Up, Up and Away - A Good Bartender is hard to find!

These fuckers are too stubborn to die.

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Theros
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by Theros »

Perception 1d100: [80] = 80
JIC 1d20: [4] = 4
JIC 1d100: [7] = 7

When the shot goes off Theros flinches a bit, showing his young nature and being rather new to field work. ~Come on Theros, keep it together, you've trained your whole life for this, focus before you end up 6 inches shorter."as he tries to reassure himself mentally. Looking around, he dissipates his Maul returning it to its ethereal existence and summons his Flaming spear, using the light to light up the tunnel, and readies to jettison the stream of MD magical flame down the tunnel.

Using his senses he tried to sense what is going on ahead as they stand guard in preparation.
Theros
Description
Outside of his armor's, appears to be a early teenager, despite his age. Dark red hair (Auburn) Light Blue/Grey eyes, sparse freckles on body, tall, athletic build. He has his marks of heritage on his wrists as do every True Atlantean, he wears leather bracers over them outside of his armor's. Tattoos are placed mainly on his torso, so not as visible if worn with regular clothing.
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Jack Killian
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by Jack Killian »

Perception: 79% 1d100 1d100: [55] = 55

JIC d20: 1d20 1d20: [16] = 16

JIC: 1d100 1d100: [85] = 85

Init: 1d20+5 1d20+5: [6]+5 = 11

CONDITIONS: Wearing NG-EX10 Gladius Light Exo-Skeleton Battle Armor -160MDC
OOC Comments
Sense the Presence of Spirits Amulet

Enhanced Perception (10 I.S.P., Rifter 25; +15% to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses)

Activate Invincible 200 MD

Suppress Fear

Flame Burst (Self): 8 ISP for MD Flame Burst (Self):MD 78 MD renews 3d6/melee

Resist Magic (ISP 15)


Telekinetic Force (10/50) Rifter 25 640’ I minute per level of experience.
Hydrokinesis (Varies)

Sense Water.

Hurl water 20’ 5 ISP
Jack gets close to the wall and states, “Watch out can someone clear the Haze here?” Jack gets one of the TW Storm Flares ready in case they come under attack and calls to William, ”Will I have one of your bright gifts ready just in case. John If you Can Clear the Roof off the building to allow the Flare to work.”

Seeing the Haze Jack thinks to control the combustion if any, to minimize the affect Extinguish Fires:4 ISP
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.

CN-1 Net

Skorblade Short Sword
Damage: 1D8 M.D.
Weight: 3 lbs.
Features: excellent balance and craftsmanship
Modifiers: +1 to strike and parry
Book Reference: p.152, MercOps

TW "Dragonfire" Flamethrower
Range: 100'
Damage: single Shot: 1D6x10 M.D.
Spray: 1D6x10 M.D. to all targets in a 100' long & 10' wide arc (3 APM)
Rate of Fire: single shots & sprays only
Payload: 5 blasts per P.P.E. clip
Weight: 8 lbs.



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
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William Summers
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by William Summers »

Perception: 1d100: [27] = 27 /51% (+15% regarding machines and/or magic)
JIC: 1d20: [8] = 8 / 1d100: [29] = 29
Conditions
  • SDC: 48/62
  • HP: 73/73
  • ISP: 31/31
  • Personal PPE: 181/196
  • Energy Sphere: 395/800. 30/32 days
  • PPE Talisman: 50/50
Cosmic Armor:
  • MDC: 124/400
  • Duration: 137:45/160:00 minutes
  • The character can breathe for as long as the spell is in place.
  • Enjoys a constant comfortable internal temperature and is protected from cold, radiation and extreme blasts of heat.
  • Cosmic Armor can hover, and flies at a speed of Mach One.
  • Armor has 50 M.D.C. per level of experience! (400 MDC)
  • Magic and M.D. cold and heat/fire/plasma attacks do half damage to the Cosmic Armor.
  • Spells may be cast and psionic powers used while wearing Cosmic Armor, and additional magic may be combined with it, such as other methods of flight, communications, etc.
  • Reduce flying speed by half in an atmosphere.
  • The armored protection also restricts movement a bit, and inflicts a penalty of -5% to all Physical skills such as Acrobatics, Climbing, and similar, and -10% to Palming, Pick Pocket, Prowl, Safe-Cracking, Seduction and most Medical and highly technical skills that require a delicate touch.
Mage Armor:
  • Helm: 50
  • Arms: 25 each
  • Legs: 45 each
  • Main Body: 90
Fighting Spirit:
  • Duration: 67:45/8:00 minutes
  • +2 attacks/actions per melee round
  • +1 on initiative
  • +1 to strike with guns
  • +3 to strike in melee combat
  • +2 to disarm, parry and dodge
  • +4 to pull punch
  • +2 to roll with impact
  • +4 to save vs Horror Factor/fear
  • +2 to save vs possession
  • Critical Strike on a Natural 18-20, karate kick (1D8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw.
  • While the spell is in effect, the caster moves with an agility, confidence and skill (normally) beyond his own natural abilities.

Fleet Feet:
  • Duration: 7:45/8:00 minutes
  • Double attacks/actions per melee round
  • +1 on initiative (PP Bonus and spell penalty)
  • +6 to strike, parry and dodge (PP Bonus)
  • Cannot see surprise attacks.
  • -20% to delicate skills
  • Does not affect spellcasting or psionic abilities. These take twice as many actions.
Guns. Magic. Women. I could get used to this. Will enjoys the attention he's getting while showing the women the picture of their bounty. "OK'Neckssheshere."
Wolf Whitaker wrote: Sat May 21, 2022 5:57 pm Wolf Keys his radio, "Wanderer. We've got contact here. Some idiot thinks they can out shoot me. Hah! They don't seem to be willing to come up the stairs, but seem to have it covered. They are also killing the lights. Is John on his way? Also Nathan. That suit wont fit down here. Get the pistol I gave you and get some magic stuff from Wanderer to keep you alive." Wolf lets up to allow Will to respond.
"Youcantoutwolfthewolf. Ivegotlightscoverednoproblem. John? Lemmeradiohimagainandseewhatwevegot." Will hits his radio and speaks to John. "Wanderertopebbles.Wereinthemanorandapproachingthebasement.Thegirlisconfirmedinthere.Whatsyourstatus.Yougotthegoods?" While he waits for John's response, he casts Globe of Daylight (-1 PPE) to illuminate the basement they are about to enter.
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John Altfeld
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by John Altfeld »

Perception: / 76%
JIC: /

CONDITIONS: John is at +35 feet, Pebbles, See Invisible, Radar, Immune to Possession, can't be touched by undead, can't be mind controlled by vampires, etc.

MDC: -366 (546 remaining at current size/status) APS MDC currently intact (starts going down at 408), Assorted Healing Factors Total 8 MDC per Hour (1 per 7.5 minutes).
William Summers wrote:Sat May 28, 2022 3:20 pm "Youcantoutwolfthewolf. Ivegotlightscoverednoproblem. John? Lemmeradiohimagainandseewhatwevegot." Will hits his radio and speaks to John. "Wanderertopebbles.Wereinthemanorandapproachingthebasement.Thegirlisconfirmedinthere.Whatsyourstatus.Yougotthegoods?" While he waits for John's response, he casts Globe of Daylight (-1 PPE) to illuminate the basement they are about to enter.
Pretty sure he heard more buzzing from his helmet radio, John rolls in and sees TinCan farting around the door of a building. "Hey, man, you just duck."

WTF, he thinks, has he never gone through a short doorway before?!?

John flows in the doorway, flipping TinCan sideways and lengthwise in the process, leaving him on the floor in the main room past the door, along with all water weapons except one of the TW Water cannons, which he carries with him and one of the Motorized Water Rifles, which intends to hand to Wolf.

As he heads to Wolf, John calls over his shoulder at Nathan, "Use the wood railgun rounds and don't shoot humans."

"Roughnecks, I'm moving to take point with Wolf!"

When John enters the hallway, he turns into a sort of pebble centaur, with a sluglike body trailing behind him and a torso that's about 8 feet tall up front (let me know what size adjustment this ends up being, I'm thinking 10-15 feet long in back).

"Wolf, good to see you. Want to mount up? Here's a water gun for backup."

OOC: REPOSTING THE LINK TO THE GEAR PURCHASED HERE. I BROUGHT EVERYTHING EXCEPT THE VEHICLE CANNON.
viewtopic.php?p=1376560#p1376560
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 900'
• See the invisible
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Armstrong
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by Armstrong »

Day 3.
Time: 10:55 am
Temperature: 50 degrees with 10% Humidity.
Weather: Sky is clear and blue with no clouds in site. The sun looks like it will remain out and bright, there are no clouds to block it.


Wolf shrugs off almost being shot in the head, as Theros realises that the situation is more dangerous than he realises.

Jack hugs the wall and asks John to put a hole in the roof of the mansion in order to use the TW flare.

Nathan hovers around the entrance to the mansion, not coming inside until John, not slowing down, swamping him causing him to crash through the outer wall. John keeps going, dragging his rocky behind through the mansion, taking a little bit of looking before finding the others. He dumps the weapons down for people to chose from.

Will's voice comes across so fast that just about all of you struggle to understand what he is saying. Or perhaps its his accent for those from Atlantis.

Then Will's radio suddenly springs to life.

"Oh Mr Summers" a male sounding voice that none of you recognise begins speaking, the tone slightly mocking.

"Are you up there or are you hiding behind your minions? The rockpile Mr Atfield perhaps? Certainly Mr Whitaker, your wannabe gunslinger judging by that shooting! Or your Burster friend Mr Killian? Maybe its me, but a lot of your old compadres don’t seem to like sticking around. How many is it that have disappeared on you? Was it something you said?" The voice stops talking for a few seconds, before continuing.

"How do you like our place? Is it to your liking? Now why the interest in the young lady? She’s pretty enough, but not so pretty that... Oh of course, how silly of me. Did her father send you? Well, he’s been a naughty boy then and we'll have to pay him a visit."


"Now I know that you have a soft spot for credits. What say you to a counter offer?"

Down below, the screaming continues, but as it does so, it is slowly fading off.
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Wolf Whitaker
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by Wolf Whitaker »

Perception: 1d100: [22] = 22 /65%
JIC: 1d20: [4] = 4 ; 1d100: [90] = 90

Paranoia Thought Text

Active Effects:
  • HF: 12
  • (Opponents must roll to save vs horror factor whenever the Gunslinger makes a serious threat (stop or else ... ) and again if and when he first draws his weapon on a character. Likewise, those who attack a Gunslinger must roll to save vs Horror Factor whenever facing the Gunslinger in a one-on-one showdown, duel, or shootout, and whenever an opponent makes his first move to attack the Gunslinger, even if the gunslinger isn't aware the character plans to attack.)
  • See Invisible
  • Night vision 60’
  • Integrated Sensor Pod - NE Armor
    • 360° scanning capability
    • Allows user to dodge all attack, even those from behind and/or surprise
  • Optics Enhancements
    • Passive Night Vision: 3,000'
    • Telescopic Vision (up to 20x Magnification): 1 mile
    • Macro-Lens (6x Magnification)
    • Thermo-Imager: 2,000'

Wolf keeps his position as he listens to the radio call. Someone know way to much about us...Yes. How though? We were loud yes but how would this person know of us...must be some kind of magic or vampire power...you think they can see what their minions see?...maybe, could be magic too...That is troubling. But it did give me insight. He didn't talk about those who just joined us from the rift. He might know they are here, but not their status...Lets try to keep it that way...Indeed. Wait counter offer? Does he really think that would work? Oh Wait he's stalling for time. The farther he gets the more he can lead us around by the nose.

Wolf looks up at John as John offers him a ride. "Hah. Well that's not the craziest idea I've heard but it's up there. Enh why not." Wolf hops up onto John's back. Wolf speaks low to avoid his voice carrying. "John. Sounds like the brains of this whole thing is on the radio. He seems to know a lot of details about us, but not the new comers. I think we can use that later. It also sounds like he was the one who I just shot around the corner."
Wolf raises his voice to get the others attention. "We need to hurry! Our target is getting farther away. Negotiating will only let the target strengthen their position." Wolf will holster the Equalizer and readies his second Thundergun. Wolf shifts around to make sure he's as stable as possible, "Ready when you are John."

Horsemanship: Cowboy-- 1d100: [41] = 41 /94% To stay on John.
Roll w/fall: thrown from horse: 1d20+15: [7]+15 = 22

Combat Contingencies
APM: 10
Init: 1d20+27: [19]+27 = 46

Consumable Expenditures:

Action 1: Dual Pistol Shot; Right Strike: 1d20+5: [19]+5 = 24 ; Damage: 1d6*10: [4]*10 = 40 ; Left Strike: 1d20+5: [4]+5 = 9 ; Damage: 1d6*10: [2]*10 = 20
Action 2: Dual Pistol Shot; Right Strike: 1d20+5: [3]+5 = 8 ; Damage: 1d6*10: [3]*10 = 30 ; Left Strike: 1d20+5: [12]+5 = 17 ; Damage: 1d6*10: [6]*10 = 60
Action 3: Dual Pistol Shot; Right Strike: 1d20+5: [12]+5 = 17 ; Damage: 1d6*10: [5]*10 = 50 ; Left Strike: 1d20+5: [3]+5 = 8 ; Damage: 1d6*10: [6]*10 = 60
Action 4: Dual Pistol Shot; Right Strike: 1d20+5: [13]+5 = 18 ; Damage: 1d6*10: [6]*10 = 60 ; Left Strike: 1d20+5: [18]+5 = 23 ; Damage: 1d6*10: [4]*10 = 40
Action 5: Dual Pistol Shot; Right Strike: 1d20+5: [7]+5 = 12 ; Damage: 1d6*10: [6]*10 = 60 ; Left Strike: 1d20+5: [15]+5 = 20 ; Damage: 1d6*10: [5]*10 = 50
Action 6: Dual Pistol Shot; Right Strike: 1d20+5: [3]+5 = 8 ; Damage: 1d6*10: [1]*10 = 10 ; Left Strike: 1d20+5: [8]+5 = 13 ; Damage: 1d6*10: [2]*10 = 20
Action 7: Reload Right Pistol: Speedloader
Action 8: Reload Left Pistol: Speedloader
Action 9: Dual Pistol Shot; Right Strike: 1d20+5: [2]+5 = 7 ; Damage: 1d6*10: [1]*10 = 10 ; Left Strike: 1d20+5: [8]+5 = 13 ; Damage: 1d6*10: [6]*10 = 60
Action 10: Dual Pistol Shot; Right Strike: 1d20+5: [12]+5 = 17 ; Damage: 1d6*10: [4]*10 = 40 ; Left Strike: 1d20+5: [15]+5 = 20 ; Damage: 1d6*10: [4]*10 = 40

Auto-Dodge: 1d20+13: [18]+13 = 31 ; 1d20+13: [1]+13 = 14 ; 1d20+13: [8]+13 = 21 ; 1d20+13: [2]+13 = 15 ; 1d20+13: [5]+13 = 18 ; 1d20+13: [6]+13 = 19 ; 1d20+13: [14]+13 = 27 ; 1d20+13: [20]+13 = 33 ; 1d20+13: [14]+13 = 27 ; 1d20+13: [10]+13 = 23

Contingencies:

- Should Wolf's FF go down an action will be sacrificed to activate a talisman of Invincible Armor.
- Wolf will adjust his weapons to the situation. If the Thunderguns are ineffectual he will switch to the NE pistols and visa versa.
- Any Possession or Mind Control will be met with an EP roll.
Wolf Whitaker

Reputation-Based Horror Factor: 12
Weapons
NE-6SL 6/6
NE-6SL 6/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 0/6
Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
Legs: L 50/50 R 50/50
Main Body: 90/90
NE-F50: 160/160

Do not PM this Account. Please direct all PMs to Sum of All Fears
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William Summers
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by William Summers »

Perception: 1d100: [34] = 34 /51% (+15% regarding machines and/or magic)
JIC: 1d20: [4] = 4 / 1d100: [88] = 88

  • SDC: 48/62
  • HP: 73/73
  • ISP: 31/31
  • Personal PPE: 181/196
  • Energy Sphere: 395/800. 30/32 days
  • PPE Talisman: 50/50
Cosmic Armor:
  • MDC: 124/400
  • Duration: 132:45/160:00 minutes
  • The character can breathe for as long as the spell is in place.
  • Enjoys a constant comfortable internal temperature and is protected from cold, radiation and extreme blasts of heat.
  • Cosmic Armor can hover, and flies at a speed of Mach One.
  • Armor has 50 M.D.C. per level of experience! (400 MDC)
  • Magic and M.D. cold and heat/fire/plasma attacks do half damage to the Cosmic Armor.
  • Spells may be cast and psionic powers used while wearing Cosmic Armor, and additional magic may be combined with it, such as other methods of flight, communications, etc.
  • Reduce flying speed by half in an atmosphere.
  • The armored protection also restricts movement a bit, and inflicts a penalty of -5% to all Physical skills such as Acrobatics, Climbing, and similar, and -10% to Palming, Pick Pocket, Prowl, Safe-Cracking, Seduction and most Medical and highly technical skills that require a delicate touch.
Mage Armor:
  • Helm: 50
  • Arms: 25 each
  • Legs: 45 each
  • Main Body: 90
Fighting Spirit:
  • Duration: 2:45/8:00 minutes
  • +2 attacks/actions per melee round
  • +1 on initiative
  • +1 to strike with guns
  • +3 to strike in melee combat
  • +2 to disarm, parry and dodge
  • +4 to pull punch
  • +2 to roll with impact
  • +4 to save vs Horror Factor/fear
  • +2 to save vs possession
  • Critical Strike on a Natural 18-20, karate kick (1D8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw.
  • While the spell is in effect, the caster moves with an agility, confidence and skill (normally) beyond his own natural abilities.

Fleet Feet:
  • Duration: 2:45/8:00 minutes
  • Double attacks/actions per melee round
  • +1 on initiative (PP Bonus and spell penalty)
  • +6 to strike, parry and dodge (PP Bonus)
  • Cannot see surprise attacks.
  • -20% to delicate skills
  • Does not affect spellcasting or psionic abilities. These take twice as many actions.


Will's brow furrows at this new complication. How the fuck do they know who we are? I do not like this one goddamn bit. Will looks to each of his cohort as they are named off. Not much for us to be afraid of, but I don't like a damn mystery. This stinks to high heaven. Waiting for the unknown voice to finish speaking, Will focuses, remembers how his body functions when not sped up and works on speaking clearly and slowly. "I don't like people playing on my damn radio. Speak your counteroffer and get on with it."

Making sure his radio isn't transmitting, he says to the team, "There's no deal when an innocent is on the line. That's the deal. Grab your gear and get ready to dungeon crawl. Pebbles and Wolf, do...whatever that is. Volcano, you're up next with the Kid. Robotman and Ven, you're with me taking up the rear. Nothing gets past us, do not injure the girl."

With the marching orders given and the Roughnecks having picked up some of the water gear, Will gets things moving while listening to the new voice on his radio. He casts another Globe of Daylight and Lightblade, keeping the former 3 feet ahead of him and the latter in his hand ready to strike. For good measure, he also casts Magic Shield to pair with his Lightblade.


Initiative: 1d20+12: [9]+12 = 21
APM: 20 (8+2 [Fighting Spirit] x2 [Fleet Feet])

Action 1a: Slash enemy with Lightblade. Strike: 1d20+18: [4]+18 = 22 Damage: 1d4*10+8: [2]*10+8 = 28
Action 1b: Slash enemy with Lightblade. Strike: 1d20+18: [7]+18 = 25 Damage: 1d4*10+8: [2]*10+8 = 28
Action 2a: Slash enemy with Lightblade. Strike: 1d20+18: [13]+18 = 31 Damage: 1d4*10+8: [3]*10+8 = 38
Action 2b: Slash enemy with Lightblade. Strike: 1d20+18: [18]+18 = 36 (CRIT) Damage: 1d4*10+8: [1]*10+8 = 18 x2= 36 MD
Action 3a: Slash enemy with Lightblade. Strike: 1d20+18: [4]+18 = 22 Damage: 1d4*10+8: [4]*10+8 = 48
Action 3b: Slash enemy with Lightblade. Strike: 1d20+18: [14]+18 = 32 Damage: 1d4*10+8: [1]*10+8 = 18
Action 4a: Slash enemy with Lightblade. Strike: 1d20+18: [20]+18 = 38 (CRIT) Damage: 1d4*10+8: [2]*10+8 = 28 x2= 56 MD
Action 4b: Slash enemy with Lightblade. Strike: 1d20+18: [19]+18 = 37 (CRIT) Damage: 1d4*10+8: [2]*10+8 = 28 x2= 56 MD
Action 5a: Slash enemy with Lightblade. Strike: 1d20+18: [14]+18 = 32 Damage: 1d4*10+8: [1]*10+8 = 18
Action 5b: Slash enemy with Lightblade. Strike: 1d20+18: [10]+18 = 28 Damage: 1d4*10+8: [2]*10+8 = 28
Action 6a: Slash enemy with Lightblade. Strike: 1d20+18: [14]+18 = 32 Damage: 1d4*10+8: [3]*10+8 = 38
Action 6b: Slash enemy with Lightblade. Strike: 1d20+18: [20]+18 = 38 (CRIT) Damage: 1d4*10+8: [3]*10+8 = 38 x2= 76 MD
Action 7a: Slash enemy with Lightblade. Strike: 1d20+18: [3]+18 = 21 Damage: 1d4*10+8: [4]*10+8 = 48
Action 7b: Slash enemy with Lightblade. Strike: 1d20+18: [17]+18 = 35 Damage: 1d4*10+8: [2]*10+8 = 28
Action 8a: Slash enemy with Lightblade. Strike: 1d20+18: [7]+18 = 25 Damage: 1d4*10+8: [2]*10+8 = 28
Action 8b: Slash enemy with Lightblade. Strike: 1d20+18: [20]+18 = 38 (CRIT) Damage: 1d4*10+8: [1]*10+8 = 18 x2= 36 MD
Action 9a: Slash enemy with Lightblade. Strike: 1d20+18: [11]+18 = 29 Damage: 1d4*10+8: [4]*10+8 = 48
Action 9b: Slash enemy with Lightblade. Strike: 1d20+18: [10]+18 = 28 Damage: 1d4*10+8: [1]*10+8 = 18
Action 10a: Slash enemy with Lightblade. Strike: 1d20+18: [19]+18 = 37 (CRIT) Damage: 1d4*10+8: [2]*10+8 = 28 x2= 56 MD
Action 10b: Slash enemy with Lightblade. Strike: 1d20+18: [14]+18 = 32 Damage: 1d4*10+8: [2]*10+8 = 28

Parries: 1d20+19: [17]+19 = 36 1d20+19: [12]+19 = 31 1d20+19: [3]+19 = 22 1d20+19: [6]+19 = 25 1d20+19: [5]+19 = 24 1d20+19: [8]+19 = 27 1d20+19: [6]+19 = 25 1d20+19: [2]+19 = 21 1d20+19: [18]+19 = 37 1d20+19: [2]+19 = 21 1d20+19: [14]+19 = 33 1d20+19: [20]+19 = 39 1d20+19: [7]+19 = 26 1d20+19: [7]+19 = 26 1d20+19: [12]+19 = 31 1d20+19: [14]+19 = 33 1d20+19: [20]+19 = 39 1d20+19: [3]+19 = 22 1d20+19: [19]+19 = 38 1d20+19: [9]+19 = 28
Last edited by William Summers on Tue Jun 21, 2022 6:03 pm, edited 1 time in total.
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John Altfeld
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by John Altfeld »

Perception: 1d100: [12] = 12 / 76%
JIC: 1d100: [97] = 97 / 1d20: [1] = 1

CONDITIONS: John is at +35 feet, Pebbles, See Invisible, Radar, Immune to Possession, can't be touched by undead, can't be mind controlled by vampires, etc.

MDC: -365 (547 remaining at current size/status) APS MDC currently intact (starts going down at 408), Assorted Healing Factors Total 8 MDC per Hour (1 per 7.5 minutes).
Wolf Whitaker wrote: Sun Jun 05, 2022 10:45 am Wolf looks up at John as John offers him a ride. "Hah. Well that's not the craziest idea I've heard but it's up there. Enh why not." Wolf hops up onto John's back. Wolf speaks low to avoid his voice carrying. "John. Sounds like the brains of this whole thing is on the radio. He seems to know a lot of details about us, but not the new comers. I think we can use that later. It also sounds like he was the one who I just shot around the corner."
Wolf raises his voice to get the others attention. "We need to hurry! Our target is getting farther away. Negotiating will only let the target strengthen their position." Wolf will holster the Equalizer and readies his second Thundergun. Wolf shifts around to make sure he's as stable as possible, "Ready when you are John."
The egomaniac of the whole thing is on the radio...

"Moving, try to stay balanced. Jack, Esteemed Dragon, other people, can we get strategic holes in the ceiling if it isn't hypertensile?" John pauses. "I mean CONTROLLED lighting. I could take the building down if that's what I was asking about..."

To Wolf he adds, "Killing hostages isn't much of a negotiation tactic. It takes three consecutive days to make a vampire. And they're not 'fueled' on blood. I have no idea what they're doing down there, but we seem to be dealing with fangbillies."

When Will tells them to roll out, he rolls out.

"Hey Wolf, if you say 'giddy-up,' I'll end you!"

Detect Ambush: 1d100: [41] = 41 /61%

Initiative: 1d20+13: [19]+13 = 32

COMBAT STRATEGY: Punch anything that attacks or is trying to drink someone else's blood. If it's a cyborg, take out the arms and legs. If it regenerates, keep knocking it down, but try to spread out the punchies between multiple targets to get more than one person down at a time, letting other people take out the 'dead' vampires with water. If we come into an area with a large amount of vampires, time to bust out the TW water cannon. If they create human shields, immediately use the TW water cannon.

IF A BARRAGE OF ENERGY WEAPONS FIRE COMES IN, JOHN ACTIVATES HIS LAST INVULNERABILITY CHARGE.

Action 1: Move down hallway, if opponents appear, punch or shoot. If all opponents are eliminated continue moving down hallway.
Punch Strike: 1d20+10: [13]+10 = 23 / Damage: 1d6*10+32: [4]*10+32 = 72 -- TW water cannon Strike: 1d20+3: [6]+3 = 9 / 3d4*10: [1, 1, 1]*10 = 30
Action 2: Move down hallway, if opponents appear, punch or shoot. If all opponents are eliminated continue moving down hallway.
Punch Strike: 1d20+10: [20]+10 = 30 / Damage: 1d6*10+32: [1]*10+32 = 42 CRIT 84 -- TW water cannon Strike: 1d20+3: [19]+3 = 22 / 3d4*10: [2, 3, 2]*10 = 70
Action 3: Move down hallway, if opponents appear, punch or shoot. If all opponents are eliminated continue moving down hallway.
Punch Strike: 1d20+10: [17]+10 = 27 / Damage: 1d6*10+32: [3]*10+32 = 62 -- TW water cannon Strike: 1d20+3: [13]+3 = 16 / 3d4*10: [3, 1, 2]*10 = 60
Action 4: Move down hallway, if opponents appear, punch or shoot. If all opponents are eliminated continue moving down hallway.
Punch Strike: 1d20+10: [12]+10 = 22 / Damage: 1d6*10+32: [6]*10+32 = 92 -- TW water cannon Strike: 1d20+3: [8]+3 = 11 / 3d4*10: [4, 3, 3]*10 = 100
Action 5: Move down hallway, if opponents appear, punch or shoot. If all opponents are eliminated continue moving down hallway.
Punch Strike: 1d20+10: [3]+10 = 13 / Damage: 1d6*10+32: [1]*10+32 = 42 -- TW water cannon Strike: 1d20+3: [10]+3 = 13 / 3d4*10: [3, 3, 1]*10 = 70
Action 6: Move down hallway, if opponents appear, punch or shoot. If all opponents are eliminated continue moving down hallway.
Punch Strike: 1d20+10: [1]+10 = 11 / Damage: 1d6*10+32: [3]*10+32 = 62 -- TW water cannon Strike: 1d20+3: [16]+3 = 19 / 3d4*10: [4, 2, 2]*10 = 80
Action 7: Move down hallway, if opponents appear, punch or shoot. If all opponents are eliminated continue moving down hallway.
Punch Strike: 1d20+10: [12]+10 = 22 / Damage: 1d6*10+32: [5]*10+32 = 82 -- TW water cannon Strike: 1d20+3: [6]+3 = 9 / 3d4*10: [2, 1, 3]*10 = 60
Action 8: Move down hallway, if opponents appear, punch or shoot. If all opponents are eliminated continue moving down hallway.
Punch Strike: 1d20+10: [20]+10 = 30 / Damage: 1d6*10+32: [4]*10+32 = 72 CRIT 144 -- TW water cannon Strike: 1d20+3: [1]+3 = 4 / 3d4*10: [4, 4, 1]*10 = 90
Action 9: Move down hallway, if opponents appear, punch or shoot. If all opponents are eliminated continue moving down hallway.
Punch Strike: 1d20+10: [4]+10 = 14 / Damage: 1d6*10+32: [6]*10+32 = 92 -- TW water cannon Strike: 1d20+3: [2]+3 = 5 / 3d4*10: [4, 4, 3]*10 = 110
Action 10: Move down hallway, if opponents appear, punch or shoot. If all opponents are eliminated continue moving down hallway.
Punch Strike: 1d20+10: [13]+10 = 23 / Damage: 1d6*10+32: [5]*10+32 = 82 -- TW water cannon Strike: 1d20+3: [8]+3 = 11 / 3d4*10: [3, 1, 4]*10 = 80

Parries: 1d20+14: [20]+14 = 34 , 1d20+14: [1]+14 = 15 , 1d20+14: [2]+14 = 16 , 1d20+14: [11]+14 = 25 , 1d20+14: [13]+14 = 27 , 1d20+14: [13]+14 = 27 , 1d20+14: [14]+14 = 28 , 1d20+14: [16]+14 = 30 , 1d20+14: [4]+14 = 18 , 1d20+14: [19]+14 = 33

OOC: I figure John can't dodge wedged in a tunnel, shrug.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 900'
• See the invisible
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Jack Killian
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by Jack Killian »

Perception: 79% 1d100 1d100: [61] = 61

JIC d20: 1d20 1d20: [9] = 9

JIC: 1d100 1d100: [77] = 77

Init: 1d20+5 1d20+5: [9]+5 = 14

CONDITIONS: Wearing NG-EX10 Gladius Light Exo-Skeleton Battle Armor -160MDC
OOC Comments
Sense the Presence of Spirits Amulet

Enhanced Perception (10 I.S.P., Rifter 25; +15% to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses)

Activate Invincible 200 MD

Suppress Fear

Resist Magic (ISP 15)


Telekinetic Force (10/50) Rifter 25 640’ I minute per level of experience.
Hydrokinesis (Varies)

Sense Water.

Hurl water 20’ 5 ISP
Jack hates dungeon crawls, The walls can collapse, we are in a restricted place. Someone is going to get hurt.

William

"There's no deal when an innocent is on the line. That's the deal. Grab your gear and get ready to dungeon crawl. Pebbles and Wolf, do...whatever that is. Volcano, you're up next with the Kid. Robotman and Ven, you're with me taking up the rear. Nothing gets past us, do not injure the girl."


Jack response to William, “What, OK, I got your six Wolf and John you want water or plasm backing you up. My fire won’t be too good down there. Just sucks up oxygen. I have stakes and water too. I think that is the Best.”

Jack cancels his flames that are protecting him but stills has his amulet up. He grabs the small keg of water and the stakes ready to go. Thank heaven John is there. I can use him like a moving wall.

"John if you need any of the stuff I have to strike I can hand it to you."
Jack follows the duo down the cellar ready any to any thing he can contribute.

Jack Actions: 6
+1 for water +3 for TK
1
If he can hand weapons to John or find a way to get either water(hurling water) or Stake into the vampires heart (Telekinetic Force)
1d20 1d20: [9] = 9 +1 for water +3 for TK
2
If he can hand weapons to John or find a way to get either water(hurling water) or Stake into the vampires heart (Telekinetic Force)
1d20 1d20: [3] = 3 +1 for water +3 for TK
3
If he can hand weapons to John or find a way to get either water(hurling water) or Stake into the vampires heart (Telekinetic Force)
1d20 1d20: [18] = 18 Crit +1 for water +3 for TK
4
If he can hand weapons to John or find a way to get either water(hurling water) or Stake into the vampires heart (Telekinetic Force)
1d20 1d20: [15] = 15 +1 for water +3 for TK Crit
5
If he can hand weapons to John or find a way to get either water(hurling water) or Stake into the vampires heart (Telekinetic Force)
1d20 1d20: [11] = 11 Crit
6
Save for Dodge
1d20+10 1d20+10: [5]+10 = 15

Parry 1d20+10, 1d20+10: [5]+10 = 15 1d20+10, 1d20+10: [7]+10 = 17 1d20+10, 1d20+10: [17]+10 = 27 1d20+10, 1d20+10: [15]+10 = 25 1d20+10, 1d20+10: [13]+10 = 23 1d20+10, 1d20+10: [8]+10 = 18
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.

CN-1 Net

Skorblade Short Sword
Damage: 1D8 M.D.
Weight: 3 lbs.
Features: excellent balance and craftsmanship
Modifiers: +1 to strike and parry
Book Reference: p.152, MercOps

TW "Dragonfire" Flamethrower
Range: 100'
Damage: single Shot: 1D6x10 M.D.
Spray: 1D6x10 M.D. to all targets in a 100' long & 10' wide arc (3 APM)
Rate of Fire: single shots & sprays only
Payload: 5 blasts per P.P.E. clip
Weight: 8 lbs.



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
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Nathan Cooper
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by Nathan Cooper »

Perception: 15% / 1d100: [38] = 38
JIC: 1d20: [13] = 13 1d100: [75] = 75

Nathan curses as the massive rock man shoves him through the doorway, leaving it significantly wider than before. He is about to fire off a retort, but the rock man is moving a mile a minute and is already going about distributing weapons. Nathan bites his tongue and sets about loading the wooden flechette rounds that were unceremoniously dropped at his feet.

He is just about finished reloading his railgun as Will's orders bark over the comms. He takes up a postion alongside Ven and Will and pulls back the hammer on his railgun, leveling it at the tunnel.

Contingency: Nathan will fire on any enemies emerging from the tunnel with his railgun. If they get close, he will engage in hand to hand combat.

Initiative (+2 included): 1d20+2: [7]+2 = 9
Action 1: Fire railgun burst 1d20+3: [6]+3 = 9 ; Damage 1d4x10: [1] = 1
Action 2: Fire railgun burst 1d20+3: [16]+3 = 19 ; Damage 1d4x10: [3] = 3
Action 3: Fire railgun burst 1d20+3: [8]+3 = 11 ; Damage 1d4x10: [2] = 2
Action 4: Attack with vibro knuckle 1d20+5: [2]+5 = 7 ; Damage 3d4+3: [1, 1, 4]+3 = 9
Action 5: Attack with vibro knuckle 1d20+5: [2]+5 = 7 ; Damage 3d4+3: [1, 1, 3]+3 = 8
Action 6: Attack with vibro knuckle 1d20+5: [6]+5 = 11 ; Damage 3d4+3: [1, 3, 1]+3 = 8
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Theros
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by Theros »

Perception 1d100: [29] = 29
JIC: 1d20: [19] = 19
JIC: 1d100: [25] = 25
Init: 1d20+1: [18]+1 = 19

Watching the unhinged man fly off leaving him at the mouth of the tunnel, The though that they seem to have bit off more than he had initially thought, while his
power of winds
see Power: Control the Forces of Air on sheet. Wind Rush: RUE pg 214
are still active, he summons a wind rushing down the tunnel to keep the enemy at bay and holding in the tunnel till the forces are readied. "I know not how long I can keep them at bay, but I will keep it up for as long as I can to bottle neck them, would love some water balloons right about now." He says smirking, before gritting his teeth at the seriousness of the situation.

Number of Attacks:
6
5+1 APM when fighting vampires/undead/demons/supernatural evil
Action 1: Wind Rush Into the tunnel JIC 1d100: [5] = 5 / 1d20: [8] = 8
Action 2: Wind Rush Into the tunnel JIC 1d100: [57] = 57 / 1d20: [19] = 19
Action 3: Wind Rush Into the tunnel JIC 1d100: [77] = 77 / 1d20: [7] = 7
Action 4: Wind Rush Into the tunnel JIC 1d100: [89] = 89 / 1d20: [5] = 5
Action 5: Wind Rush Into the tunnel JIC 1d100: [73] = 73 / 1d20: [2] = 2
Action 6: Wind Rush Into the tunnel JIC 1d100: [99] = 99 / 1d20: [19] = 19
Effect/spell power
This spell creates a short, powerful wind gusting at 60 mph (96 km),
which is capable of knocking people down, knocking riders off mounts,
blowing small objects 20 to 1 20 feet (6-36 m) away, or creating dust
storms. The wind can be directed by the spell caster at a specific target
or a general sweep can be made (maximum wind width is 20 feetl6.1
m). Anyone caught in the wind is helpless and unable to attack or move
forward. It takes an additional melee to recover, and ID8 melees to
gather up all items blown away.
Saving Throw: A roll of 18, 19 or 20 saves one from losing one's balance and/or losing some item(s).
Theros
Description
Outside of his armor's, appears to be a early teenager, despite his age. Dark red hair (Auburn) Light Blue/Grey eyes, sparse freckles on body, tall, athletic build. He has his marks of heritage on his wrists as do every True Atlantean, he wears leather bracers over them outside of his armor's. Tattoos are placed mainly on his torso, so not as visible if worn with regular clothing.
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Venenifer
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by Venenifer »

Perception: 1d100: [63] = 63 /45%
JiC: 1d100: [12] = 12 / 1d20: [4] = 4

Conditions:
Natural Dragon: 11; with Frills extended: 13
| Nightvision (200ft) | See Invisible (at will, active) | Res to Fire/Cold (MD/Magic Fire/Plasma/Cold do 1/2) | Immune to paralysis | Bio-regen 1d4*10/m | Sense Ley Lines, Nexuses, Dragons within 20miles || Mind Block Auto [Actively turned on | Extended Presence Sense [80ft, 8 minutes] | Sixth Sense | Mind's Eye [300ft | 8min]

PPE: 90/136 left after this post
ISP: 108/152 left after this post

Skills:
Mind's Eye
Mind's Eye is a sensory power that instills the psychic with radar-like vision. This psionic radar allows the character to see the shape of everything around him. Even people or items concealed through magic (except Invisibility: Superior) can be seen with this radar vision. A psychic using this power suffers no penalties when blinded or in complete darkness. The psychic can sense and interpret the shape, distance, direction, speed, and location of everything around in all directions at an accuracy with several bonuses.
: 1d100: [35] = 35 /86%


Post:
Given the situation, Ven doesn't elect to argue at all and falls in line with the team that knows what is going on. She can't help but scrunch her nose slightly at the stench of a vampires nest and nods along with Will.
Will wrote:"There's no deal when an innocent is on the line. That's the deal. Grab your gear and get ready to dungeon crawl. Pebbles and Wolf, do...whatever that is. Volcano, you're up next with the Kid. Robotman and Ven, you're with me taking up the rear. Nothing gets past us, do not injure the girl."
Ven nods. "I consider myself the protective sort, anyways." She says with a smile as the other, more gung-ho go do what they do best and she falls into a protective nature. She will let Will lead and she will resign to remain closest to the protected party. In one hand, she holds a few of the talismans granted to her as she is ready to call upon the Lightblade and Armor of Invulnerability at the first moment of trouble.

Combat Contingency:
APM: 5
Initiative: 1d20+8: [3]+8 = 11
Parry: 1d20+7: [15]+7 = 22 | 1d20+7: [9]+7 = 16 | 1d20+7: [10]+7 = 17 | 1d20+7: [1]+7 = 8 | 1d20+7: [15]+7 = 22

A1: Actiate Armor in Invulnerability Talisman (200 MDC, 8 min)
A2: Activate Lightblade Talisman
A3: Slash at closest vamp. Strike: 1d20+2: [10]+2 = 12 | DMG: (1d4*10)+8: [3]*10 = 30
A4: Slash at closest vamp. Strike: 1d20+2: [16]+2 = 18 | DMG: (1d4*10)+8: [1]*10 = 10
A5: Reserved for Dodge. 1d20+5: [16]+5 = 21
Venenifer, the Royal Frilled Dragon

Please Do Not PM This Account, PM Underguard Instead
╭∩╮(=^ェ^=)╭∩╮
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Armstrong
Game Master
Posts: 221
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by Armstrong »

As Will demands they make their offer

"Cutting straight to the chase I see. Nobody takes the time to talk and get to know the other side anymore. It's becoming such a lost art," the voice laments, "Still, I can respect the forthrightness. Now my offer is ... he begins to say as Theros starts throwing Wind Rush spells down the corridor.

"Excuse me a moment," the voice says, tone somewhat irritated. Several energy blasts ricochet off the stairway wall, one striking Theros in the chest,

The two women scream at this and run out of the building, pushing their way through John's pebble form.

"3 million credits apiece is my offer." the voice continues, tone now less pleasant, "That was a bit rude to be doing that. Almost like you aren't willing to negotiate in good faith."

OF course, the Roughnecks weren't planning to do that and would finally leap into action. Will riding on top of John, like they were used to it. Jack is supposed to go down with Theros, but the Atlantean stays upstairs, trying to pin down whomever is down there with wind rush spells and Ven, Nathan and Will bring up the rear.

However, would a lack of reconnaissance be their downfall? John's long form moves quickly down the stairs. He moves round the corner to the right
OOC Comments
having to guess as nobody gave any instruction on that regard
, he spies six figures at the end of a corridor about 100 feet away. Three people in front, with

He and Wolf don't get much time to spot details as there is a sudden explosion right in the middle of his body. His speed means his entire form makes it through, though they are bit stunned. Behind them, there is a controlled explosion as the corridor collapses in, separating them from the rest of their group.

As they pick themselves up, they realise three people are being held in front of three armed and non environmentally sealed armour wearing figures, with heavy weapons such as rail guns and rocket launchers. One of them is a certain young lady you are here to rescue.

One of their number wearing a cowboy hat starts staring Wolf down.
OOC Comments
If you want to do showdown with this guy, let me know
Those of you on the other side are caught by the unexpected explosion. The controlled nature of it means you only catch for a small blast for those on the stairs. However, it destroys some of the stairs, causing you to stumble down into the corridor. Looking up, the corridor is much shorter on this side, much to your detriment as a horde of vampires, practically foaming at the mouth, come screaming around the corner, charging right at you.

Theros - 17MDC, but not affected by the explosion as he is still at the top of the stairs
I believe John is unaffected by explosions,
Wolf - 30 MDC
Ven -15MDC
Will -15MDC
Jack -20MDC
Nathan - 15MDC
If any of you have sixth sense or something like it, you get a chance to dodge the explosion for half damage.
You have one action before the horde reaches you in hand to hand
Hitting the gun wielders without hitting the hostages will require aimed shots above a 12.
Roughnecks GM
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William Summers
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Location: Roughnecks - PC
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by William Summers »

Perception: 1d100: [79] = 79 /51% (+15% regarding machines and/or magic)
JIC: 1d20: [8] = 8 / 1d100: [90] = 90
  • SDC: 48/62
  • HP: 73/73
  • ISP: 31/31
  • Personal PPE: 181/196
  • Energy Sphere: 395/800. 30/32 days
  • PPE Talisman: 50/50
Cosmic Armor:
  • MDC: 109/400
  • Duration: 132:30/160:00 minutes
  • The character can breathe for as long as the spell is in place.
  • Enjoys a constant comfortable internal temperature and is protected from cold, radiation and extreme blasts of heat.
  • Cosmic Armor can hover, and flies at a speed of Mach One.
  • Armor has 50 M.D.C. per level of experience! (400 MDC)
  • Magic and M.D. cold and heat/fire/plasma attacks do half damage to the Cosmic Armor.
  • Spells may be cast and psionic powers used while wearing Cosmic Armor, and additional magic may be combined with it, such as other methods of flight, communications, etc.
  • Reduce flying speed by half in an atmosphere.
  • The armored protection also restricts movement a bit, and inflicts a penalty of -5% to all Physical skills such as Acrobatics, Climbing, and similar, and -10% to Palming, Pick Pocket, Prowl, Safe-Cracking, Seduction and most Medical and highly technical skills that require a delicate touch.
Mage Armor:
  • Helm: 50
  • Arms: 25 each
  • Legs: 45 each
  • Main Body: 90
Fighting Spirit:
  • Duration: 2:30/8:00 minutes
  • +2 attacks/actions per melee round
  • +1 on initiative
  • +1 to strike with guns
  • +3 to strike in melee combat
  • +2 to disarm, parry and dodge
  • +4 to pull punch
  • +2 to roll with impact
  • +4 to save vs Horror Factor/fear
  • +2 to save vs possession
  • Critical Strike on a Natural 18-20, karate kick (1D8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw.
  • While the spell is in effect, the caster moves with an agility, confidence and skill (normally) beyond his own natural abilities.

Fleet Feet:
  • Duration: 2:30/8:00 minutes
  • Double attacks/actions per melee round
  • +1 on initiative (PP Bonus and spell penalty)
  • +6 to strike, parry and dodge (PP Bonus)
  • Cannot see surprise attacks.
  • -20% to delicate skills
  • Does not affect spellcasting or psionic abilities. These take twice as many actions.
Turn the Undead Amulet :
  • Prevents any undead from physically touching the wearer while they wear or hold the amulet.
Globe of Daylight:
  • Duration: 23:45/24:00 minutes
  • Range: Up to 30 feet away.
  • Diameter: 96 feet.
  • Speed: 12
Lightblade:
  • Damage: 1d4*10+8 MD
  • Duration: 15:45/16:00 minutes
  • Bonuses: +1 to strike, and can be used to attempt to parry energy attacks. Double damage against Vampires, shadow beasts and other demons vulnerable to light. No damage against those immune to light or energy.
Magic Shield:
  • Duration: 15:45/16:00 minutes
  • MDC: 60
  • Bonuses: +1 to parry, can attempt to parry energy blasts and projectiles with no bonus at -8. Takes ¼ damage from all attacks it parries.


"3 million ain't enough for me to sell out. What's your name, stranger?" Watching Theros get nailed by a blast, Will thinks Gotta watch out for those stray shots, kid.

The stairs collapsing catches Will by surprise but the horde of Vampires was what he was expecting to face. Grim determination on his face, he moves the Globe of Daylight into the crowd of bloodsuckers to throw them off their game and then charges into the fray, slashing them with mystic power concentrated into a blade. He counts on his Turn the Undead Amulet to keep him untouched as he takes a risk to bring this all to a swift conclusion. Just hold on Alejandra, we're almost there. "Most kills gets a 100K bonus! Take em down!"


Initiative: 1d20+12: [3]+12 = 15
APM: 20 (8+2 [Fighting Spirit] x2 [Fleet Feet])

Action 1a: Move Globe of Daylight in front of crew to scatter vampires.
Action 1b: Slash enemy with Lightblade. Strike: 1d20+18: [2]+18 = 20 Damage: 1d4*10+8: [3]*10+8 = 38
Action 2a: Slash enemy with Lightblade. Strike: 1d20+18: [19]+18 = 37 Damage: 1d4*10+8: [3]*10+8 = 38
Action 2b: Slash enemy with Lightblade. Strike: 1d20+18: [1]+18 = 19 Damage: 1d4*10+8: [4]*10+8 = 48
Action 3a: Slash enemy with Lightblade. Strike: 1d20+18: [5]+18 = 23 Damage: 1d4*10+8: [4]*10+8 = 48
Action 3b: Slash enemy with Lightblade. Strike: 1d20+18: [1]+18 = 19 Damage: 1d4*10+8: [2]*10+8 = 28
Action 4a: Slash enemy with Lightblade. Strike: 1d20+18: [17]+18 = 35 Damage: 1d4*10+8: [2]*10+8 = 28
Action 4b: Slash enemy with Lightblade. Strike: 1d20+18: [15]+18 = 33 Damage: 1d4*10+8: [4]*10+8 = 48
Action 5a: Slash enemy with Lightblade. Strike: 1d20+18: [11]+18 = 29 Damage: 1d4*10+8: [4]*10+8 = 48
Action 5b: Slash enemy with Lightblade. Strike: 1d20+18: [15]+18 = 33 Damage: 1d4*10+8: [3]*10+8 = 38
Action 6a: Slash enemy with Lightblade. Strike: 1d20+18: [7]+18 = 25 Damage: 1d4*10+8: [4]*10+8 = 48
Action 6b: Slash enemy with Lightblade. Strike: 1d20+18: [9]+18 = 27 Damage: 1d4*10+8: [4]*10+8 = 48
Action 7a: Slash enemy with Lightblade. Strike: 1d20+18: [16]+18 = 34 Damage: 1d4*10+8: [1]*10+8 = 18
Action 7b: Slash enemy with Lightblade. Strike: 1d20+18: [4]+18 = 22 Damage: 1d4*10+8: [2]*10+8 = 28
Action 8a: Slash enemy with Lightblade. Strike: 1d20+18: [15]+18 = 33 Damage: 1d4*10+8: [3]*10+8 = 38
Action 8b: Slash enemy with Lightblade. Strike: 1d20+18: [2]+18 = 20 Damage: 1d4*10+8: [4]*10+8 = 48
Action 9a: Slash enemy with Lightblade. Strike: 1d20+18: [1]+18 = 19 Damage: 1d4*10+8: [2]*10+8 = 28
Action 9b: Slash enemy with Lightblade. Strike: 1d20+18: [3]+18 = 21 Damage: 1d4*10+8: [2]*10+8 = 28
Action 10a: Slash enemy with Lightblade. Strike: 1d20+18: [14]+18 = 32 Damage: 1d4*10+8: [1]*10+8 = 18
Action 10b: Slash enemy with Lightblade. Strike: 1d20+18: [18]+18 = 36 Damage: 1d4*10+8: [4]*10+8 = 48

Parries: 1d20+19: [14]+19 = 33 1d20+19: [13]+19 = 32 1d20+19: [2]+19 = 21 1d20+19: [4]+19 = 23 1d20+19: [2]+19 = 21 1d20+19: [7]+19 = 26 1d20+19: [5]+19 = 24 1d20+19: [1]+19 = 20 1d20+19: [20]+19 = 39 1d20+19: [20]+19 = 39 1d20+19: [10]+19 = 29 1d20+19: [16]+19 = 35 1d20+19: [5]+19 = 24 1d20+19: [13]+19 = 32 1d20+19: [7]+19 = 26 1d20+19: [16]+19 = 35 1d20+19: [10]+19 = 29 1d20+19: [17]+19 = 36 1d20+19: [9]+19 = 28 1d20+19: [9]+19 = 28
The Man in Black
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Theros
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by Theros »

Perception: 1d100: [87] = 87
JIC: 1d20: [5] = 5
JIC: 1d100: [6] = 6
Initiative: 1d20+1: [17]+1 = 18

Theros reels back from the hit, and takes to the edge of the tunnel opening in cover, attempting to make a much smaller target. ~Ok that hurt, but is it really any worse than training was? Come on Theros, you can do this, this aint shit compared to what you endured fighting against the instructors.~ he again starts blasting wind down the Tunnel to keep them from advancing and at bay until the rest can clean them up.


Number of Attacks:
6
5+1 APM when fighting vampires/undead/demons/supernatural evil
Action 1: Wind Rush Into the tunnel JIC 1d100: [7] = 7 / 1d20: [5] = 5
Action 2: Wind Rush Into the tunnel JIC 1d100: [40] = 40 / 1d20: [10] = 10
Action 3: Wind Rush Into the tunnel JIC 1d100: [40] = 40 / 1d20: [11] = 11
Action 4: Wind Rush Into the tunnel JIC 1d100: [70] = 70 / 1d20: [20] = 20
Action 5: Wind Rush Into the tunnel JIC 1d100: [95] = 95 / 1d20: [13] = 13
Action 6: Wind Rush Into the tunnel JIC 1d100: [42] = 42 / 1d20: [18] = 18
Effect/spell power
This spell creates a short, powerful wind gusting at 60 mph (96 km),
which is capable of knocking people down, knocking riders off mounts,
blowing small objects 20 to 1 20 feet (6-36 m) away, or creating dust
storms. The wind can be directed by the spell caster at a specific target
or a general sweep can be made (maximum wind width is 20 feetl6.1
m). Anyone caught in the wind is helpless and unable to attack or move
forward. It takes an additional melee to recover, and ID8 melees to
gather up all items blown away.
Saving Throw: A roll of 18, 19 or 20 saves one from losing one's balance and/or losing some item(s).
Theros
Description
Outside of his armor's, appears to be a early teenager, despite his age. Dark red hair (Auburn) Light Blue/Grey eyes, sparse freckles on body, tall, athletic build. He has his marks of heritage on his wrists as do every True Atlantean, he wears leather bracers over them outside of his armor's. Tattoos are placed mainly on his torso, so not as visible if worn with regular clothing.
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Nathan Cooper
Posts: 22
Joined: Mon Sep 06, 2021 3:04 pm

Re: Up, Up and Away - A Good Bartender is hard to find!

Post by Nathan Cooper »

Perception: 15% / 1d100: [9] = 9
JIC: 1d20: [2] = 2 1d100: [74] = 74
Initiative (+2 included): 1d20+2: [19]+2 = 21
Action 1: Fire Railgun (30 round burst, Wood Rounds) 1d20+3: [11]+3 = 14 , Damage: 3d6*10: [2, 4, 6]*10 = 120
Action 2: Fire Railgun (30 round burst, Wood Rounds) 1d20+3: [17]+3 = 20 , Damage: 3d6*10: [5, 5, 6]*10 = 160
Action 3: Fire Railgun (30 round burst, Wood Rounds) 1d20+3: [6]+3 = 9 , Damage: 3d6*10: [3, 4, 6]*10 = 130
Action 4: Fire Railgun (30 round burst, Wood Rounds) 1d20+3: [5]+3 = 8 , Damage: 3d6*10: [1, 1, 5]*10 = 70
Action 5: Attack with vibro knuckle if engaged in close combat 1d20+5: [20]+5 = 25 , Damage: 3d4+3: [1, 3, 2]+3 = 9
Action 6: Attack with vibro knuckle if engaged in close combat 1d20+5: [19]+5 = 24 , Damage: 3d4+3: [1, 4, 3]+3 = 11


Nathan grunts as his suit hits the ground after the tunnel collapses around them. Damage warnings light up all around him as he forces the Samson to its feet. He was going to need a hell of a tune up after this fight. If he lived long enough to make it to a mechanic that is. He lights up his suit's flood lights just in time to see a horde of feral vampires racing around the corner towards them. Seeing his companions rush towards the bloodsuckers, Nathan brings his suit's railgun to bear on the hostile contacts. I hope these wood rounds are all they're cracked up to be. Nathan thought to himself.

"Fire in the hole! Keep your heads down!" Nathan yelled over the suit's intercom as he squeezed the trigger. Railgun fire barked as his suit absorbed the recoil, spraying fire towards the oncoming vampires.
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Jack Killian
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Posts: 406
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia
Contact:

Re: Up, Up and Away - A Good Bartender is hard to find!

Post by Jack Killian »

Perception: 79% 1d100 1d100: [40] = 40

JIC d20: 1d20 1d20: [1] = 1

JIC: 1d100 1d100: [79] = 79

Init: 1d20+5 1d20+5: [19]+5 = 24

CONDITIONS: Wearing NG-EX10 Gladius Light Exo-Skeleton Battle Armor -160MDC
OOC Comments
Sense the Presence of Spirits Amulet

Enhanced Perception (10 I.S.P., Rifter 25; +15% to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses)

Activate Invincible 200 MD -20

Suppress Fear

Resist Magic (ISP 15)


Telekinetic Force (10/50) Rifter 25 640’ I minute per level of experience.
Hydrokinesis (Varies)

Sense Water.

Hurl water 20’ 5 ISP
Jack hugs one side of the cave and kneels so that the others have a clear shot. He fires the grenades to help break the wave of Vampires he aims at their upper chest so a miss might hit the ones behind them. He can also use his Hurl Water to maneuver the water. If the waves of Vampires are broken, he uses the single shot. He moves forward slowly trying to maintain contact but only if the others behind him are following. Need to Keep up The Fire power, stay down and protect myself make every shot count.

Action 1&2 TW Water rife and Grenade to hit points

Strike 1d20+4 1d20+4: [4]+4 = 8

Damage: 1d4*10 to 10 foot area, 1d4*10: [3]*10 = 30

Action 3&4 TW Water rife and Grenade to hit points to hit points this will be held till needed for a large group

Strike 1d20+4 1d20+4: [16]+4 = 20 Critical

Damage: 1d4*10 to 10 foot area, 1d4*10: [2]*10 = 20 40

Action 5 TW Water rife and Grenade to hit points

Strike 1d20+4 1d20+4: [5]+4 = 9

Damage: 4d6 4d6: [4, 3, 6, 3] = 16

Action 6 TW Water rife and Grenade to hit points

Strike 1d20+4 1d20+4: [18]+4 = 22 Critical

Damage: 4d6 4d6: [3, 6, 4, 4] = 17 34

Action 7 TW Water rife and Grenade to hit points

Strike 1d20+4 1d20+4: [13]+4 = 17

Damage: 4d6 4d6: [3, 6, 6, 3] = 18



Parry Rolls: 1d20+15
1d20+15: [15]+15 = 30 1d20+15: [15]+15 = 30 1d20+15: [7]+15 = 22 1d20+15: [5]+15 = 20 1d20+15: [1]+15 = 16 1d20+15: [4]+15 = 19
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.

CN-1 Net

Skorblade Short Sword
Damage: 1D8 M.D.
Weight: 3 lbs.
Features: excellent balance and craftsmanship
Modifiers: +1 to strike and parry
Book Reference: p.152, MercOps

TW "Dragonfire" Flamethrower
Range: 100'
Damage: single Shot: 1D6x10 M.D.
Spray: 1D6x10 M.D. to all targets in a 100' long & 10' wide arc (3 APM)
Rate of Fire: single shots & sprays only
Payload: 5 blasts per P.P.E. clip
Weight: 8 lbs.



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
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Wolf Whitaker
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by Wolf Whitaker »

Perception: 1d100: [33] = 33 /65%
JIC: 1d20: [11] = 11 ; 1d100: [65] = 65


Paranoia Thought Text

Active Effects:
  • HF: 12
  • (Opponents must roll to save vs horror factor whenever the Gunslinger makes a serious threat (stop or else ... ) and again if and when he first draws his weapon on a character. Likewise, those who attack a Gunslinger must roll to save vs Horror Factor whenever facing the Gunslinger in a one-on-one showdown, duel, or shootout, and whenever an opponent makes his first move to attack the Gunslinger, even if the gunslinger isn't aware the character plans to attack.)
  • See Invisible
  • Fighting Spirit: +2 APM | + 1 on initiative | + 1 to strike with guns | +3 to strike in melee combat | +2 to disarm, parry and dodge | +4 to pull punch | +2 to roll with impact | +4 to save vs Horror Factor/fear | +2 to save vs possession | Critical Strike on a Natural 18-20 | karate kick (1D8 S.D.C.) | jump kick | Paired Weapons | leap attack and judo flip/throw | Duration: 8 Minutes
  • Night vision 60’
  • Integrated Sensor Pod - NE Armor
    • 360° scanning capability
    • Allows user to dodge all attack, even those from behind and/or surprise
  • Optics Enhancements
    • Passive Night Vision: 3,000'
    • Telescopic Vision (up to 20x Magnification): 1 mile
    • Macro-Lens (6x Magnification)
    • Thermo-Imager: 2,000'

Wolf notes the ricochet shot from the stair well. Interesting...Looks like you might have some competition...We cant have that now can we...No You can't.

Wolf rolls to a knee when the blast hits him. Wolf activates his talisman of Fighting Spirit as he straightens up. Looking over the forces arrayed his eyes lock onto the other gunslinger and to their target sitting directly in front of him. Must be the leader...What makes you say that?...Radio call was cut short to fire those shots that hit Theros...Good point. We need to kill him...Yes ,but he has our payday in front of him. I have an idea. let hope it works...You're insane...I know You're in my head.

Wolf calls to John without taking his eyes off the other gunslinger, "John you take the other two. I've got the cowboy." Wolf holsters his two Thunerguns and points to the other gunslinger. "I would ask you to come out from behind the girl but as you are a coward you're not likely to do that. No matter you will still die." Wolf will flourish his coat leaving his pistols exposed as he squares up on the other gunslinger. Wolf will not be drawn into a conversation. Wolf's only response will be with his weapons.

Wolf sets himself, ready to draw and looks at the other gunslinger, "Your time is up." Wolf will draw his Equalizer in his left hand and one of his NE-6SLs in the right. Wolf will use his Gunslinger ability to bounce the rounds to hit his target in the back eliminating the need for an aimed shot. With the equalizer knockdown Wolf is attempting to knock the gunslinger on top of the girl and use the gunslingers body as a shield from any errant shots. Wolf is also going to use the Equalizer to pin the other gunslinger down so he can not move. Should the gunslinger be able to get the girl between Wolf and himself Wolf will again ricochet his short to avoid the girl.

Equalizer Knockdown Effect:
Human-sized beings who are shot must roll a 20 sided die to maintain their footing. This balance roll must equal or surpass the attacker's natural roll to strike. A successful save vs knockdown means the character feels like he's been kicked, but remains standing and suffers no penalties, except he loses initiative if he had it. A failed roll means the victim is knocked off his feet, and falls back onto the ground (1D4 feet), loses initiative (if he had it) and loses one melee attack/action! Even characters in M.D.C. body armor will be knocked down.
-1 APM, loss of init, knocked 1d4 feet to the ground.
Combat:

APM: 12
Init: 1d20+29: [19]+29 = 48

HF:12
Consumable Expenditures:
FF: 130/160
Fighting Spirit Talisman: 2/3
Equalizer Speedlaoders: 2/3
NE-6SL Speedloaders: 5/6

EP Crits


Action 1: Dual Pistol Shot (Ricochet); Right Equalizer Strike: EP Crit; Damage: 5d6: [4, 5, 4, 2, 3] = 18 X2 = 36 MD; Left NE-6SL Strike: EP Crit; Damage: 1d4*10: [2]*10 = 20 X2 = 40 MD
Action 2: Dual Pistol Shot; Right Equalizer Strike: EP Crit; Damage: 5d6: [2, 5, 5, 6, 4] = 22 X2 = 44 MD; Left NE-6SL Strike: 1d20+6: [20]+6 = 26 Nat 20!; Damage: 1d4*10: [4]*10 = 40 X2 = 80 MD
Action 3: Dual Pistol Shot; Right Equalizer Strike: EP Crit; Damage: 5d6: [3, 3, 2, 4, 6] = 18 X2 = 36 MD; Left NE-6SL Strike: 1d20+6: [16]+6 = 22 ; Damage: 1d4*10: [4]*10 = 40
Action 4: Dual Pistol Shot; Right Equalizer Strike: EP Crit; Damage: 5d6: [6, 6, 4, 2, 2] = 20 X2 = 40 MD; Left NE-6SL Strike: 1d20+6: [3]+6 = 9 ; Damage: 1d4*10: [3]*10 = 30
Action 5: Dual Pistol Shot; Right Equalizer Strike: 1d20+7: [20]+7 = 27 Nat 20!; Damage: 5d6: [4, 3, 2, 5, 3] = 17 X2 = 34 MD; Left NE-6SL Strike: 1d20+6: [14]+6 = 20 ; Damage: 1d4*10: [1]*10 = 10
Action 6: Dual Pistol Shot; Right Equalizer Strike: 1d20+7: [17]+7 = 24 ; Damage: 5d6: [2, 1, 1, 2, 3] = 9 ; Left NE-6SL Strike: 1d20+6: [7]+6 = 13 ; Damage: 1d4*10: [4]*10 = 40
Action 7: Reload Right Pistol: Speedloader
Action 8: Reload Left Pistol: Speedloader
Action 9: Dual Pistol Shot; Right Equalizer Strike: 1d20+7: [2]+7 = 9 ; Damage: 5d6: [6, 3, 3, 6, 5] = 23 ; Left NE-6SL Strike: 1d20+6: [6]+6 = 12 ; Damage: 1d4*10: [4]*10 = 40
Action 10: Dual Pistol Shot; Right Equalizer Strike: 1d20+7: [2]+7 = 9 ; Damage: 5d6: [6, 4, 6, 3, 6] = 25 ;Left NE-6SL Strike: 1d20+6: [2]+6 = 8 ; Damage: 1d4*10: [4]*10 = 40
Action 11: Dual Pistol Shot; Right Equalizer Strike: 1d20+7: [1]+7 = 8 ; Damage: 5d6: [3, 1, 1, 3, 5] = 13 ;Left NE-6SL Strike: 1d20+6: [8]+6 = 14 ; Damage: 1d4*10: [4]*10 = 40
Action 12: Dual Pistol Shot; Right Equalizer Strike: 1d20+7: [19]+7 = 26 Crit; Damage: 5d6: [5, 5, 1, 2, 5] = 18 x2 = 36 MD;Left NE-6SL Strike: 1d20+6: [4]+6 = 10 ; Damage: 1d4*10: [2]*10 = 20

Auto-Dodge: 1d20+13: [12]+13 = 25 ; 1d20+13: [20]+13 = 33 ; 1d20+13: [19]+13 = 32 ; 1d20+13: [6]+13 = 19 ; 1d20+13: [20]+13 = 33 ; 1d20+13: [10]+13 = 23 ; 1d20+13: [15]+13 = 28 ; 1d20+13: [9]+13 = 22 ; 1d20+13: [10]+13 = 23 ; 1d20+13: [13]+13 = 26 ; 1d20+13: [4]+13 = 17 ; 1d20+13: [17]+13 = 30


Contingencies:
-Should Wolf's FF go Down he will sacrifice an action to activate his talisman of Invincible armor.
-Should the NE fail to do damage after the armor has been penatrated Wolf will switch to his thundergun (1d6*10)
-Should Wolf be hit with mind controlling or physically disabling magic/psionics I will use one of the EP crits unclaimed from F&G rolls.
-Should Wolf defeat the Gunslinger he will transition to the rocket launcher guy or other available target.
Wolf Whitaker

Reputation-Based Horror Factor: 12
Weapons
NE-6SL 6/6
NE-6SL 6/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 0/6
Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
Legs: L 50/50 R 50/50
Main Body: 90/90
NE-F50: 160/160

Do not PM this Account. Please direct all PMs to Sum of All Fears
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Venenifer
Posts: 69
Joined: Thu Feb 06, 2020 10:09 am

Re: Up, Up and Away - A Good Bartender is hard to find!

Post by Venenifer »

Perception: 1d100: [40] = 40 /45%
JiC: 1d100: [45] = 45 / 1d20: [9] = 9

Conditions:
Natural Dragon: 11; with Frills extended: 13
| Nightvision (200ft) | See Invisible (at will, active) | Res to Fire/Cold (MD/Magic Fire/Plasma/Cold do 1/2) | Immune to paralysis | Bio-regen 1d4*10/m | Sense Ley Lines, Nexuses, Dragons within 20miles || Mind Block Auto [Actively turned on | Extended Presence Sense [80ft, 8 minutes] | Sixth Sense | Mind's Eye [300ft | 8min] | Invulnerability [200 MDC | 8min]

PPE: 90/136 left after this post
ISP: 108/152 left after this post

Skills:
Mind's Eye
Mind's Eye is a sensory power that instills the psychic with radar-like vision. This psionic radar allows the character to see the shape of everything around him. Even people or items concealed through magic (except Invisibility: Superior) can be seen with this radar vision. A psychic using this power suffers no penalties when blinded or in complete darkness. The psychic can sense and interpret the shape, distance, direction, speed, and location of everything around in all directions at an accuracy with several bonuses.
: 1d100: [37] = 37 /86%

Post:
Will wrote:"Most kills gets a 100K bonus! Take em down!"
Ven rolls her eyes and laughs but looks down the tunnel with rabid beasts and the closed tunnel from the explosion. Well, those two should be able to handle themselves. Ven resigns and turns her full attention to the vampires approaching. She's pleased to see Theros employing strategy in sending multiple wind blasts down the tunnel and follows suit with a magical net of her own meant to constrain any vampires that push through the gusts of wind.

Ven will not move in to engage and will rather let them come to her. "Vampires, the rabid exiles of the supernatural." Ven mutters in contempt as she holds her lightblade up, ready to parry and riposte.

Comba:
APM: 5
Initiative: 1d20+8: [16]+8 = 24
Parry: 1d20+7: [5]+7 = 12 | 1d20+7: [19]+7 = 26 | 1d20+7: [9]+7 = 16 | 1d20+7: [1]+7 = 8 | 1d20+7: [16]+7 = 23

A1: Magic Net Vamps able to stand Theros's Wind Rush.
A2: Slash at closest vamp. Strike: 1d20+2: [14]+2 = 16 | DMG: (1d4*10)+8: [4]*10 = 40
A3: Slash at closest vamp. Strike: 1d20+2: [12]+2 = 14 | DMG: (1d4*10)+8: [3]*10 = 30
A4: Slash at closest vamp. Strike: 1d20+2: [17]+2 = 19 | DMG: (1d4*10)+8: [1]*10 = 10
A5: Reserved for Dodge. 1d20+5: [2]+5 = 7
Venenifer, the Royal Frilled Dragon

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John Altfeld
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by John Altfeld »

Perception: 1d100: [24] = 24 / 76%
JIC: 1d100: [36] = 36 / 1d20: [4] = 4

CONDITIONS: John is at +35 feet, Pebbles, See Invisible, Radar, Immune to Possession, can't be touched by undead, can't be mind controlled by vampires, etc.

MDC: -365 (547 remaining at current size/status) APS MDC currently intact (starts going down at 408), Assorted Healing Factors Total 8 MDC per Hour (1 per 7.5 minutes).

After Wolf offers his challenge, John adds, "I'm not sure if you're vamps or not, but you could melt this whole room with that bang bang. How about everyone walks away other than our friends who want to shoot each other here?"

Invoke Trust/Intimidate: 1d100: [55] = 55 / 35%

Assuming the people with rocket launchers don't stand down, John uses his Landslide attack to envelope everyone on that side of the room except for Wolf's dueling partner. As per the power, if successful, this prevents them from moving and prevents even magical attacks, but not psychic. Or they all hit John. Who knows!

Initiative: 1d20+13: [19]+13 = 32

CONTINGENCIES: Once the attackers are immobilized (once hit, it's maintained, but requires John's actions moving forward), John will release the hostages and see if Wolf can get them some kind of protection. He continues to hold the attackers. If the attackers are vampires and mist out this round, he keeps the hostages inside himself and trusts that Wolf can handle them for a few seconds.

Action 1/2: Landslide Attack Strike: 1d20+10: [14]+10 = 24
Action 3/4: Landslide Attack Strike: 1d20+10: [9]+10 = 19
Action 5/6: Landslide Attack Strike: 1d20+10: [2]+10 = 12
Action 7/8: Landslide Attack Strike: 1d20+10: [17]+10 = 27
Action 9/10: Landslide Attack Strike: 1d20+10: [10]+10 = 20

Parries: 1d20+14: [7]+14 = 21 , 1d20+14: [13]+14 = 27 , 1d20+14: [14]+14 = 28 , 1d20+14: [13]+14 = 27 , 1d20+14: [2]+14 = 16 , 1d20+14: [13]+14 = 27 , 1d20+14: [5]+14 = 19 , 1d20+14: [14]+14 = 28
Dice rolls
1d20+10: [14]+10 = 24
1d20+10: [2]+10 = 12
1d20+10: [7]+10 = 17
1d20+10: [17]+10 = 27
1d20+10: [12]+10 = 22
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 900'
• See the invisible
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