d20/d100: 1d20:
16
/ 1d100:
67


Stuck in a barrel, no where to be.
All them's 's gon' die
All them's 's but me.


The tune plays over and over in his mind. Remembering the cracked voice of a drunken-baritone long passed her prime.

If any thing presents itself he will use his phase beamer to shoot it in the face
Action 1: STRIKE 1d20+3 = 10:
7
DAMAGE 4d6:
5, 6, 2, 5

Action 2: STRIKE 1d20+3 = 6:
3
DAMAGE 4d6:
4, 1, 5, 4

Action 3: STRIKE 1d20+3 = 10:
7
DAMAGE 4d6:
2, 6, 2, 2

Action 4: STRIKE 1d20+3 = 6:
3
DAMAGE 4d6:
4, 4, 1, 4

Action 5: STRIKE 1d20+3 = 14:
11
DAMAGE 4d6:
5, 6, 3, 2


PARRY: 1d20+6 = 21:
15
, 1d20+6 = 18:
12
, 1d20+6 = 25:
19
, 1d20+6 = 20:
14
, 1d20+6 = 24:
18

DODGE: 1d20+6 = 19:
13
, 1d20+6 = 23:
17
, 1d20+6 = 24:
18
, 1d20+6 = 14:
8
, 1d20+6 = 22:
16
Natural Abilities

Doesn't breathe air and are immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and have eagle-like normal vision.
Phased bodies: Prometheans are in a permanent state of “phase.” Damage from any M.D. source becomes S.D.C. and any damage from an S.D.C. source is halved.
Phased Teleportation: Prometheans can “step out of phase” and travel at incredible speeds in an intangible state. Concentration takes one melee round and is the only action that can be performed during that round. Range: One mile per level of experience. Chance of Success: 50% +4%/lvl| 71%
Sense Dimensional Anomalies: Can automatically detect rifts, dimensional envelopes and pockets, fourth-dimensional and Two-dimensional beings, astral travelers and the invisible energy essence of alien-intelligence's and entities. Range: One mile (1.6) or line of sight, whichever is less.
Ley Line Phasing: Equal to the ley line walker ability.

PPE: 236/236
ISP: 125/113
SDC:634/634 (All damage from MD sources converted to SDC)
HP:155/155

CAPTURED PPE: 0/0

BRYKE
SPELLBOOK

I am telecommunicating
I am speaking Trade 4
I am thinking

CURRENT CONDITIONS:
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Re: [MW II] Power Distribution Center

Postby Solaris » Mon Dec 19, 2016 3:02 am

Per: 1d20+2 = 21:
19

JiC d20/d100: 1d20:
15
/1d100:
15

Conditions: Armor of Ithan. 126/140 MDC. 13.00 min. 1/2 damage from Magic fire, lightning and cold.,
Ammo: 10 extra rifle clips, 2 extra e-clips, 2 extra GR pistol clips

"Sounds like Holt's made them mad.", Lisa says wryly.
At Tis' suggestion of blowing the door, Solaris raises an eyebrow.
I like the way this gal thinks.

"Well, they know we're here; it's only a matter of time before they find us anyway."
Eager for a fight, she spends a moment formulating a hasty plan and tells the team;
"Okay, let's give Holt some breathing room. When Tis blows the door, chuck any flashbangs you have in the next room. Metri and I will lead, followed by Bryke and Tis. Bryke, you and I will take the right, Metri, Tis, you have the left. We don't know exactly what's out there, so don't hold back. Questions?"

Contingency 1: if we go with Solaris' plan

# of Actions: 7
Initiative: 1d20+7 = 16:
9


Action 1: banter, plan
Action 2: take position by the door, out of way of Tis' explosives
Action 3: wait for the door to be exploderized
Action 4: wait for anyone to throw grenades through the doorway
Action 5: exit the small room, if there is an enemy there, yank it's weapon away with Force Manipulation, then,
Action 6: hold it in place with Gravity Manipulation
Action 7: pin the next enemy to the floor with Force Manipulation

Contingency 2: if we wait in the small room

Action 1-7: shoot whatever pops it's head into the room
strike 1d20+2 = 13:
11
, damage 2d4*10 = 40:
3, 1
-10 shots
strike 1d20+2 = 3:
1
, damage 2d4*10 = 30:
2, 1
-10 shots
strike 1d20+2 = 12:
10
, damage 2d4*10 = 60:
4, 2
-10 shots
reload
strike 1d20+2 = 16:
14
, damage 2d4*10 = 50:
2, 3
-10 shots
strike 1d20+2 = 20:
18
, damage 2d4*10 = 60:
3, 3
-10 shots
strike 1d20+2 = 12:
10
, damage 2d4*10 = 60:
4, 2
-10 shots
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
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Re: [MW II] Power Distribution Center

Postby Consumer » Wed Dec 28, 2016 10:24 am

All by Themselves
Inside the storeroom Tis, Solaris, Metri, and Bryke listen to the sounds of demonic grunts trying to open the door. Tis suggests blowing the door and fighting their way out, to which Solaris thinks is a relatively good idea. Bryke for the most part is silent, a tune running through his head. The girls prep for the explosion, while Bryke and Metri stand in the corner watching what is going on.

And I ran... Ran so Far Away.
Holt seeing the situation, Teleports behind the Plasma Demon. Using his sword Holt slashes at the demon, who howls in pains. It turns and tries to claw at Holt in return, but it swings wildly. Holt and the Plasma demon trade blows for several moments, Holt's Blade work proves to be superior to the Demon's melee skills.

Ballroom Blitz
Tis hits the detonator on the explosives to a conflagration. There is smoke and fire and a concussive blast and everyone is knocked about the room. The effect is immediate, the door flies from its track and flattens the grunts in front of the entrance. The trio exits the room throwing power bolts, laser blasts, phase beams and such. The Grunts are relatively surprised by the assault, and the few remaining immediately by the door are taken out. Holt hears the explosion as does the Plasma Demon who looks back instinctively giving Holt time to score several more hits before it tries to finally retaliate. A massive stream plasma pours from the demons hand, Holt barely dodges it. The wall behind him suffers greatly as it begins to soften and melt.

Butcher Bill
Holt: -10 M.D.C.
Solaris: AOI: -24 M.D.C.
Bryke: -8 I.S.P., -6 P.P.E., -10 M.D.C.
Tis: -20 I.S.P., -7 P.P.E., -10 M.D.C.
Metri: -10 M.D.C.


New Map will uploaded soon.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: [MW II] Power Distribution Center

Postby Holt » Wed Dec 28, 2016 6:16 pm

Perception [+2]: 1d20+2 = 10:
8

JiC D20: 1d20:
8

JiC D100: 1d100:
56


Conditions: Tongues [speak/understand all languages], NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic] with Integrated P-Field Defensive Field [Dispersal Effect: 1/10th Damage, On], Ring of Protection from Evil (Constant) [+3 to Save vs. Magic/Psionics when source is Evil]

Personal MD: 128/138
PA Main Body: 215/220

Holt continues to press his onslaught against the single-Phase-Demon slashing a at the creature from behind using his enchanted blade, and parrying with smooth precision. He leaves off further conversation as the thing is probably about as mad as it's going to get and his team probably needs him back soon. The Manarr will dodge away from anything that looks particularly dangerous or deadly. If the Phase-Demon is not dead by the end of the Round, Holt >Pop< teleports behind him to be able to start next round with a back-strike.

APM: 11
Initiative [+9]: 1d20+9 = 25:
16


1 -- Slash from Behind with Sword: 1d20+9 = 24:
15
, 4d6+12 = 28:
4, 4, 3, 5
*2 from behind = 56 (using SDC Damage bonus since he's SDC)
2 -- Slash with Sword: 1d20+9 = 29:
20
(Nat 20), 4d6+12 = 24:
4, 2, 2, 4
*2=48
3 -- Slash with Sword: 1d20+9 = 20:
11
, 4d6+12 = 25:
3, 3, 3, 4

4 -- Slash with Sword: 1d20+9 = 27:
18
, 4d6+12 = 26:
6, 1, 5, 2

5 -- Slash with Sword: 1d20+9 = 18:
9
, 4d6+12 = 27:
6, 3, 5, 1

6 -- Slash with Sword: 1d20+9 = 17:
8
, 4d6+12 = 25:
3, 6, 2, 2

7 -- Slash with Sword: 1d20+9 = 18:
9
, 4d6+12 = 24:
2, 4, 3, 3

8 -- Slash with Sword: 1d20+9 = 13:
4
, 4d6+12 = 22:
2, 1, 1, 6

9 -- Slash with Sword: 1d20+9 = 16:
7
, 4d6+12 = 29:
4, 6, 6, 1

10 -- Slash with Sword: 1d20+9 = 15:
6
, 4d6+12 = 28:
6, 5, 3, 2

11 -- Teleport Behind Opponent or Back to Orange Circle if he is dead

JiC Parry [+11]: 1d20+11 = 30:
19
, 1d20+11 = 28:
17
, 1d20+11 = 13:
2
, 1d20+11 = 15:
4
, 1d20+11 = 19:
8
, 1d20+11 = 15:
4
, 1d20+11 = 30:
19
, 1d20+11 = 28:
17

JiC Dodge [+10]: 1d20+10 = 26:
16
, 1d20+10 = 14:
4
, 1d20+10 = 16:
6
Holt D'Invictus

Personal MDC: 134/134
Armor: NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic]
Head/Helmet: 65/65
Main Body: 215/220
*** Integrated P-Field Defensive Field [Phase World Dimension Book 2, Pg 124] -- Dispersal Effect: 1/10th Damage from Energy Blasts, Beams, Projectile, Missiles, and Explosive Damage

Weapons: HI-80 Combat Laser Rifle (slung across back), [2] NE-8SL Slimline Barrage Plasma Cartridge Auto-Pistol in Under-Arm holsters, [2] HI-10 Heavy Laser Pistol(s) (in Hip Holsters), Phase Sword (belted at the Left hip), PH-21 Phase Beamer (Right Thigh), Kisentite Boot Knife (Rt).

Belt: (4) P-Field Defensive Field Battery, Transformable Longsword (Pen-Form)

Available: [Ring: Tongues (Constant)], [Ring of Protection from Evil (Constant), +3 to Save vs. Magic/Psionics when source is Evil], [Pendant: Metamorphosis 3x], [Belt Buckle: Increase Weight 3x], [Pinky Ring: Mystic Alarm 3x], Nuclear Grav-Pack

Spare Ammunition: [8] Clips of NE-001PC Light Plasma Cartridges [24 rounds each], [12] Long E-Clips, [2] Short E-Clips, [4] NE-GF10 Fragmentation Grenades, [4] Smoke Grenades, [4] Stun/Flash Grenades
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Re: [MW II] Power Distribution Center

Postby Solaris » Thu Dec 29, 2016 3:32 am

Per: 1d20+2 = 4:
2

JiC d20/d100: 1d20:
7
/1d100:
34

Conditions: Armor of Ithan. 102/140 MDC. 13.00 min. 1/2 damage from Magic fire, lightning and cold.,
Ammo: 10 extra rifle clips, 2 extra e-clips, 2 extra GR pistol clips

Grateful that she had that Sound Filtration put in, Lisa shouts to Tis, "Nice work on the door!"
Solaris encourages the team on as their initial assault seems in their favor. She wonders how it's going at the gates and if they're having as much fun.
"Go go go!" We have to keep up the pressure to have any chance.

She immobilizes the nearest enemy with the full force of her high gravity, and steps right up beside him.
Then she shoves her phase pistol to his head and starts pulling the trigger until he's dead. Regardless
of whether he's dead this round or not, she uses him as cover.

Initiative: 1d20+7 = 20:
13

# of Actions: 7

Action 1: use high gravity effect on the nearest opponent
Action 2: step right up next to him/it, putting phase pistol to his/it's head
Action 3: fire phase pistol, strike 1d20+2 = 20:
18
, damage sdc 3d6:
5, 2, 4
or mdc 4d6:
1, 2, 5, 5

Action 4: fire phase pistol, strike 1d20+2 = 22:
20
, damage sdc 3d6:
6, 1, 6
or mdc 4d6:
6, 3, 1, 5

Action 5: fire phase pistol, strike 1d20+2 = 9:
7
, damage sdc 3d6:
2, 2, 2
or mdc 4d6:
2, 2, 3, 2

Action 6: fire phase pistol, strike 1d20+2 = 9:
7
, damage sdc 3d6:
1, 2, 3
or mdc 4d6:
5, 2, 5, 4

Action 7: fire phase pistol, strike 1d20+2 = 7:
5
, damage sdc 3d6:
4, 4, 2
or mdc 4d6:
5, 4, 1, 3


Contingencies!
#1 if the first opponent dies, use him as cover, then pin another opponent with force manipulation to the floor. if she still has actions remaining, she'll fire her pistol until it's empty and switch to her GR pistol.

#2 if attacked by other opponents, pin them to the floor first with force manipulation

#3 if attacked in melee, parry with an energy vambrace parry rolls; 1d20+13 = 26:
13
, 1d20+13 = 29:
16
, 1d20+13 = 23:
10
, 1d20+13 = 29:
16
, 1d20+13 = 27:
14
, 1d20+13 = 14:
1
, 1d20+13 = 21:
8


#4 if the Armor of Ithan goes down and her armor gets hit, she'll let Metri know "Armor down, Metri!", hoping he'll be able to renew it. If he can't, Solaris will attempt to use cover (mostly her first victim) to avoid further hits
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
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Re: [MW II] Power Distribution Center

Postby Solaris » Thu Jan 05, 2017 8:43 am

((rolls held))

Solaris can't help but smile a little bit, being in the thick of combat, risking everything to save the world. Her former unit's motto enters her thoughts. We will find a way.

The thought of having risen through the ranks only to have her command stripped stung like hell. Still, it seemed like Solaris had ended up where she was needed, and that was rewarding.

But why does it seem like I'm out here on my own?

"C'mon, ladies! You can change your panties later! Give 'em hell!"
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
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Re: [MW II] Power Distribution Center

Postby Tis » Thu Jan 05, 2017 9:33 am

Tisephone Atroposa
Perception: 1d20+5 = 16:
11
+3 magic, machines, or their combination
JiC d20/d100: 1d20:
14
/ 1d100:
77

Stats: • • MDC: 40/40 • • PPE: 140/88 • • ISP: 58/48
Armor M.D.C.: 150/140
Conditions: Antigravity Flight, Superhuman Strength

Dammit, stupid girl. Tisephone curses her clumsy work on the bomb as she storms the other room. She fires powerbolts at the largest or most powerful enemy and then engages the closest with her sword.
"All abominations must die!"

APM: 7
Initiative: 1d20+7 = 17:
10


1: Target an enemy with Power Bolt
Strike = 20 (as per spell) Damage 5d6+6 = 20:
4, 6, 1, 2, 1


2: Target an enemy with Power Bolt
Strike = 20 (as per spell) Damage 5d6+6 = 23:
1, 1, 5, 4, 6


3. Slash with Kisentite Sword (+SN Strength Damage)
Strike = 1d20+10 = 16:
6
(as per spell) Damage (SN damage added) 6d6+6 = 26:
5, 3, 5, 2, 1, 4

4. Slash with Kisentite Sword (+SN Strength Damage)
Strike = 1d20+10 = 16:
6
(as per spell) Damage (SN damage added) 6d6+6 = 27:
6, 4, 2, 1, 3, 5

5. Slash with Kisentite Sword (+SN Strength Damage)
Strike = 1d20+10 = 20:
10
(as per spell) Damage (SN damage added) 6d6+6 = 31:
5, 4, 6, 5, 2, 3

6,7: Dodge 1d20+13 = 22:
9
, 1d20+13 = 26:
13


Parries: 1d20+13 = 26:
13
, 1d20+13 = 28:
15
, 1d20+13 = 29:
16
, 1d20+13 = 33:
20
, 1d20+13 = 17:
4
, 1d20+13 = 16:
3
, 1d20+13 = 17:
4
,
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Re: [MW II] Power Distribution Center

Postby Consumer » Fri Jan 06, 2017 8:09 pm

Holt does what he knows best, confounds and assaults. He keeps himself behind the Plasma Demon hacking at it's hindquarters. The Plasma Demon tries to attack back, Holt manages to dodge most of it's wild blasts, save two of them. Holt's armor absorbs a good deal of the damage little worse for the wear. The demon on the other hand is bleeding from nearly a dozen wounds, the blood burning the ground as it splatters from its heated body.

Solaris and Tis use the opportunity of the Grunts confusion to go to work so to speak. Solaris dropping heavy gravity on one poor fool before moving up and shooting him in the face plate. Tis throws a pair of Power Bolts before moving forward and slashing away with her Kinsentite Sword. Solaris continues to blast away at the hapless grunt before her, his body rocking with each shot. The Surrounding goons fire on the duo, Most of the shots go wide, several strike the goon Solaris is using for cover, and one hits Tis' armor for minimum amounts of damage.

From the western doorway a few Shedim make their way towards the fracas, their eyes glinting with malice.

Image

Red Dots are Plasma Demons
Yellow Dots are Shedim

Butcher Bill
Holt: -31 M.D.C.
Solaris: AOI: -24 M.D.C.
Bryke: -8 I.S.P., -6 P.P.E., -10 M.D.C.
Tis: -20 I.S.P., -7 P.P.E., -26 M.D.C.
Metri: -10 M.D.C.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: [MW II] Power Distribution Center

Postby Tis » Sat Jan 07, 2017 10:18 am

Tisephone Atroposa
Perception: 1d20+5 = 23:
18
+3 magic, machines, or their combination
JiC d20/d100: 1d20:
18
/ 1d100:
71

Stats: • • MDC: 40/40 • • PPE: 140/88 • • ISP: 58/48
Armor M.D.C.: 150/124
Conditions: Anti-gravity Flight, Superhuman Strength

Tis keeps close to Solaris, admiring the combat vet's steely demeanour as much as her miraculous control over gravity. She is a great warrior, I must strive to be the same.
Tis concentrates on the mooks closest to them. "Time to join the battle sirs!" Tis screams as politely as possible to the men in the closet.

APM:7
Initiative: 1d20+7 = 25:
18


1: Target an enemy with Power Bolt
Strike = 20 (as per spell) Damage 5d6+6 = 31:
4, 6, 5, 6, 4


2: Target an enemy with Power Bolt
Strike = 20 (as per spell) Damage 5d6+6 = 21:
1, 5, 4, 2, 3


3. Slash with Kisentite Sword(and SN strength)
Strike = 1d20+13 = 23:
10
(as per spell) Damage 6d6+6 = 24:
1, 2, 3, 2, 6, 4


4. Slash with Kisentite Sword(and SN strength)
Strike = 1d20+13 = 17:
4
(as per spell) Damage 6d6+6 = 29:
4, 1, 4, 5, 6, 3


5-Slash with Kisentite Sword(and SN strength)
Strike = 1d20+13 = 21:
8
(as per spell) Damage 6d6+6 = 22:
1, 5, 4, 3, 2, 1


6,7: Dodge 1d20+13 = 21:
8
, 1d20+13 = 33:
20
, 1d20+13 = 29:
16


Parries: 1d20+13 = 15:
2
, 1d20+13 = 30:
17
, 1d20+13 = 20:
7
, 1d20+13 = 26:
13
, 1d20+13 = 28:
15
, 1d20+13 = 31:
18
, 1d20+13 = 15:
2
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Re: [MW II] Power Distribution Center

Postby Holt » Mon Jan 09, 2017 10:53 am

OOC: Per OOC conversation w Consumer, Holt is not in that room w 3 demons, he is in the 1 with a single demon. Also all damage penetrated his Phase Field but not the PA. I am making that adjustment, please advise if incorrect.

Perception [+2]: 1d20+2 = 19:
17

JiC D20: 1d20:
16

JiC D100: 1d100:
67


Conditions: Tongues [speak/understand all languages], NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic] with Integrated P-Field Defensive Field [Dispersal Effect: 1/10th Damage [for Non-Magic], On], Ring of Protection from Evil (Constant) [+3 to Save vs. Magic/Psionics when source is Evil]

Personal MD: 138/138
PA Main Body: 194/220

Holt wonders a bit at how long this Demon can continue to stand up to the punishment, but this brief moment of reflection finds his armor registering sudden heat, **Son-of-a-Bitch!! Damn, that's what I get for letting my thoughts wander ...** Redoubling his efforts, the Manarr continues to press his attack and try to send the Demon back to whichever hell it came from. The Manarr will dodge away from any area-type attacks but continue to simply parry at melee strikes. If the Plasma-Demon is not dead by the end of the Round, Holt >Pop< teleports behind him [to AA Location] to be able to start next round with a back-strike.

If his opponent dies at any point, Holt moves his final action up in the rotation and >Pop< teleports out to the BB Location on the Map so he can see what the ruckus is. If/when he sees the team engaged, Holt will attack Tis' opponent from behind with his sword before turning on Solaris'.

H4.png
Anticipated Teleports based on present info ...
H4.png (487.8 KiB) Viewed 11546 times


APM: 11
Initiative [+9]: 1d20+9 = 17:
8


1 -- Slash from Behind with Sword: 1d20+9 = 20:
11
, 4d6+12 = 21:
1, 6, 1, 1
*2 from behind = 42 (using SDC Damage bonus since he's SDC)
2 -- Slash with Sword: 1d20+9 = 20:
11
, 4d6+12 = 25:
6, 2, 3, 2

3 -- Slash with Sword: 1d20+9 = 18:
9
, 4d6+12 = 24:
1, 1, 5, 5

4 -- Slash with Sword: 1d20+9 = 29:
20
Nat 20, 4d6+12 = 34:
6, 5, 5, 6
*2= 68
5 -- Slash with Sword: 1d20+9 = 22:
13
, 4d6+12 = 23:
3, 2, 3, 3

6 -- Slash with Sword: 1d20+9 = 20:
11
, 4d6+12 = 23:
2, 3, 2, 4

7 -- Slash with Sword: 1d20+9 = 25:
16
, 4d6+12 = 30:
5, 4, 5, 4

8 -- Slash with Sword: 1d20+9 = 29:
20
Nat 20, 4d6+12 = 23:
2, 2, 4, 3
*2= 46
9 -- Slash with Sword: 1d20+9 = 24:
15
, 4d6+12 = 23:
1, 3, 1, 6

10 -- Slash with Sword: 1d20+9 = 20:
11
, 4d6+12 = 24:
1, 4, 1, 6

11 -- Teleport (Dodge) Behind Opponent (to AA location) or to BB location if he is dead

JiC Parry [+11]: 1d20+11 = 29:
18
, 1d20+11 = 31:
20
, 1d20+11 = 17:
6
, 1d20+11 = 24:
13
, 1d20+11 = 23:
12
, 1d20+11 = 18:
7
, 1d20+11 = 29:
18

JiC Dodge [+10]: 1d20+10 = 17:
7
, 1d20+10 = 13:
3
, 1d20+10 = 20:
10
Holt D'Invictus

Personal MDC: 134/134
Armor: NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic]
Head/Helmet: 65/65
Main Body: 215/220
*** Integrated P-Field Defensive Field [Phase World Dimension Book 2, Pg 124] -- Dispersal Effect: 1/10th Damage from Energy Blasts, Beams, Projectile, Missiles, and Explosive Damage

Weapons: HI-80 Combat Laser Rifle (slung across back), [2] NE-8SL Slimline Barrage Plasma Cartridge Auto-Pistol in Under-Arm holsters, [2] HI-10 Heavy Laser Pistol(s) (in Hip Holsters), Phase Sword (belted at the Left hip), PH-21 Phase Beamer (Right Thigh), Kisentite Boot Knife (Rt).

Belt: (4) P-Field Defensive Field Battery, Transformable Longsword (Pen-Form)

Available: [Ring: Tongues (Constant)], [Ring of Protection from Evil (Constant), +3 to Save vs. Magic/Psionics when source is Evil], [Pendant: Metamorphosis 3x], [Belt Buckle: Increase Weight 3x], [Pinky Ring: Mystic Alarm 3x], Nuclear Grav-Pack

Spare Ammunition: [8] Clips of NE-001PC Light Plasma Cartridges [24 rounds each], [12] Long E-Clips, [2] Short E-Clips, [4] NE-GF10 Fragmentation Grenades, [4] Smoke Grenades, [4] Stun/Flash Grenades
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Re: [MW II] Power Distribution Center

Postby Solaris » Thu Jan 12, 2017 3:45 am

Per: 1d20+2 = 14:
12

JiC d20/d100: 1d20:
2
/1d100:
18

Conditions: Armor of Ithan. 78/140 MDC. 13.00 min. 1/2 damage from Magic fire, lightning and cold.,
Ammo: 10 extra rifle clips, 2 extra e-clips, 2 extra GR pistol clips

"Bryke! Metri! Stop fixing your makeup and get out here!", Solaris yells with increasing discontent. She manages to keep her voice calm but her sharp tone stresses the urgency in obtaining support.
I swear to God, if they don't get out here soon, I'm gonna fling THEM at the enemy.

Lisa focuses her powers on her opponent, to fling him as hard as she can, from her left to the far right, trying to knock down as many enemies as she can. (If the top is North, then East to West.)
"Tis! Heads up!", she warns, intending to barrel her foe into Tis' target, too.

Once she's slammed her target, Solaris puts down a high gravity area, making sure not to catch any friendlies in the effect. It's even better if they've been knocked over. With the last few beats in this scrap, she tries to tear weapons away from the bad guys. She prioritizes enemies who she missed or who are seeming to target her.

Initiative: 1d20+7 = 19:
12

# of Actions: 7

Action 1-3: use Force Manipulation to sling her enemy towards the larger enemy group and try to knock them over strike 1d20+4 = 10:
6
, damage 1d4*10 = 30:
3


Action 4: create a high gravity area on the group of enemies with Gravity Manipulation

Action 5-7: start to tear weapons away from the bad guys with Force Manipulation strike 1d20+2 = 7:
5
, 1d20+2 = 22:
20
, 1d20+2 = 7:
5
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
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Re: [MW II] Power Distribution Center

Postby Bryke » Fri Jan 13, 2017 9:18 pm

Perception: 1d20+2 = 10:
8

JiC d20/d100: 1d20:
10
/ 1d100:
6

Initiative: 1d20+2 = 5:
3


What I wouldn't do for some punch knives right now

Bryke will be the last one through the door, not because of Solaris's 'orders' but because the Time Wizard wants to properly assess the situation.

The female meatbag has spirit, I do not know what makes her think she outranks everyone here- hmmm maybe she does, I've never served in any militia, been through plenty battles though- rank and position wont matter this day... it is very much so, survival of those that will it, to be so.


[OOC: This is roleplaying so please no one get offended at what I just wrote]


ACTION 1: Holster Phase Beamer and Pull Draygon Hide Variable Laser Cannon
ACTION2: STRIKE: 1d20:
10
DAMAGE: (1d6*10)+6 = 46:
4
At any thing other than the group the Promethean came with that moves!
ACTION3: STRIKE: 1d20:
1
DAMAGE: (1d6*10)+6 = 46:
4
At any thing other than the group the Promethean came with that moves!
ACTION4: STRIKE: 1d20:
15
DAMAGE: (1d6*10)+6 = 46:
4
At any thing other than the group the Promethean came with that moves!
ACTION5: STRIKE: 1d20:
10
DAMAGE: (1d6*10)+6 = 26:
2
At any thing other than the group the Promethean came with that moves!

PARRY: 1d20+6 = 18:
12
, 1d20+6 = 20:
14
, 1d20+6 = 21:
15
, 1d20+6 = 21:
15
, 1d20+6 = 21:
15

DODGE: 1d20+6 = 23:
17
, 1d20+6 = 25:
19
, 1d20+6 = 17:
11
, 1d20+6 = 17:
11
, 1d20+6 = 16:
10
Natural Abilities

Doesn't breathe air and are immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and have eagle-like normal vision.
Phased bodies: Prometheans are in a permanent state of “phase.” Damage from any M.D. source becomes S.D.C. and any damage from an S.D.C. source is halved.
Phased Teleportation: Prometheans can “step out of phase” and travel at incredible speeds in an intangible state. Concentration takes one melee round and is the only action that can be performed during that round. Range: One mile per level of experience. Chance of Success: 50% +4%/lvl| 71%
Sense Dimensional Anomalies: Can automatically detect rifts, dimensional envelopes and pockets, fourth-dimensional and Two-dimensional beings, astral travelers and the invisible energy essence of alien-intelligence's and entities. Range: One mile (1.6) or line of sight, whichever is less.
Ley Line Phasing: Equal to the ley line walker ability.

PPE: 236/236
ISP: 125/113
SDC:634/634 (All damage from MD sources converted to SDC)
HP:155/155

CAPTURED PPE: 0/0

BRYKE
SPELLBOOK

I am telecommunicating
I am speaking Trade 4
I am thinking

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Re: [MW II] Power Distribution Center

Postby Consumer » Mon Jan 16, 2017 12:58 pm

You have to give them Credit, at least they've tried.
Tis, Solaris, Bryke, and a pile of bad guys

Tis fires off a Power Bolt from her power armor, killing the creature before her. The Grunts retaliate, by firing indiscriminately into the duo, Solaris take a beating from the fusillade, Solaris notes her Armor of Ithan cannot take much more of a beating. Tis' manages to dodge the incoming attacks, noting that her Armor would have been seriously damaged in the process. Solaris takes the barely alive creature in front of her and hurls it with bone crushing force into the largest group of grunts, knocking several down and killing her projectile in the process. The lieutenant in the back, seems to speak on his radio, while the pair of Shedim move forward towards Tis and Solaris' current position. Bryke finally snaps out of whatever daze he was in and proceeds to switch weapons and move to a position in which he can use his Laser Cannon. Tis fires off another Power Bolt at the grunts and scores a good hit. The grunts fire back, Solaris' Armor of Ithan collapses, Tis' again dodges out of the way while Bryke's Armor of Ithan takes a bit more of a beating. The grunts that were knocked over try to get up, and are only partially successful. The Lieutenant continues to argue over the radio. Solaris drops a massive weight on the clustered troops. The Shedim are stymied in their approach due to the increased gravity. Bryke's Laser Cannon releases a searing beam of light, punching a hole through the grunt it hits. Metri leaps out of the Storage room and places new magical protection on Solaris.

Tis moves towards the edge of the Gravity Field and begins to stab at the grunts. The grunts struggle and manage to stand, while the ones who were standing fire their guns. Two out of the three manage to score hits on Solaris and Bryke, Bryke's Armor of IOtthan poping like a soap bubble. Solaris picks one of the standing Grunts and yanks his gun from his hands. The Lieutenant seems to be done with his radio conversation and begins to physically change as he bellows out a rage filled roar. The Shedim get within striking range of Tis, but they can't hit the non-gravity affected Techno-Wizard. Bryke fires his Laser Cannon at on of the Shedim, damaging the falcon headed creature. Metri backflips across the room and casts his protective spell on Bryke.

Tis stabs the grunt she stabbed before, and the creature falls down hard. The Grunts fire again, Bryke, Solaris and Tis all get hit. Solaris steals another rifle, while the Lieutenant begins to charge forward. The Shedim try to get their claws on Tis, which she easily parries the strikes aside with her Kinsentite blade. Bryke seeing the threat of the now ten foot tall behemoth, fires a blast directly at him, though it does little to slow him down. Metri approaches Tis from behind and grants her the protective armor that he's given everyone else.

Tis puts her sword into the Shedim Bryke had shot. Solaris steals another gun and Bryke puts another blast into the Lieutenant.


But we fell upon them like the Devil.
Holt and a few bad guys.

Holt continues his assault on the Plasma Demon, it seems powerless to stop the swordsman. Every swing of Holt's enchanted Sword finds a place to cut, while everyone of the demons strikes are parried aside. After only a few more strikes Holt notices two things. the Wall that separates the two plasma demons begins t glow, then begins to collapse. It's about the time Holt finishes off the Plasma Demon before him that he can see the other Plasma Demon and the two Shedim from the other room ready to breach the hole in the wall. Holt takes this opportunity to Teleport away from the fracas.

Code: Select all
[size=85][b]Invincible Armor[/b] Duration: 21:00 min, 175/[color=red]175[/color] M.D.C., Regenerates 1D6 M.D.C./melee round, Environmental, Immune to Heat, Cold, Disease, Pollution, Toxic Gases, Fumes, Etc., 1/2 Damage from Energy Attacks (Mundane & Magical). [color=red]Penalties:[/color] -15% to Prowl, Climb, Swim.


Image
Red Dot is Plasma Demon
Yellow Dot is Shedim

Butcher Bill
Holt: -31 M.D.C.
Solaris: AOI: destroyed, Invincible Armor: -17
Bryke: -8 I.S.P., -6 P.P.E., AoI: Destroyed, Invincible Armor: -7.
Tis: -20 I.S.P., -7 P.P.E., TW PA: -42 M.D.C., Invincible Armor.
Metri: -30 P.P.E., -10 M.D.C.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: [MW II] Power Distribution Center

Postby Holt » Mon Jan 16, 2017 10:07 pm

Perception [+2]: 1d20+2 = 9:
7

JiC D20: 1d20:
15

JiC D100: 1d100:
58


Conditions: Tongues [speak/understand all languages], NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic] with Integrated P-Field Defensive Field [Dispersal Effect: 1/10th Damage [for Non-Magic], On], Ring of Protection from Evil (Constant) [+3 to Save vs. Magic/Psionics when source is Evil]

Personal MD: 138/138
PA Main Body: 189/220

Holt lands back at their starting room to find that the door's been blown and the team is taking things straight to the teeth of their opponents. Sheathing his blade, the Manarr pulls his Rifle to bear and checks his sightlines to fire from his doorway-cover position, **Soooo Stealth isn't high on their priority ... or maybe the Demons came a-knocking while I was trading steel with that big guy ...** As he brings his rifle into play the Officer remarks glibly (to anyone who can hear), "So, no one felt like waiting eh? We're all in too much of a rush to play laser-tag with demon-lovers? ... There's 3 more in one of the rooms on the farside ... "

The Manarr will hold off on dodging unless a seriously dangerous attack comes his way, but will do so if needed.

IF all of the targets along his designated sight-lines drop (or move), Holt will Teleport up to give himself clear shots.

APM: 11
Initiative [+9]: 1d20+9 = 17:
8


1 -- Switch to Rifle
2 -- Pulse Blast at various targets along the delineated Yellow sightlines ... 1d20+5 = 23:
18
(CRIT), (2d4*10 = 60:
3, 3
+10)*2= 140 MD
3 -- Pulse Blast ... 1d20+5 = 25:
20
(NAT 20), (2d4*10)+10 = 90:
4, 4
*2= 180 MD
4 -- Pulse Blast ... 1d20+5 = 22:
17
, (2d4*10)+10 = 40:
2, 1
MD
5 -- Pulse Blast ... 1d20+5 = 15:
10
, (2d4*10)+10 = 70:
2, 4
MD
6 -- Pulse Blast ... 1d20+5 = 15:
10
, (2d4*10)+10 = 70:
4, 2
MD
7 -- Pulse Blast ... 1d20+5 = 19:
14
, (2d4*10)+10 = 50:
2, 2
MD
8 -- Pulse Blast ... 1d20+5 = 15:
10
, (2d4*10)+10 = 30:
1, 1
MD
9 -- Pulse Blast ... 1d20+5 = 16:
11
, (2d4*10)+10 = 80:
4, 3
MD
10 -- Pulse Blast ... 1d20+5 = 16:
11
, (2d4*10)+10 = 70:
2, 4
MD
11 -- Pulse Blast ... 1d20+5 = 17:
12
, (2d4*10)+10 = 80:
4, 3
MD

JiC Dodge [+10]: 1d20+10 = 19:
9
, 1d20+10 = 14:
4


Round5.png
Orange Lines show potential targets ...


OOC: If all 10 attacks are used, this will empty Holt's 1st full clip
Holt D'Invictus

Personal MDC: 134/134
Armor: NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic]
Head/Helmet: 65/65
Main Body: 215/220
*** Integrated P-Field Defensive Field [Phase World Dimension Book 2, Pg 124] -- Dispersal Effect: 1/10th Damage from Energy Blasts, Beams, Projectile, Missiles, and Explosive Damage

Weapons: HI-80 Combat Laser Rifle (slung across back), [2] NE-8SL Slimline Barrage Plasma Cartridge Auto-Pistol in Under-Arm holsters, [2] HI-10 Heavy Laser Pistol(s) (in Hip Holsters), Phase Sword (belted at the Left hip), PH-21 Phase Beamer (Right Thigh), Kisentite Boot Knife (Rt).

Belt: (4) P-Field Defensive Field Battery, Transformable Longsword (Pen-Form)

Available: [Ring: Tongues (Constant)], [Ring of Protection from Evil (Constant), +3 to Save vs. Magic/Psionics when source is Evil], [Pendant: Metamorphosis 3x], [Belt Buckle: Increase Weight 3x], [Pinky Ring: Mystic Alarm 3x], Nuclear Grav-Pack

Spare Ammunition: [8] Clips of NE-001PC Light Plasma Cartridges [24 rounds each], [12] Long E-Clips, [2] Short E-Clips, [4] NE-GF10 Fragmentation Grenades, [4] Smoke Grenades, [4] Stun/Flash Grenades
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Re: [MW II] Power Distribution Center

Postby Solaris » Tue Jan 17, 2017 9:00 am

Per: 1d20+2 = 12:
10

JiC d20/d100: 1d20:
2
/1d100:
95

Conditions: Invincible Armor -17MDC
Ammo: 10 extra rifle clips, 2 extra e-clips, 2 extra GR pistol clips

Solaris greets Bryke and Metri's eventual support with, "Nice of you to join us. We've saved you some!"

She keeps her high gravity area in effect but shifts it to better cover the opponents. If it interferes with anyone friendly, she shifts it again.

Quickly looking around, Lisa looks for the door that Tis' explosives blew out. If she spots it, she'll try to use Force Manipulation on it; moving it to act as cover. If the door is too heavy or too damaged, she doesn't bother with moving it and instead focuses on firing.

She shoots the apparent demonoid officer with her weapon's entire clip in long bursts, the recoil making her shudder despite her armor's exoskeleton. "Thanks for the protection, Master Metri.", Solaris shouts over the sounds of battle. Under her breath, she utters, "Just die already.", referring to the big demon.

Initiative: 1d20+7 = 26:
19

# of Actions: 7

Action 1: maintain high gravity on an area to catch as many opponents as possible
Action 2: use force manipulation on the door which was blown off its' hinges
Action 3: move the door to act as cover for the team
Action 4: clamp her pistol, unsling her rifle
Action 5: fire a long burst at the 'Lieutenant' strike 1d20+3 = 21:
18
, damage 2d4*10 = 40:
1, 3

Action 6: fire a long burst at the 'Lieutenant' strike 1d20+3 = 6:
3
, damage 2d4*10 = 60:
2, 4

Action 7: fire a third long burst at the 'Lieutenant', (clip empty afterwards) strike 1d20+3 = 15:
12
, damage 2d4*10 = 30:
1, 2


Contingency 1: if attacked in melee, parry 1d20+13 = 15:
2
, 1d20+13 = 28:
15
, 1d20+13 = 29:
16
, 1d20+13 = 20:
7
, 1d20+13 = 20:
7
, 1d20+13 = 15:
2
, 1d20+13 = 22:
9


Contingency 2: if attacked at range, allow the Invincible Armor to take it unless it seems too damaged, in which case, she'll dodge 1d20+13 = 22:
9
, 1d20+13 = 33:
20
, 1d20+13 = 28:
15
, 1d20+13 = 32:
19
, 1d20+13 = 17:
4
, 1d20+13 = 16:
3
, 1d20+13 = 16:
3


Contingency 3: if the demons get reinforced, she'll start pinning them to the walls, floor or ceiling with Force Manipulation

((OOC: don't worry, I don't take things that seriously, Bryke!))
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
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Re: [MW II] Power Distribution Center

Postby Tis » Wed Jan 18, 2017 6:06 pm

Tisephone Atroposa
Perception: 1d20+5 = 16:
11
+3 magic, machines, or their combination
JiC d20/d100: 1d20:
16
/ 1d100:
72

Stats: • • MDC: 40/40 • • PPE: 140/88 • • ISP: 58/48
Armor M.D.C.: 150/108
Conditions: Antigravity Flight, Superhuman Strength
Invincible Armor Duration: 21:00 min, 175/175 M.D.C., Regenerates 1D6 M.D.C./melee round, Environmental, Immune to Heat, Cold, Disease, Pollution, Toxic Gases, Fumes, Etc., 1/2 Damage from Energy Attacks (Mundane & Magical). Penalties: -15% to Prowl, Climb, Swim.

"So, no one felt like waiting eh? We're all in too much of a rush to play laser-tag with demon-lovers? ... There's 3 more in one of the rooms on the farside ... "


"They forced the point, but I think they regret it now." Master Metri provided protection I should have provided myself. My armor is a gift I must care for. Despite the self-admonishment Tis is emboldened by success and the Invincible Armor. Tis charges forward.


APM:7
Initiative: 1d20+7 = 25:
18



1: Target an enemy with Power Bolt
Strike = 20 (as per spell) Damage 5d6+6 = 24:
1, 5, 2, 5, 5


2: Target an enemy with Power Bolt
Strike = 20 (as per spell) Damage 5d6+6 = 26:
5, 4, 1, 5, 5


3. Slash with Kisentite Sword (and SN strength)
Strike = 1d20+13 = 26:
13
(as per spell) Damage 6d6+6 = 21:
3, 4, 2, 1, 1, 4


4. Slash with Kisentite Sword (and SN strength)
Strike = 1d20+13 = 26:
13
(as per spell) Damage 6d6+6 = 33:
6, 2, 4, 3, 6, 6


5. Slash with Kisentite Sword (and SN strength)
Strike = 1d20+13 = 22:
9
(as per spell) Damage 6d6+6 = 26:
1, 4, 5, 1, 3, 6


6 & 7: Dodge 1d20+13 = 26:
13
, 1d20+13 = 32:
19
, 1d20+13 = 26:
13


Parries: 1d20+13 = 16:
3
, 1d20+13 = 20:
7
, 1d20+13 = 29:
16
, 1d20+13 = 16:
3
, 1d20+13 = 15:
2
, 1d20+13 = 26:
13
, 1d20+13 = 31:
18
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Re: [MW II] Power Distribution Center

Postby Bryke » Wed Jan 25, 2017 10:57 am

Perception: 1d20+2 = 14:
12

JiC d20/d100: 1d20:
12
/ 1d100:
65

Initiative: (1d20)+2 = 2:
15


The Promethean Time Master methodically goes for cover. Keeping a trained eye down the barrel of his weapon he moves down and a little forward. Keeping an eye on the stretch of walk way that is empty (OOC: on the map it is just south of the doorway we came into this room thru, and east going past and north of the two objects that take up squares.)

ACTION 1: Move to the square just NorthEast of where Metri is on the map currently. Gets cover behind the box in the square just NE of Metri
ACTION 2: IFF he can see the enemy that used the radio (He uses the Phase Power: Phase Warp: Displacement [25] on it.) moving it from the one who used it to near Holt (On the other side of the door Holt is shooting from) "Hey, maybe you can use that Holt."
ACTION 3: STRIKE: [dice](1d20)[/dice] Leader/enemy that used radio or closest in view DAMAGE:(1d6*10)+6 = 56:
5

ACTION 4: STRIKE: [dice](1d20)[/dice] Leader/enemy that used radio or closest in view DAMAGE:(1d6*10)+6 = 26:
2

ACTION 5: STRIKE: [dice](1d20)[/dice] Leader/enemy that used radio or closest in view
DAMAGE:(1d6*10)+6 = 26:
2


PARRY: (1d20)+6 = 6:
20
, (1d20)+6 = 6:
10
, (1d20)+6 = 6:
2
, (1d20)+6 = 6:
6
, (1d20)+6 = 6:
3

DODGE: (1d20)+6 = 6:
9
, (1d20)+6 = 6:
15
, (1d20)+6 = 6:
18
, (1d20)+6 = 6:
1
, (1d20)+6 = 6:
1
Natural Abilities

Doesn't breathe air and are immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and have eagle-like normal vision.
Phased bodies: Prometheans are in a permanent state of “phase.” Damage from any M.D. source becomes S.D.C. and any damage from an S.D.C. source is halved.
Phased Teleportation: Prometheans can “step out of phase” and travel at incredible speeds in an intangible state. Concentration takes one melee round and is the only action that can be performed during that round. Range: One mile per level of experience. Chance of Success: 50% +4%/lvl| 71%
Sense Dimensional Anomalies: Can automatically detect rifts, dimensional envelopes and pockets, fourth-dimensional and Two-dimensional beings, astral travelers and the invisible energy essence of alien-intelligence's and entities. Range: One mile (1.6) or line of sight, whichever is less.
Ley Line Phasing: Equal to the ley line walker ability.

PPE: 236/236
ISP: 125/113
SDC:634/634 (All damage from MD sources converted to SDC)
HP:155/155

CAPTURED PPE: 0/0

BRYKE
SPELLBOOK

I am telecommunicating
I am speaking Trade 4
I am thinking

CURRENT CONDITIONS:
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Re: [MW II] Power Distribution Center

Postby Solaris » Thu Jan 26, 2017 1:54 am

((rolls held))

Responding to Holt's sudden reappearance, Solaris tilts her head slightly.
"What'd you do now?", she asks, hearing more monsters in the rooms nearby.

Holtastic wrote:"So, no one felt like waiting eh? We're all in too much of a rush to play laser-tag with demon-lovers? ... There's 3 more in one of the rooms on the farside ... "


"Good info. I think we were compromised as soon as that first one called out 'intruders!'. At that point, it was only a matter of time." In fact, the area is probably going to flood with reinforcements as soon as they realize what we're doing here.
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
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Re: [MW II] Power Distribution Center

Postby Holt » Thu Jan 26, 2017 10:40 am

OOC: So

[[Rolls Held Over]]

Solaris wrote:Responding to Holt's sudden reappearance, Solaris tilts her head slightly. "What'd you do now?", she asks, hearing more monsters in the rooms nearby.


"Me? Nothing. Killed 1 demon, saw 3 more but did not engage," yawns Holt from behind cover, "Drew them in a different direction or they'd already be coming in from behind you blondie ... You've got to take all the time you can get."
Holt D'Invictus

Personal MDC: 134/134
Armor: NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic]
Head/Helmet: 65/65
Main Body: 215/220
*** Integrated P-Field Defensive Field [Phase World Dimension Book 2, Pg 124] -- Dispersal Effect: 1/10th Damage from Energy Blasts, Beams, Projectile, Missiles, and Explosive Damage

Weapons: HI-80 Combat Laser Rifle (slung across back), [2] NE-8SL Slimline Barrage Plasma Cartridge Auto-Pistol in Under-Arm holsters, [2] HI-10 Heavy Laser Pistol(s) (in Hip Holsters), Phase Sword (belted at the Left hip), PH-21 Phase Beamer (Right Thigh), Kisentite Boot Knife (Rt).

Belt: (4) P-Field Defensive Field Battery, Transformable Longsword (Pen-Form)

Available: [Ring: Tongues (Constant)], [Ring of Protection from Evil (Constant), +3 to Save vs. Magic/Psionics when source is Evil], [Pendant: Metamorphosis 3x], [Belt Buckle: Increase Weight 3x], [Pinky Ring: Mystic Alarm 3x], Nuclear Grav-Pack

Spare Ammunition: [8] Clips of NE-001PC Light Plasma Cartridges [24 rounds each], [12] Long E-Clips, [2] Short E-Clips, [4] NE-GF10 Fragmentation Grenades, [4] Smoke Grenades, [4] Stun/Flash Grenades
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Re: [MW II] Power Distribution Center

Postby Consumer » Fri Jan 27, 2017 8:58 am

Second Wave

What seemed a bit one-sided at first has quickly shifted position and now the Demons are on the back foot. With Holt returning to the group and adding his fire power, the grunts who have been rendered unarmed are pretty much sitting ducks. Bryke attempts to steal the Lieutenants radio, but seems unable to do so. The Shedim in front of Tis tries to strike her, on.y being struck once before eventually being put down. Between Holt, Solaris and Bryke, the enraged Lieutenant is gunned down before he can be of much worth in this fight. For several long seeming seconds it seems the fight is over, until the southern and the western doors open revealing several demons. from the south comes a Plasma Demon and two Shedim, from the west comes a Brek-Shal, two Shedim, and a one-eyed nodule covered demon that Holt recognizes from the shattering conclusion to their expedition on a Space Hulk. A Phase Demon.

Butcher Bill
Holt: -31 M.D.C.
Solaris: AOI: destroyed, Invincible Armor: -17
Bryke: -33 I.S.P., -6 P.P.E., AoI: Destroyed, Invincible Armor: -7.
Tis: -20 I.S.P., -7 P.P.E., TW PA: -42 M.D.C., Invincible Armor -34.
Metri: -30 P.P.E., -10 M.D.C.


What are your intentions?

I will try to get a new map up, Real life is beating on me fairly well these last few weeks, so I'll see if I can find time this weekend for it.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: [MW II] Power Distribution Center

Postby Holt » Fri Jan 27, 2017 10:23 am

Perception [+2]: 1d20+2 = 19:
17

JiC D20: 1d20:
20

JiC D100: 1d100:
60


Conditions: Tongues [speak/understand all languages], NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic] with Integrated P-Field Defensive Field [Dispersal Effect: 1/10th Damage [for Non-Magic], On], Ring of Protection from Evil (Constant) [+3 to Save vs. Magic/Psionics when source is Evil]

Personal MD: 138/138
PA Main Body: 189/220

Holt switches out clips and begins to move South/West to take cover near a column, running and gunning as he moves. He first targets the large Bird-Demons (Shedim) remarking, "Promethean handle the Brek Shall. Lisa? Can you lock down a Phase Demon? ... Metri, need a protective Spell here."

The Manarr will Teleport-Dodge across the room (to the SE Corner, etc) if an attacker moves within Melee range, then fire on that attacker from his new perch.

APM: 11
Initiative [+9]: 1d20+9 = 14:
5


1 -- Switch Clips while moving to new firing position
2 -- Pulse Blast at Shedim 1d20+5 = 24:
19
(Crit), (2d4*10)+10 = 80:
4, 3
*2=160 MD
3 -- Pulse Blast at Shedim 1d20+5 = 22:
17
, (2d4*10)+10 = 90:
4, 4
MD
4 -- Pulse Blast at Shedim 1d20+5 = 17:
12
, (2d4*10)+10 = 60:
3, 2
MD
5 -- Pulse Blast at Shedim 1d20+5 = 9:
4
, (2d4*10)+10 = 40:
2, 1
MD
6 -- Pulse Blast at Shedim 1d20+5 = 25:
20
(Nat 20), (2d4*10)+10 = 90:
4, 4
*2=180 MD
7 -- Pulse Blast at Shedim 1d20+5 = 24:
19
(Crit), (2d4*10)+10 = 50:
2, 2
*2=100 MD
8 -- Pulse Blast at Shedim 1d20+5 = 15:
10
, (2d4*10)+10 = 70:
3, 3
MD
9 -- Pulse Blast at Shedim 1d20+5 = 6:
1
, (2d4*10)+10 = 70:
3, 3
MD
10 -- Pulse Blast at Shedim 1d20+5 = 11:
6
, (2d4*10)+10 = 80:
3, 4
MD
11 -- Pulse Blast at Shedim 1d20+5 = 7:
2
, (2d4*10)+10 = 70:
2, 4
MD

JiC Dodge [+10]: 1d20+10 = 15:
5
, 1d20+10 = 20:
10


OOC: 1 Empty Clip. If all shots are used, this will empty 2nd Clip.
Holt D'Invictus

Personal MDC: 134/134
Armor: NE-SA40 “Black Fist” Stealth Power Armor [Thermo-Kinetic]
Head/Helmet: 65/65
Main Body: 215/220
*** Integrated P-Field Defensive Field [Phase World Dimension Book 2, Pg 124] -- Dispersal Effect: 1/10th Damage from Energy Blasts, Beams, Projectile, Missiles, and Explosive Damage

Weapons: HI-80 Combat Laser Rifle (slung across back), [2] NE-8SL Slimline Barrage Plasma Cartridge Auto-Pistol in Under-Arm holsters, [2] HI-10 Heavy Laser Pistol(s) (in Hip Holsters), Phase Sword (belted at the Left hip), PH-21 Phase Beamer (Right Thigh), Kisentite Boot Knife (Rt).

Belt: (4) P-Field Defensive Field Battery, Transformable Longsword (Pen-Form)

Available: [Ring: Tongues (Constant)], [Ring of Protection from Evil (Constant), +3 to Save vs. Magic/Psionics when source is Evil], [Pendant: Metamorphosis 3x], [Belt Buckle: Increase Weight 3x], [Pinky Ring: Mystic Alarm 3x], Nuclear Grav-Pack

Spare Ammunition: [8] Clips of NE-001PC Light Plasma Cartridges [24 rounds each], [12] Long E-Clips, [2] Short E-Clips, [4] NE-GF10 Fragmentation Grenades, [4] Smoke Grenades, [4] Stun/Flash Grenades
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Re: [MW II] Power Distribution Center

Postby Tis » Sat Jan 28, 2017 1:08 pm

Tisephone Atroposa
Perception: 1d20+5 = 22:
17
+3 magic, machines, or their combination
JiC d20/d100: 1d20:
18
/ 1d100:
56

Stats: • • MDC: 40/40 • • PPE: 140/88 • • ISP: 58/48
Armor M.D.C.: 150/108
Conditions: Antigravity Flight, Superhuman Strength
Invincible Armor Duration: 21:00 min, 175/141 M.D.C., Regenerates 1D6 M.D.C./melee round, Environmental, Immune to Heat, Cold, Disease, Pollution, Toxic Gases, Fumes, Etc., 1/2 Damage from Energy Attacks (Mundane & Magical). Penalties: -15% to Prowl, Climb, Swim.

Seeing Holt re-enter the room, Tis suddenly remebers that she had been assigned crowd control. Stupid child, don't let them down. Using her Kisentite sword as a conduit, Tis casts Blinding Flashes and Magic Nets all around the room.

APM:7 (+1 from Superhuman Agility)
Initiative: 1d20+7 = 13:
6


1. Tis casts Superhuman Agility (12) on herself.
2. Blinding Flash (4) (Extra PPE for a -1 to save against) Targeting the densest cluster of enemy.
3. Blinding Flash (4) (Extra PPE for a -1 to save against) Targeting the Brek-shall
4. Magic Net (7) (Requires a dodge above 16) Targeting the densest cluster of enemy.
5. Magic Net (7) (Requires a dodge above 16) Targeting the densest cluster of enemy (or the Brek-shall if none)
6.Target one of the three major demon foes with Power Bolt
Strike = 20 (as per spell) Damage 5d6+6 = 29:
2, 4, 6, 6, 5

7. Target one of the three major demon foes with Power Bolt
Strike = 20 (as per spell) Damage 5d6+6 = 26:
1, 3, 6, 5, 5

8. Dodge: 1d20+18 = 21:
3
or Roll 1d20+14 = 28:
14


Auto Dodge (from Superhuman Agility): 1d20+11 = 27:
16
, 1d20+11 = 21:
10
, 1d20+11 = 18:
7
, 1d20+11 = 13:
2
, 1d20+11 = 28:
17
, 1d20+11 = 22:
11
, 1d20+11 = 17:
6
,
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