Bad Luck, seems to happen in threes.

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Consumer
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Bad Luck, seems to happen in threes.

Post by Consumer »

Skyline Landing Pad 0114-0115

"Sir's we have an uninvited, likely hostile guests on the landing pad."

As to punctuate the message, energy discharges can be heard even through the building's walls. The team hustles quickly to gear up, and are almost ready to head out to deal with the problem when an explosion rocks the building. When the team gathers in the foyer, they find the security station empty and the auto defense guns actively tracking on the door.

GM Note to Players: The team is currently in the foyer, getting ready to head out of the building. And those with Sixth Sense may enjoy those bonuses.

Combat Round 1

The curse is now active.


Az Rael:
Scythe:
Pertinax:
Bryke:
Raz:
Mungo:
"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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Pertinax
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Re: Bad Luck, seems to happen in threes.

Post by Pertinax »

Perception (27%): 1d100: [75] = 75
JiC 1d20: [11] = 11 / 1d100: [67] = 67

Armor
Loksuit Power Armor - M.D.C. by location
  • Main Body - 115
    Head/Helmet - 50
    Arms - 50 each
    Legs - 60 each
N-F40A Heavy Force Field - 110/110 M.D.C. (Inactive)
Talisman of Armor of Ithan (Inactive)
Dreadmaster Mask
Combat Harness
Dreadmaster Pants
Dreadmaster Boots

Weapons
NE-RV07 Ripper Vibro Axe
Tarlok Ripper Pistol (30/30)
Tarlok Ripper Pistol (23/30)

Active Effects
Intuitive Combat -- (2:30/2:30) +3 initiative; +1 strike; +1 parry; +4 dodge; +4 pull punch; +2 roll with punch, fall, or impact; +2 disarm (-10 I.S.P.)

Combat Rolls
APM:7
Initiative 1d20+6: [4]+6 = 10
1. Bio-Manipulation - Paralysis - Duration 4d4 minutes: [3, 2, 4, 2] = 11
2. Bio-Manipulation - Paralysis - Duration 4d4 minutes: [3, 4, 1, 3] = 11
3. Bio-Manipulation - Paralysis - Duration 4d4 minutes: [4, 1, 2, 3] = 10
4. Fire Tarlok Ripper Pistol (right hand) strike 1d20+4: [1]+4 = 5 / damage 2d6 M.D.: [6, 4] = 10
Fire Tarlok Ripper Pistol (left hand) strike 1d20+4: [8]+4 = 12 / damage 2d6 M.D.: [5, 3] = 8
5. Fire Tarlok Ripper Pistol (right hand) strike 1d20+4: [4]+4 = 8 / damage 2d6 M.D.: [3, 2] = 5
Fire Tarlok Ripper Pistol (left hand) strike 1d20+4: [8]+4 = 12 / damage 2d6 M.D.: [1, 4] = 5
6. Fire Tarlok Ripper Pistol (right hand) strike 1d20+4: [1]+4 = 5 / damage 2d6 M.D.: [2, 2] = 4
Fire Tarlok Ripper Pistol (left hand) strike 1d20+4: [16]+4 = 20 / damage 2d6 M.D.: [4, 3] = 7
7. Fire Tarlok Ripper Pistol (right hand) strike 1d20+4: [3]+4 = 7 / damage 2d6 M.D.: [2, 4] = 6
Fire Tarlok Ripper Pistol (left hand) strike 1d20+4: [16]+4 = 20 / damage 2d6 M.D.: [6, 3] = 9

Contingencies
1. Activate Heavy Force Field
2. Keep shooting (if bio-manipulation is a moot point; right hand) strike 1d20+4: [16]+4 = 20 / damage 2d6 M.D.: [1, 5] = 6
Keep shooting (if bio-manipulation is a moot point; left hand) strike 1d20+4: [15]+4 = 19 / damage 2d6 M.D.: [6, 1] = 7
3. Keep shooting (if bio-manipulation is a moot point; right hand) strike 1d20+4: [16]+4 = 20 / damage 2d6 M.D.: [4, 2] = 6
Keep shooting (if bio-manipulation is a moot point; left hand) strike 1d20+4: [10]+4 = 14 / damage 2d6 M.D.: [4, 6] = 10
4. Keep shooting (if bio-manipulation is a moot point; right hand) strike 1d20+4: [4]+4 = 8 / damage 2d6 M.D.: [4, 2] = 6
Keep shooting (if bio-manipulation is a moot point; left hand) strike 1d20+4: [13]+4 = 17 / damage 2d6 M.D.: [6, 5] = 11
5. Dodge any heavy fire 1d20+8: [4]+8 = 12
6. Dodge any heavy fire 1d20+8: [14]+8 = 22
7. Dodge any heavy fire 1d20+8: [15]+8 = 23

Butcher's Bill (cumulative)
-40 I.S.P.


Naruni entertainment might be even more tasteless than the Splugorth imports Pertinax watched back on Vuulok. There's the same callous disregard for life and debasement of everyone involved, but it was for the sake of commercialism. Say what you will about the Splugorth, but they believed in cruelty for the sake of cruelty; they had principle. This was just crass. Pertinax is almost relieved at the sound of the alarm.

He puts on his Loksuit and holsters his two pistols and axe, ideal for close quarters. He eyes his new dart rifle; he will want at least one prisoner to interrogate. Collectively, the Rogues have so many enemies that it would be impossible to guess who is attacking their base or why. However, there are other ways to take one alive. Heading downstairs he will prepare for intuitive combat (-10 I.S.P.). Before the reach the ground floor he says, "The entrance is a choke point, ideal for ambushing intruders. We should split up between the stairwell and the conference room."

If the others agree to this plan, Pertinax will opt for the conference room, which he believes to be the more dangerous position since it has no exit. He will take cover behind the table and take aim of anyone approaching. However, instead of shooting he will cast bio-manipulation (-10 I.S.P.), paralyzing his prey. He will do this up to three times, either on different targets or the same one if they manage to resist twice. After that (or if the intruders are robots), he will resort to violence and start shooting his ripper pistols at anyone else that approaches.

If the intruders notice Pertinax and open fire he will active his Heavy Force Field and do his best to dodge the gunfire.
Pertinax
M.D.C.: 348/348
P.P.E.: 11/11
I.S.P.: 120/120
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Mungo
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Re: Bad Luck, seems to happen in threes.

Post by Mungo »

JiC 1d20: [5] = 5
JiC 1d100: [96] = 96
Perception vs 24% 1d100: [87] = 87
Conditions
P.P.E.: 89/99
M.D.C.: 26/26
Mage Armor M.D.C.: 90/90
Armor of Ithan: 60/60 M.D.C. 6 minutes remaining

Octoman Mage Armor, Enhanced
M.D.C. by Location:
Helm: 50
Arms: 25 each
Legs: 45 each
Main Body: 90
Weight: 22 lbs.
Modifiers: -5% to physical skills
Features:
TW Feature: Armor of Ithan, 60 M.D.C., 6 minutes, 10 P.P.E.
Combat: 7 actions per melee round
Initiative: 1d20+3: [3]+3 = 6
Action 1: fire single round from paired NE-6SL Revolvers 1d20+2: [10]+2 = 12 Damage: 2d4*10: [1, 3]*10 = 40 M.D.
Action 2: fire single round from paired NE-6SL Revolvers 1d20+2: [12]+2 = 14 Damage: 2d4*10: [1, 2]*10 = 30 M.D.
Action 3: fire single round from paired NE-6SL Revolvers 1d20+2: [3]+2 = 5 Damage: 2d4*10: [3, 1]*10 = 40 M.D.
Action 4: fire single round from paired NE-6SL Revolvers 1d20+2: [4]+2 = 6 Damage: 2d4*10: [1, 1]*10 = 20 M.D.
Action 5: fire single round from paired NE-6SL Revolvers 1d20+2: [2]+2 = 4 Damage: 2d4*10: [2, 1]*10 = 30 M.D.
Action 6: Reserved for dodge 1d20: [1] = 1
Action 7: Reserved for dodge 1d20: [2] = 2

If needed he'll sacrifice an action to reactivate Armor of Ithan if it is reduced to zero.

Narrative:
Mungo arrives in the foyer with the others. He takes a moment to check his gear is in place once again, all the while eyeing the door way. "So I take it no one ordered any pizza? flowers? strip-o-gram? No? Okay. Looks like we've got our own pirates to deal with. I hope they are as laughable as those bozos trying to gank Tillin!" He laughs mentioning the show they'd been watching. It had been a wonderful few days hanging out with his new crew. I wonder if it's Staphra. Maybe they've found me already? Then the building rocks with an explosion. No, not Staphra. They aren't the excessive use of explosives type. More the up close and personal types. he thinks to himself.
Pertinax wrote: Tue Feb 09, 2021 10:03 pm"The entrance is a choke point, ideal for ambushing intruders. We should split up between the stairwell and the conference room."
Mungo looks at the stairwell, the conference room and then the door. "Yes. A solid plan, we should do that. Whoever is in the stairwell should watch our asses. That explosion may have been to create a bolt hole else where in the building." He then takes up a firing position where directed and activates his Armor of Ithan. He draws a pair of pistols and gets ready to go to work. I am excited! I get to see how my guys fight. Oh goodie! The prospect of seeing how his new teams fares is something for Mungo to look forward to.

He shoots intruders as they enter until they seem to not be a threat then he'll change targets. He chooses to use a pair of pistols rather than a pair of pairs because well, with the rest of the team that would be a tad excessive! Nothing fancy, just good old fashion plasma in the air!

Contingency
If no one enters Mungo with carefully slither to the security desk. "I'm going to try to see what I can see through the outdoor cameras." I hope the security staff gave me the permission protocols to do this... He tries to access the outside cameras to see what is going on.
Computer Operation vs 69% 1d100: [84] = 84
Last edited by Mungo on Fri Feb 12, 2021 10:47 am, edited 1 time in total.
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Az Rael
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Re: Bad Luck, seems to happen in threes.

Post by Az Rael »

Perception: 1d100: [51] = 51 +15% in darkness or while in a shadow, +5% When dealing with Vampires or the Undead, +5% when pertaining to ambush, backstabbing or shadow magic
JIC: 1d20: [12] = 12 and 1d100: [73] = 73

Combat

Intiative: 1d20+6: [1]+6 = 7
Actions: 6
Action 1-2: Give general direction, Cast Shade Armor (-10 PPE, +72 MDC)
Action 3: Continue direction, ready Hi-80 Laser rifle
Action 4: Fire Hi-80 (3rd burst), Strike: 1d20+10: [13]+10 = 23 , Damage: 2d4*10+10: [2, 3]*10+10 = 60
Action 5: Fire Hi-80 (3rd burst), Strike: 1d20+10: [11]+10 = 21 , Damage: 2d4*10+10: [4, 2]*10+10 = 70
Action 6: Fire Hi-80 (3rd burst), Strike: 1d20+10: [9]+10 = 19 , Damage: 2d4*10+10: [2, 2]*10+10 = 50

Auto Dodge: 1d20+4: [14]+4 = 18 , 1d20+4: [8]+4 = 12 , 1d20+4: [17]+4 = 21 , 1d20+4: [18]+4 = 22 , 1d20+4: [2]+4 = 6 , 1d20+4: [3]+4 = 7 ,

If Az Rael take overwhelming fire he will move to a more defensive posture and dodge.
Contingency Dodge: 1d20+9: [17]+9 = 26 , 1d20+9: [20]+9 = 29 , 1d20+9: [18]+9 = 27

Post
Pertinax wrote: Tue Feb 09, 2021 10:03 pm"The entrance is a choke point, ideal for ambushing intruders. We should split up between the stairwell and the conference room."
Az Real enters the Foyer anoyed the guard is gone, Dammit, what now? He assess the situation when Pertinax offers the suggestion of setting up a kill box. He quickly considers it, "Yes, that's the plan." Without much more consideration he adds, "I'm gonna man the hallway, you stay out of site. I'll draw them towards the hallway and hopefully this will allow you to flank them from the side."

Az Rael looks around quickly at the team, "Mungo, Scythe and me in the hallway, everyone else in the conference room, stay out of site till we get them passed you then attack from behind."

Az Rael quickly setup up in the door way just inside the hallway using the wall as partial cover. He quickly cast Shadow armor for added protection. Once in position he takes aim at the door and fires at whoever or whatever enters. As the combatants enter the room he will slowly back into the hallway continuing fire in an attempt to draw them deeper into the foyer.
P.P.E.: 65 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 52%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic
BA-26 EBA armor M.D.C: 90 / 90

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael
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Bryke
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Re: Bad Luck, seems to happen in threes.

Post by Bryke »

Perception: 34% 1d100
JiC d20/d100: 1d20/ 1d100

Conditions:
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 intelligences and entities. Range: One mile (1.6) or line of sight, whichever is less.
Doesn't breathe air and is immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and has eagle-like normal vision.
Sixth Sense
HF 10

Combat:
6 actions
Initiative: 1d20+4
Parry 1d20+6, Parry 1d20+6

Action 1: “Eyes open Rogues, this could be a diversion.” Bryke says over their radio.
Action 2: Bryke uses Phase Ability D-Shift Ghost [50 isp, 6min, spd reduced to 4]
Action 3: Will move straight up out of the building, and above the roof.
Action 4: Will observe who is firing upon them, and pan 360 degrees.
Action 5: Will observe who is firing upon them, and pan 360 degrees.
Action 6: Will observe who is firing upon them, and pan 360 degrees.

Contingencies:
Bryke will only try to parry any attacks so that he can get D-Shift Ghost off.

If someone/something is trying to break in through the roof or else where “unseen” Bryke will follow in ghost form, by going down levels and making sure to try and keep sight of them.

If no one or nothing is trying to flank the group or sneak up on them some how Bryke will move to behind the attackers in ghost form and observe.

Who is this knocking at our door so early in the day- they must want hot-twisty-sphincter-shiv's for breakfast.

Hahahaha.” Bryke laughs at its own joke while ghosting. Having little doubt that The Promethean is most likely the funniest promethean alive.
Dice rolls
[roll=1]1d100[/roll]: [77] = 77
[roll=2]1d20[/roll]: [17] = 17
[roll=3]1d100[/roll]: [18] = 18
[roll=2]1d20+4[/roll]: [16]+4 = 20
[roll=2]1d20+6[/roll]: [13]+6 = 19
[roll=2]1d20+6[/roll]: [2]+6 = 8
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| 83%
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: 125/125
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:

Call Names/Nicknames:
Bryke, Wraith
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Raz I'Syul Arro
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Re: Bad Luck, seems to happen in threes.

Post by Raz I'Syul Arro »

Perception: 1d100: [76] = 76 /40%
JIC: 1d20: [4] = 4 ; 1d100: [90] = 90

Active Effects:
  • Sixth Sense
  • Horror Factor: 11
  • Keen Sense of Smell and Sharp Color vision
  • NE-CW20 Camouflage Variable Armor: +5% to prowl skill; -70% to electronic perception/detection rolls; Masks IR and Thermal Emissions

Raz jolts into action as the messages comes down about the intruders, Loos like the pirate show will have to wait. Time to give our guests a warm welcome. Raz feels the explosion reverberate through the building. Hun. Raz takes a moment to see if he can get a gauge on what made the explosion. As soon as his gear is on Raz activates his force field.
Demolitions-- 1d100: [2] = 2 /100% (See what he knows about the explosive device based on the feeling of the explosion)


After donning his gear Raz moves to the foyer while molding some explosives in his hands. "I'm going to leave a little surprise for our new friends." Raz molds the Two pounds of K-Hex into the corners of the floor on either side of the entry door. Using the corners will turn the explosives into a modified shape charge. Raz also stuffs some of his left over MDC ball bearings on the explosives as well to give it an added kick. Raz sets the detonator and moves back to hold position with Pert. Raz holds position until the hostiles appear. Once they do Raz will detonate the explosives around them. Raz will then begin shooting with his rifle at any who are still alive.

Combat:

APM: 8
Init: 1d20+7: [12]+7 = 19

Action 1: Place explosives, Demolitions-- 1d100: [54] = 54 /100% (Shape Explosives)
Action 2: Place explosives, Demolitions-- 1d100: [33] = 33 /100% (Shape Explosives)
Action 3: Move to Pert's location.
Action 4: Detonate explosives if targets appear. Damage: 2d6*10: [6, 4]*10 = 100 (Raz will continue to hold until targets appear) Base damage is 1d6*10 to 20 foot area the roll is for both detonations as they are linked.
Action 5: After detonation; NE-11 Strike on hostile target: 1d20+2: [16]+2 = 18 ; Damage: 1d4*10: [1]*10 = 10 MD
Action 6: After detonation; NE-11 Strike on hostile target: 1d20+2: [20]+2 = 22 Nat 20!!; Damage: 1d4*10: [1]*10 = 10 x2 = 20 MD
Action 7: After detonation; NE-11 Strike on hostile target: 1d20+2: [8]+2 = 10 ; Damage: 1d4*10: [1]*10 = 10 MD
Action 8: After detonation; NE-11 Strike on hostile target: 1d20+2: [11]+2 = 13 ; Damage: 1d4*10: [4]*10 = 40 MD

If a hostile makes it into melee range of Raz, Actions 5 through 8 will be the following:

Action 5: After detonation; HtH body Flip/Throw Strike: 1d20+5: [11]+5 = 16 ; Damage: 1d6*10: [3]*10 = 30 MD (Target Loses 1 APM)
Action 6: HtH body Flip/Throw Strike: 1d20+5: [18]+5 = 23 Crit!!; Damage: 1d6*10: [5]*10 = 50 x2 = 100 MD (Target Loses 1 APM)
Action 7: HtH body Flip/Throw Strike: 1d20+5: [12]+5 = 17 ; Damage: 1d6*10: [2]*10 = 20 MD (Target Loses 1 APM)
Action 8: HtH body Flip/Throw Strike: 1d20+5: [1]+5 = 6 ; Damage: 1d6*10: [2]*10 = 20 MD (Target Loses 1 APM)

Auto-Dodge (For Ranged Attacks): 1d20+4: [1]+4 = 5 ; 1d20+4: [14]+4 = 18 ; 1d20+4: [2]+4 = 6 ; 1d20+4: [6]+4 = 10 ; 1d20+4: [17]+4 = 21 ; 1d20+4: [2]+4 = 6 ; 1d20+4: [16]+4 = 20 ; 1d20+4: [17]+4 = 21

Auto-Flip/Throw (Used in place of parry): 1d20+5: [8]+5 = 13 /Damage: 1d6*10: [4]*10 = 40 MD;
1d20+5: [16]+5 = 21 /Damage: 1d6*10: [4]*10 = 40 MD;
1d20+5: [10]+5 = 15 /Damage: 1d6*10: [6]*10 = 60 MD;
1d20+5: [17]+5 = 22 /Damage: 1d6*10: [2]*10 = 20 MD;
1d20+5: [14]+5 = 19 /Damage: 1d6*10: [1]*10 = 10 MD;
1d20+5: [7]+5 = 12 /Damage: 1d6*10: [1]*10 = 10 MD;
1d20+5: [1]+5 = 6 /Damage: 1d6*10: [4]*10 = 40 MD;
1d20+5: [13]+5 = 18 /Damage: 1d6*10: [1]*10 = 10 MD

Contingencies:
- If Raz's FF goes down he will use an action to activate the AOI from the talisman.
Raz I'Syul Arro

Sixth Sense
Horror Factor: 11
I.S.P.: 39/47
M.D.C.: 204/204
Half Damage from M.D. Fire and energy attacks (Including magical)

Armor
NE-CW20 Camouflage Variable Armor
M.D.C. by Location:
  • Helmet: 40/40
  • Arms: L: 20/20 R: 20/20
  • Legs: L: 30/30 R: 30/30
  • Main Body: 80/80
N-F20A Medium Force Field--OFF
M.D.C. by Location:
  • Force Field: 75/75
Weapons
NE-11 Slim-Line Plasma Cartridge Rifle 17/20 (NE-003PC)

Crystal Paralyzer 20/20
Do not PM this Account. Please direct all PMs to Sum of All Fears
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Scythe
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Re: Bad Luck, seems to happen in threes.

Post by Scythe »

Perception: 1d100: [47] = 47 / 41%
JiC: 1d20: [10] = 10 / 1d100: [55] = 55

Conditions: Automatically Sense Active Rifts and dimensional disturbances [750 miles] | Automatically Sense Magic in Use [500 ft] |
ISP:2 +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
|
ISP: 10
Bonuses: +3 on initiative, + 1 to strike, +1 to parry, +4 to dodge, +4 to pull punch, +2 to roll with punch, fall or impact, and +2 to disarm.
• Cannot be caught by surprise, even by attacks fr om behind or from long-range, which means he can try to parry or dodge all attacks leveled at him.
• + 10% to abilities (balance, etc.) provided by the Acrobatics and/or Gymnastic skills, as well as + 10% to Climb and Swim skills.
|
Range: 200 feet (6 1 m).
Duration: One minute (4 melee rounds) per each level of experience.
Saving Throw: None.
P.P.E.: Four
The character can see Astral beings, entities, Elementals, ghosts, objects, forces and creatures that can turn
invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the
vaporous image or energy sphere that is the being.


Skills:
Detect Ambush: 1d100: [55] = 55 / 63% (Alternative routes an enemy could use to enter.)
Prowl: 1d100: [23] = 23 / 53% (Move softly, be less of a target)

Combat:

APM: 7
Initiative: 1d20+13: [2]+13 = 15
Parries: 1d20+8: [19]+8 = 27 | 1d20+8: [10]+8 = 18 | 1d20+8: [14]+8 = 22 | 1d20+8: [13]+8 = 21 | 1d20+8: [2]+8 = 10 | 1d20+8: [16]+8 = 24 | 1d20+8: [14]+8 = 22

A1: Activate Suit's Armor of Ithan [100MDC | 10min]
A2: Cast See the Invisible [4 PPE]
A3: Cast
Range: 60 feet (18.3 m).
Duration: Two melees (30 seconds) per level of the spell caster.
Saving Throw: Dodge of 16 or higher.
P.P.E.: Seven
This spell creates a net composed of magic fibers and can snare up to 1 -6 human-sized victims within a 10 foot (3
m) area. Normal weapons can not cut through the net; only Mega-Damage weapons, magic weapons, and magic
can affect this net. Even then, it requires a full two melee rounds to cut or blast out (a Dispel Magic Barriers will
dispel it instantly). Anyone caught in the Magic Net is helpless and unable to attack or defend. The spell caster can
cancel the net at any time.
to ensnare those entering.
A4: Cast
Range: 60 feet (18.3 m).
Duration: Two melees (30 seconds) per level of the spell caster.
Saving Throw: Dodge of 16 or higher.
P.P.E.: Seven
This spell creates a net composed of magic fibers and can snare up to 1 -6 human-sized victims within a 10 foot (3
m) area. Normal weapons can not cut through the net; only Mega-Damage weapons, magic weapons, and magic
can affect this net. Even then, it requires a full two melee rounds to cut or blast out (a Dispel Magic Barriers will
dispel it instantly). Anyone caught in the Magic Net is helpless and unable to attack or defend. The spell caster can
cancel the net at any time.
again to ensnare those entering incase any of them dodged it.
A5: Cast
Range: 1 00 feet (30.5 m) plus 5 feet (1.5 m) per level of experience.
Duration: Instant.
Damage: 4D6 M.D.
Saving Throw: Dodge.
P.P.E.: Seven
The spell caster creates and directs a bolt of M.D. fire that is +4 to strike. Damage is normally 4D6 M.D., or I D6xl0
S.D.C. (the mage can pick which).
at incoming enemy. Strike: 1d20+4: [9]+4 = 13 | DMG: 4d6: [2, 1, 3, 2] = 8 MDC
A6: Cast
Range: 1 00 feet (30.5 m) plus 5 feet (1.5 m) per level of experience.
Duration: Instant.
Damage: 4D6 M.D.
Saving Throw: Dodge.
P.P.E.: Seven
The spell caster creates and directs a bolt of M.D. fire that is +4 to strike. Damage is normally 4D6 M.D., or I D6xl0
S.D.C. (the mage can pick which).
at incoming enemy. Strike: 1d20+4: [3]+4 = 7 | DMG: 4d6: [2, 2, 3, 6] = 13 MDC
A7: Cast
Range: 1 00 feet (30.5 m) plus 5 feet (1.5 m) per level of experience.
Duration: Instant.
Damage: 4D6 M.D.
Saving Throw: Dodge.
P.P.E.: Seven
The spell caster creates and directs a bolt of M.D. fire that is +4 to strike. Damage is normally 4D6 M.D., or I D6xl0
S.D.C. (the mage can pick which).
at incoming enemy. Strike: 1d20+4: [3]+4 = 7 | DMG: 4d6: [3, 6, 4, 4] = 17 MDC

Post:
Security wrote:"Sir's we have an uninvited, likely hostile guests on the landing pad."
As soon as Scythe feels the mental ping of his danger sense, he furrows his brow and scowls, growls slightly to himself and lowering the visor on his armor. That weird pirate show was just getting to the good point.

Taking a moment, he readies himself for combat (Intuitive Combat, 10ISP) and mentally connects with Tessa. Uninvited guests. He silently says as he moves out of his room and to the foyer. The mage nods in agreement to Pertinax at his assessment. "Agreed, use those talismans." Scythe states to Az and the others, then follows Az into the Hallway, ready to engage and casting a few prep spells.
“It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories, instead of theories to suit facts.”

Please Do Not PM This Account, PM Underguard Instead

Scythe | EP Ledger | Other PCs: Culter (CS 40-4th) | Ronan Deshe (Spook Squad) | Kianra'Dea (Atlantis)
Active Stats, Conditions and Equipment
Active Stats:
P.P.E.: 223/223 || I.S.P.: 42/42| M.D.C.: 97/97
Current Active Conditions: Horror Factor 10 || Fire/Cold 1/2 DMG || Regenerates 1d6*5 M.D.C. /minute || Sixth Sense (2) || Sense Magic in Use (400/ft) | Automatically Sense Rifts (700 miles)

Active Equipment:
Warlock Combat Armor W-F1 Model || M.D.C. by location; W-F1 Armor of Ithan: 100/100 | Shoulder(L): 100/100 \/ Shoulder(R): 100/100 | Arm(L): 120/120 \/ Arm(R): 120/120 | Leg(L): 150/150 \/ Leg(R): 150/150| Head: 80/80 | Head Armor of Ithan: 50/50| MB: 320/320
Light Concealed LLW Armor (under W-F1) || M.D.C. by location; MB: 40/40 | Arm(L):15/15 \/ Arm(R): 15/15 | Leg(L):25/25\/ Leg(R): 25/25
Altess Eviscerator (Patron) || M.D.C. 500/500 | Regenerates 2d6 M.D.C./hour | Melee DMG: 6d6 M.D.C. | Electrical Discharge; Range: Touch or up too 200', DMG: 4d6, Payload: 4 (Regenerates 4 every hour)
Phase Beamer || Range: 400', DMG 3d6 or 4d6. || Does S.D.C. to S.D.C. and M.D.C. to M.D.C. and Force fields. Does not damage armor.

Saving Throw Bonuses
Coma/Death: 24%
Magic (varies): +3 (+1 @ 6, 8, 11, 14)
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +1
Psionics (varies): +2
Horror Factor (varies): +4 (+1 @ 8, 12)
Illusions (varies): +2
Mind Control (varies): +2
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Consumer
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Re: Bad Luck, seems to happen in threes.

Post by Consumer »

Callers Come Knocking
Skyline Landing Pad 0114-0115

Raz: Demolitions (See what he knows about the explosive device based on the feeling of the explosion): Not one hundred percent certain, but it likely was a high energy detonation striking the building.
Mungo: Computer Operation (To use Security Station): See post.
Scythe: Detect Ambush (Alternative routes an enemy could use to enter.): As far as physical entrances, it's either the security checkpoint, or the garage door. Though with the myriad of powers in existence in the megaverse, all places are a potential entrance to those with the right powers.
Prowl (Move softly, be less of a target): Time will tell if the skill worked.


The team works out a plan, several powers are activated while Raz places explosives at the door. Bryke turns into a ghost and heads straight up outside the building. The group at large finds positions to set an ambush for their would be attackers. Twice more the building shakes as its hit with some manner of explosive force. Mungo risks checking the Security feed, lucky for him the screen currently up is a camera view of the landing pad. By this point Bryke has finally cleared the building (Speed of 4 while in this form (so 10' an action) ~Consumer)

On the landing pad, forty to fifty feet away from the building are two monstrous looking creatures, each are approximately ten feet tall, and vaguely Khreegor shaped, where the resemblance ends is the masses of organic armor, and bio-weaponry fused to their screaming forms. Both Mungo and Bryke get a chance to witness one of them firing some manner of energy blast at the upper corner of the building. By either's guess they seem very content at taking pot shots at the building.

You don't notice anything odd on the roof, figured I add that info for you since you asked.


Az Rael: -10 P.P.E., Shade Armor (75/75 M.D.C.; 5:45 Remaining).
Scythe: -10 I.S.P., -4 P.P.E., Armor of Ithan (100/100 M.D.C.; 9:45 remaining), See the Invisible (4:45 remaining), Intuitive Combat (2:15 remaining).
Pertinax: -10 I.S.P., Intuitive Combat (2:15 Remaining).
Bryke: -50 I.S.P., D-Ghost (10'/action; 5:45 Remaining).
Raz: -2 K-hex cubes.
Mungo:


What are your intentions? Combat round two!
"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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Az Rael
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Re: Bad Luck, seems to happen in threes.

Post by Az Rael »

Perception: 1d100: [80] = 80 +15% in darkness or while in a shadow, +5% When dealing with Vampires or the Undead, +5% when pertaining to ambush, backstabbing or shadow magic
JIC: 1d20: [20] = 20 and 1d100: [37] = 37

Combat

Intiative: 1d20+6: [2]+6 = 8
Actions: 6
Action 1-2: Move to door, open it from cover.
Action 3: Call out to uninvited guests.
Action 4-6: Discuss options with team.


Auto Dodge: 1d20+4: [20]+4 = 24 , 1d20+4: [12]+4 = 16 , 1d20+4: [4]+4 = 8 , 1d20+4: [3]+4 = 7 , 1d20+4: [20]+4 = 24 , 1d20+4: [14]+4 = 18 ,

If Az Rael take overwhelming fire he will move to a more defensive posture and dodge.
Contingency Dodge: 1d20+9: [11]+9 = 20 , 1d20+9: [16]+9 = 25 , 1d20+9: [17]+9 = 26 , 1d20+9: [5]+9 = 14 , 1d20+9: [13]+9 = 22 , 1d20+9: [20]+9 = 29

Post

Az Rael waits, heart pounding. 1 second, 2 seconds, 3 seconds. In the span of 10 seconds it feels like an eternity has passed. His breath held while he trains his rifle on the front door waiting for the guests to arrive. Are they coming, he wonders as it starts to dawn on him they may not be trying to enter. When the building takes another hit he is finally convinced.

"Seems our guest want us to come out and say hi." That's not happening. Az Rael considers their situation for a moment, we don't even know why they are here. Az Rael makes his way to the front door. From the side he opens the door staying behind cover. He calls out to their new friends, "Good morning fellas! Is there anything we can help you with?" Then turns quickly to the team, "thoughts? Our only other way out is the garage door. If we open that up they may come in. We need to figure out a way to distract them and maybe get a flanking position on them. Scythe, can you teleport some of us into a flanking position. When they turn, the others can take up a firing position from here. Catch them in a crossfire?"
P.P.E.: 65 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 52%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic
BA-26 EBA armor M.D.C: 90 / 90

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael
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Mungo
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Re: Bad Luck, seems to happen in threes.

Post by Mungo »

JiC: 1d20: [1] = 1
JiC: 1d100: [66] = 66
Perception vs 24%: 1d100: [59] = 59
Conditions
P.P.E.: 89/99
M.D.C.: 26/26
Mage Armor M.D.C.: 90/90
Armor of Ithan: 60/60 M.D.C. 5.75 minutes remaining, activated before the first round.

Octoman Mage Armor, Enhanced
M.D.C. by Location:
Helm: 50
Arms: 25 each
Legs: 45 each
Main Body: 90
Weight: 22 lbs.
Modifiers: -5% to physical skills
Features:
TW Feature: Armor of Ithan, 60 M.D.C., 6 minutes, 10 P.P.E.
Combat: 7 APM
Initiative: 1d20+3: [20]+3 = 23
Action 1: Speak to Alex / team
Action 2: fire single round from paired NE-6SL Revolvers 1d20+2: [6]+2 = 8 Damage: 2d4*10: [1, 4]*10 = 50 M.D.
Action 3: fire single round from paired NE-6SL Revolvers 1d20+2: [12]+2 = 14 Damage: 2d4*10: [4, 1]*10 = 50 M.D.
Action 4: fire single round from paired NE-6SL Revolvers 1d20+2: [11]+2 = 13 Damage: 2d4*10: [4, 4]*10 = 80 M.D.
Action 5: fire single round from paired NE-6SL Revolvers 1d20+2: [19]+2 = 21 Damage: 2d4*10: [2, 4]*10 = 60 M.D.
Action 6: Reserved for dodge 1d20: [1] = 1
Action 7: Reserved for dodge 1d20: [11] = 11

Narrative:

Mungo frowns as he gets the cameras working. Oh my... what the fudge are they? "My word! Chaps, it seems we have a pair of Kreeghor look-a-like screaming fools, covered in organic armor, flinging energy blasts at the building. Rather like a pair of monkeys shitting into their own hands, who then biff their own shit at passers-by. Screaming incoherently all the while. All rather funny until you get monkey shit on your clothes. I say we kill them."
Az Rael wrote: Tue Feb 16, 2021 8:27 am"Good morning fellas! Is there anything we can help you with?"
Mungo watches Alex open the door and call out to their rabid guests. "Watch out! I suspect those blasts they are launching are serious business! Anyway, what's the plan?" Mungo will follow his roll the plan,which hopefully will involve him shooting his revolvers.
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Pertinax
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Posts: 83
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Re: Bad Luck, seems to happen in threes.

Post by Pertinax »

Perception (27%) 1d100: [90] = 90
JiC 1d20: [19] = 19 / 1d100: [57] = 57

Armor
Loksuit Power Armor - M.D.C. by location
  • Main Body - 115
    Head/Helmet - 50
    Arms - 50 each
    Legs - 60 each
N-F40A Heavy Force Field - 110/110 M.D.C. (Inactive)
Talisman of Armor of Ithan (Inactive)
Dreadmaster Mask
Combat Harness
Dreadmaster Pants
Dreadmaster Boots

Weapons
NE-RV07 Ripper Vibro Axe
Tarlok Ripper Pistol (30/30)
Tarlok Ripper Pistol (30/30)

Active Effects
Intuitive Combat -- (2:15/2:30) +3 initiative; +1 strike; +1 parry; +4 dodge; +4 pull punch; +2 roll with punch, fall, or impact; +2 disarm

Combat Rolls
APM: 7
Initiative:
1. Empathic Transmission - Peacefulness 2d6: [1, 2] = 3 minutes - Target nearest visitor
2. Empathic Transmission - Peacefulness 2d6: [3, 4] = 7 minutes - Cast again if first attempt fails
3. Empathic Transmission - Peacefulness 2d6: [5, 2] = 7 minutes -Target second Kreeghor
4. Empathic Transmission - Peacefulness 2d6: [1, 2] = 3 minutes - Cast again if first attempt fails
5. Bio-Manipulation - Paralysis 4d6: [6, 6, 2, 6] = 20 minutes - Target nearest visitor
6. Bio-Manipulation - Paralysis 4d6: [5, 1, 3, 5] = 14 minutes - Cast again if first attempt fails
7. Bio-Manipulation - Paralysis 4d6: [1, 4, 5, 2] = 12 minutes -Target second Kreeghor
Contingencies
8. Bio-Manipulation - Paralysis 4d6: [3, 5, 5, 3] = 16 minutes - just in cast Pertinax resorts to this early and needs to cast it four times (I'd hope not)
9. Fire Tarlok Ripper Pistol - strike 1d20+4: [16]+4 = 20 / damage 2d6: [2, 4] = 6 M.D. (If Pert casts empathic transmission once, and bio-manipulation four times, he will have time for three shots max, so I'm budgeting for that)
10. Fire Tarlok Ripper Pistol - strike 1d20+4: [1]+4 = 5 / damage 2d6: [3, 1] = 4 M.D.
11. Fire Tarlok Ripper Pistol - strike 1d20+4: [15]+4 = 19 / damage 2d6: [1, 1] = 2 M.D.

Butcher's Bill (cumulative)
-10 I.S.P.
(so far, I'm not guessing what he casts this round)

Pertinax waits in the conference room for the intruders to attack. The time had come for one of them, any of them really since they all had numerous personal enemies, to face their demons (maybe literal in some cases, Scythe looks like he has made some dangerous deals). It did not matter who, an attack on the Rogue's base was an attack on all of them. This made Pertinax feel more optimistic about his current team. Maybe he could establish a greater degree of trust with non-Tarlok. Much as he was loathed it, this pact would be bound in the blood of their enemies.

He aims his pistol at the door and waits to either paralyze or gun down whoever enters, and then nothing happens. After a moment, Mungo provides an accurate description of the visitors. Pertinax goes to the door alongside Alex. He waits just by the frame in case he needs to take cover. Ignoring Alex's questions he watches how the presumed Kreeghor react.

If the two guests ignore Alex or continue shooting at the building, Pertinax will cast empathic transmission on the two. The goal is to get them to feel peacefulness. He will not attempt it more than twice on either of them. If they resist the empathic transmissions, or if they become overtly hostile (charge at the door or shoot directly at the Rogues), he will cast bio-manipulation on both to paralyze them. Just like empathic transmission, Pertinax will not attempt this move more than twice on either TGEntleman caller. If they are resistant to psionics and attack the Rogues, he will take cover and fire his pistol at the nearest threat.

Of course, if the two biological homunculi put down their guns and talk, Pertinax will not attack, and instead listen. If they issue an immediate threat, see above. However if they prove reasonable Pertinax will be willing to resolve this peacefully.
Pertinax
M.D.C.: 348/348
P.P.E.: 11/11
I.S.P.: 120/120
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Raz I'Syul Arro
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Re: Bad Luck, seems to happen in threes.

Post by Raz I'Syul Arro »

Perception: 1d100: [47] = 47 /40%
JIC: 1d20: [7] = 7 ; 1d100: [98] = 98

Active Effects:
  • Sixth Sense
  • Horror Factor: 11
  • Keen Sense of Smell and Sharp Color vision
  • NE-CW20 Camouflage Variable Armor: +5% to prowl skill; -70% to electronic perception/detection rolls; Masks IR and Thermal Emissions

Raz is slightly disappointed in the enemy as they seem content to fire at the building from the outside. It is defiantly a lure. But not going to be able to much if they bring the building down on us. Seems a good time to spring the trap. Raz Key's his radio, "Can anyone teleport me above their position? If you can I can get the drop on them while the rest of us engage from range. If not then I can mask the door with smoke to keep us covered enough to get into the open." Seeing everyone else Raz shakes his head as he moves to the doorway. We need to be decisive. After tossing a frag Raz key's his radio once more, "Give me cover. I shall spring this trap."

Combat:

APM: 8
Init: 1d20+1: [7]+1 = 8

Action 1 - 3: Think and Talk over the radio
Action 4: Move to doorway without exposing himself to the enemy.
Action 5: Drop smoke at the door.
Action 6: Toss frag grenade at the enemy; Strike: 1d20+3: [10]+3 = 13 ; Damage: 6d6: [4, 1, 4, 6, 5, 6] = 26 MD 12' AOE
Action 7: Radio call.
Action 8: Toss frag grenade at the enemy; Strike: 1d20+3: [9]+3 = 12 ; Damage: 6d6: [1, 1, 3, 2, 5, 2] = 14 MD 12' AOE

Auto-Dodge: 1d20+4: [7]+4 = 11 ; 1d20+4: [1]+4 = 5 ; 1d20+4: [8]+4 = 12 ; 1d20+4: [8]+4 = 12 ; 1d20+4: [16]+4 = 20 ; 1d20+4: [19]+4 = 23 ; 1d20+4: [12]+4 = 16 ; 1d20+4: [2]+4 = 6

Auto-Flip/Throw:
1d20+5: [10]+5 = 15 ; Damage: 1d6*10: [1]*10 = 10 MD
1d20+5: [15]+5 = 20 ; Damage: 1d6*10: [4]*10 = 40 MD
1d20+5: [10]+5 = 15 ; Damage: 1d6*10: [3]*10 = 30 MD
1d20+5: [5]+5 = 10 ; Damage: 1d6*10: [3]*10 = 30 MD
1d20+5: [4]+5 = 9 ; Damage: 1d6*10: [1]*10 = 10 MD
1d20+5: [11]+5 = 16 ; Damage: 1d6*10: [6]*10 = 60 MD
1d20+5: [5]+5 = 10 ; Damage: 1d6*10: [4]*10 = 40 MD

-If Raz's FF goes down he will sacrifice an action to activate AOI from the talisman he has.
Raz I'Syul Arro

Sixth Sense
Horror Factor: 11
I.S.P.: 39/47
M.D.C.: 204/204
Half Damage from M.D. Fire and energy attacks (Including magical)

Armor
NE-CW20 Camouflage Variable Armor
M.D.C. by Location:
  • Helmet: 40/40
  • Arms: L: 20/20 R: 20/20
  • Legs: L: 30/30 R: 30/30
  • Main Body: 80/80
N-F20A Medium Force Field--OFF
M.D.C. by Location:
  • Force Field: 75/75
Weapons
NE-11 Slim-Line Plasma Cartridge Rifle 17/20 (NE-003PC)

Crystal Paralyzer 20/20
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Scythe
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Re: Bad Luck, seems to happen in threes.

Post by Scythe »

Perception: 1d100: [64] = 64 / 41%
JiC: 1d20: [6] = 6 / 1d100: [25] = 25

Conditions: Automatically Sense Active Rifts and dimensional disturbances [750 miles] | Automatically Sense Magic in Use [500 ft] | [Sixth Sense, Inactive]|
ISP: 10
Bonuses: +3 on initiative, + 1 to strike, +1 to parry, +4 to dodge, +4 to pull punch, +2 to roll with punch, fall or impact, and +2 to disarm.
• Cannot be caught by surprise, even by attacks from behind or from long-range, which means he can try to parry or dodge all attacks leveled at him.
• + 10% to abilities (balance, etc.) provided by the Acrobatics and/or Gymnastic skills, as well as + 10% to Climb and Swim skills.
|
Range: 200 feet (6 1 m).
Duration: One minute (4 melee rounds) per each level of experience.
Saving Throw: None.
P.P.E.: Four
The character can see Astral beings, entities, Elementals, ghosts, objects, forces and creatures that can turn invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere that is the being.


Skills:
Lore, Magic -- 1d100: [96] = 96 /58% (Who are our visitors?)
Lore, Galactic/Alien -- 1d100: [25] = 25 /63 (Who are our visitors?)
Lore, Demons/Monsters -- 1d100: [54] = 54 /63% (Who are our visitors?)
Lore, Faeries/Creatures of Magic - 1d100: [50] = 50 /58% (Who are our visitors?)

Combat:
APM: 7
Initiative: 1d20+7: [10]+7 = 17
Parries: 1d20+6: [7]+6 = 13 | 1d20+6: [5]+6 = 11 | 1d20+6: [16]+6 = 22 | 1d20+6: [5]+6 = 11 | 1d20+6: [2]+6 = 8 | 1d20+6: [14]+6 = 20 | 1d20+6: [19]+6 = 25

A1-2: Speak and begin prep for spell.
A3-5: Cast
Range: 20 feet (6. 1 m) away.
Size: 10 feet wide by 20 feet tall porta/opening.
Duration: 1 Minute per level (5 minutes)
Saving Throw: None.
P.P.E.: Sixty (20PPE per action = 3 Actions)
This spell creates a dimensional Rift in the fabric of space allowing the spell caster to use it in the following ways: Pass through solid walls. The mage has but to weave the spell tar­geting a particular, blocked area. The area will shimmer bright and sud­denly, a portal or passage will appear as if cut out of the very stone. The portal can create a 12 foot (3.6 m) deep passage per each level of the spell caster in any substance.
Teleportation: The portal can be a doorway to a nearby location known to the spell caster, flawlessly traveling hundreds of feet in an in­stant. The portal can be placed on a vertical wall, the floor or ceiling. Looking into it reveals what is on the other side. Stepping through it will instantly place the character in that location. Range is a meager 100 feet (30.5 m) per level of experience.
One-way passage. Once a character steps through a Mystic Portal, the opening behind him is gone (although people on the portal side can see both the portal and the person who just stepped through it). To re­turn, a new portal must be made on the other side by invoking another Mystic Portal spell. When the spell duration ends, the Mystic Portal vanishes. As usual, the mage who created it can make it vanish at will. A Negate Magic may also eliminate it if the spell is successful.
around 80-90 feet behind them
A6-7: Finish talking.

Post:
Az wrote:"Scythe, can you teleport some of us into a flanking position. When they turn, the others can take up a firing position from here. Catch them in a crossfire?"
Raz wrote:"Can anyone teleport me above their position? If you can I can get the drop on them while the rest of us engage from range. If not then I can mask the door with smoke to keep us covered enough to get into the open." ... "Give me cover. I shall spring this trap."
Scythe scowls at the interruption by the random Kreeghor-esqe flunkies and glances around to both Az and Raz when they comment. Perhaps I should write them a comprehensive list of my capabilities. Scythe remarks silently to his blade. Yes, and give them a reason to plot against you. Reveal your cards only as needed. Tessa responds prompting Scythe's lip to twitch as he silently agrees.

"I can create a doorway that can drop you on top of or behind them. It is not visible from their perspective; Watch." Scythe says quickly and will then begin fashioning the mystic portal teleportation for Raz.

Thinking of the landing pad, about seventy feet out and behind them , Scythe begins creating a portal (3 actions; 20 PPE per action) on the wall. When it is done, he nods. "This will drop you about ten-twenty feet behind them to flank them. It's open for 5 minutes."
“It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories, instead of theories to suit facts.”

Please Do Not PM This Account, PM Underguard Instead

Scythe | EP Ledger | Other PCs: Culter (CS 40-4th) | Ronan Deshe (Spook Squad) | Kianra'Dea (Atlantis)
Active Stats, Conditions and Equipment
Active Stats:
P.P.E.: 223/223 || I.S.P.: 42/42| M.D.C.: 97/97
Current Active Conditions: Horror Factor 10 || Fire/Cold 1/2 DMG || Regenerates 1d6*5 M.D.C. /minute || Sixth Sense (2) || Sense Magic in Use (400/ft) | Automatically Sense Rifts (700 miles)

Active Equipment:
Warlock Combat Armor W-F1 Model || M.D.C. by location; W-F1 Armor of Ithan: 100/100 | Shoulder(L): 100/100 \/ Shoulder(R): 100/100 | Arm(L): 120/120 \/ Arm(R): 120/120 | Leg(L): 150/150 \/ Leg(R): 150/150| Head: 80/80 | Head Armor of Ithan: 50/50| MB: 320/320
Light Concealed LLW Armor (under W-F1) || M.D.C. by location; MB: 40/40 | Arm(L):15/15 \/ Arm(R): 15/15 | Leg(L):25/25\/ Leg(R): 25/25
Altess Eviscerator (Patron) || M.D.C. 500/500 | Regenerates 2d6 M.D.C./hour | Melee DMG: 6d6 M.D.C. | Electrical Discharge; Range: Touch or up too 200', DMG: 4d6, Payload: 4 (Regenerates 4 every hour)
Phase Beamer || Range: 400', DMG 3d6 or 4d6. || Does S.D.C. to S.D.C. and M.D.C. to M.D.C. and Force fields. Does not damage armor.

Saving Throw Bonuses
Coma/Death: 24%
Magic (varies): +3 (+1 @ 6, 8, 11, 14)
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +1
Psionics (varies): +2
Horror Factor (varies): +4 (+1 @ 8, 12)
Illusions (varies): +2
Mind Control (varies): +2
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Bryke
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Re: Bad Luck, seems to happen in threes.

Post by Bryke »

Perception: 34% 1d100
JiC d20/d100: 1d20/ 1d100

Conditions:
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 intelligences and entities. Range: One mile (1.6) or line of sight, whichever is less.
Doesn't breathe air and is immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and has eagle-like normal vision.
Sixth Sense
HF 10
...
Phase-Ghost form [5min : 45 sec, 10' per action, only action(s) possible; moving and observation]


Skills:
Lore: Demons & Monsters 75%: | 1d100 What kind of demon or monster is shooting at us

Combat:
APM: 6
Initiative: 1d20+4

A1-5: Move to flank the Khreegor.
A6: Reserved for contingency.

Post:
Who are they working for and what is there end gain for being out here. Surely this isn't pure coincidence- no such thing any way.

The Promethean moves in ghost form toward the Khreegor at a 45 degree angle to maximize height and distance.

(ooc: approx 7.07' both straight and up so at the end of 5 turns he should be about 35' toward and 35' above his current position. He is angling to flank so avoiding their line of fire in all three x, y, zed direction(s))

There must be something more to it than this, Bryke thinks again. While The Promethean drifts it scans the area by rotating 360 degrees in every x,y, zed direction.

When Bryke gets to a relative position of above, behind and just outside of their perceived flanking peripheral (if that can be done this round with the 10' per action), Bryke stops there and will watch the inevitable fight unfold.

Contingencies:
If and only if any of the team members become overwhelmed from an attack, Bryke will release the ghosting ability and engage this round by casting: Carpet of Adhesion – [10] on the enemy that is “winning.”
Dice rolls
[roll=1]1d100[/roll]: [52] = 52
[roll=2]1d20[/roll]: [20] = 20
[roll=3]1d100[/roll]: [48] = 48
[roll=4]1d100[/roll]: [15] = 15
[roll=5]1d20+4[/roll]: [14]+4 = 18
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| 83%
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: 125/125
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:

Call Names/Nicknames:
Bryke, Wraith
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Consumer
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Re: Bad Luck, seems to happen in threes.

Post by Consumer »

Callers Come Knocking
Skyline Landing Pad 0114-0115

Scythe: Lore, Magic (Who are our visitors?): Unknown, doesn’t fit any known creatures of this subtype.
Lore, Galactic/Alien (Who are our visitors?): They may have once been Khreegor, but they certainly don’t look it anymore.
Lore, Demons/Monsters (Who are our visitors?): Unknown, doesn’t fit any known creatures of this subtype.
Lore, Faeries/Creatures of Magic (Who are our visitors?): Possibility of Bio-Wizard enhancements, but you’d have to study it closer to confirm.
Bryke:Lore, Demons/Monsters (What kind of demon or monster is shooting at us): Unknown, doesn’t fit any known creatures of this subtype.



Mungo: 23
Bryke: 18
Scythe: 17
Az Rael: 8
Raz: 8
Visitors: 7
Pertinax: None rolled.



Mungo Action 1: Speak to Alex / team
Bryke Action 1: Move to flank the Khreegor.
Scythe Action 1: Speak.
Az Rael Action 1: Move to door.
Raz Action 1: Think.
Visitors Action 1: Fire at building.
Pertinax Action 1: Impossible because he can’t see them.


"My word! Chaps, it seems we have a pair of Kreeghor look-a-like screaming fools, covered in organic armor, flinging energy blasts at the building. Rather like a pair of monkeys shitting into their own hands, who then biff their own shit at passers-by. Screaming incoherently all the while. All rather funny until you get monkey shit on your clothes. I say we kill them." Mungo says. Bryke begins to slowly move towards the visitors.

"I can create a doorway that can drop you on top of or behind them. It is not visible from their perspective; Watch." Sythe says as he begins to prepare a spell. Az Rael moves towards the door and tries to get the best possible cover in the process. Raz has a think for a moment. Meanwhile outside the visitors fire more energy attacks at the building, somewhere on the top floor is a mild explosion. Pertinax prepares to use mental powers on the visitors, but has to wait till he can see them.


Mungo Action 2: Action is impossible due to the door not being open.
Bryke Action 2: Move to flank the Khreegor.
Scythe Action 2: Prepare to cast spell.
Az Rael Action 2: Open Door.
Raz Action 2: Talk.
Visitors Action 2: Fire “Mini-Missiles” into the Security Room. (Pertinax and Mungo)
Pertinax Action 2: Empathic Transmission - Peacefulness (3 minutes) Target nearest visitor.


Mungo holds up his pistols, but since the door isn’t open he cannot make a shot. Bryke continues to slowly float above the battlefield, he can see that the second floor has been breached by their continuous attacks. Scythe begins casting a spell, While Az Rael opens the door.

”"Can anyone teleport me above their position? If you can I can get the drop on them while the rest of us engage from range." Raz says.

The Visitors see the door is open, Laugh loudly and launch a pair of fleshy/chitinous projectiles into the security room, striking Mungo and Pertinax fairly solidly. Pertinax tries to express the creatures need to calm down. Which doesn’t seem to have any effect.


Mungo Action 3: fire single round from paired NE-6SL Revolvers (Strike: 14; Damage: 50 M.D.)
Bryke Action 3: Move to flank the Khreegor.
Scythe Action 3: Begin Cast Mystic Portal around 80-90 feet behind them
Az Rael Action 3: Call out to uninvited guests.
Raz Action 3: Talk over the radio
Visitors Action 3: Fire energy attacks into the security room. (Az Rael and Raz)
Pertinax Action 3: Empathic Transmission - Peacefulness (7 minutes) - Cast again if first attempt fails


Mungo fires pistols, striking the right side visitor, who doesn’t seem to flinch at the damage. Bryke continues to move slowly. Scythe begins casting his spell. Az Rael calls out to the visitors. "Good morning fellas! Is there anything we can help you with?" Raz continues to chat with the group. ”If not then I can mask the door with smoke to keep us covered enough to get into the open.”

The visitors don’t seem to be interested in talking, as the visitors fire emerald beams of energy into the room, striking both Raz and Az Rael even from their decent cover. Pertinax tries to change the creatures minds once more, but again, it seems unbothered.


Mungo Action 4: fire single round from paired NE-6SL Revolvers (Strike: 13; Damage: 80 M.D.)
Bryke Action 4: Move to flank the Khreegor.
Scythe Action 4: Continue Cast Mystic Portal around 80-90 feet behind them
Az Rael Action 4: Discuss options with team.
Raz Action 4: Move to doorway without exposing himself to the enemy.
Visitors Action 4: Fire energy blasts at Raz.
Pertinax Action 4: Empathic Transmission - Peacefulness (7 minutes) -Target second Kreeghor


Mungo again fires his paired pistols at the visitor, who takes the shot in stride. Bryke continues to move, he is not sure who is winning. Scythe continues casting his spell. Az Rael turns to the group. "thoughts? Our only other way out is the garage door. If we open that up they may come in. We need to figure out a way to distract them and maybe get a flanking position on them.”

Raz moves into the doorway acting as a wall against the visitors. Raz’s action has immediate effects, as the visitors again fire emerald beams of energy. And while quick on his feet, Raz is hit by both blasts. Pertinax tries to calm the second Visitor down, but like the first finds it ineffective.


Mungo Action 5: fire single round from paired NE-6SL Revolvers (Strike: 21; Damage: 60 M.D.)
Bryke Action 5: Move to flank the Khreegor.
Scythe Action 5: Finish Cast Mystic Portal around 80-90 feet behind them
Az Rael Action 5: Discuss options with team.
Raz Action 5: Activate AOI Talisman.
Visitors Action 5: Prepare to Fire Omega Blaster at the Security Room.
Pertinax Action 5: Empathic Transmission - Peacefulness (3 minutes) - Cast again if first attempt fails


Mungo takes a risky shot around Raz, at the visitors, nearly almost hitting the giant Selujik blocking the door, but somehow hits the creature he was aiming for. Bryke finds himself directly above the Visitors approximately fifty feet above them. Scythe finishes casting his spell as a man sized ovoid portal opens in front of him. ”Scythe, can you teleport some of us into a flanking position. When they turn, the others can take up a firing position from here. Catch them in a crossfire?" Az Rael says.

Raz activates his Armor of Ithan talisman. The visitors seem to stop for a moment, as the organic plates on their chests begin to move and open, from beneath them a ominous red glow can be seen. Perinax tries one last time to make the Visitors calm down, but they continue on their course of action.


Bryke Action 6: Break D-Ghost, and Cast Carpet of Adhesion on Winning Visitor.
Scythe Action 6: Finish talking.
Raz Action 6: Drop smoke at the door.
Visitors Action 6: Fire Omega Blaster at the Security Room.
Pertinax Action 6: Bio-Manipulation - Paralysis (20 minutes) - Target nearest visitor


Bryke considers the situation, and he is unsure if they are winning, so he cancels his D-Ghost to cast Carpet of adhesion, but fails to consider he’s fifty feet in the air without any flight capabilities active. So the Promethean falls straight down, disrupting his spell. "This will drop you about ten-twenty feet behind them to flank them. It's open for 5 minutes." Sythe says.

Rax drops a smoke grenade at the door, obscuring everyone’s view of the battle field (except Bryke). A deafening energy discharge goes off as a haze of red can be seen heading in the direction of the Security office. One hits Raz squarely, shattering his Armor of Ithan protection, while the other hits somewhere nearby with a cacophonous sound. Pertinax finds he can’t use his powers as he can no longer see the target.


Raz Action 7: Toss frag grenade at the enemy; Strike: 13; Damage: 26 MD 12' AOE
Pertinax Action 7: Bio-Manipulation - Paralysis (14 minutes) Cast again if first attempt fails.
Raz Action 8: Radio call.
Pertinax Action 8: Bio-Manipulation - Paralysis (14 minutes) Cast again if first attempt fails.
Pertinax Action 9: Bio-Manipulation - Paralysis (16 minutes)
Pertinax Action 10: Fire Tarlok Ripper Pistol (Strike: 20; Damage: 6 M.D.)
Pertinax Action 11: Fire Tarlok Ripper Pistol (Strike: 5; Damage4 M.D.)


Raz tosses a Fragmentation grenade, but is unsure if he hits anything. While Pertinax has no real options to affect the Visitors anymore with the smoke literally choking the room. "Give me cover. I shall spring this trap." Raz says before Pertinax resorts to firing his pistol, on shot likely hit, while the second shot ends with the pistol non-functional. A few quick slaps and a moving of parts seems to fix the issue.

Az Rael: -10 P.P.E., Shade Armor (46/75 M.D.C.; 5:30 Remaining).
Scythe: -10 I.S.P., -64 P.P.E., Armor of Ithan (100/100 M.D.C.; 9:30 remaining), See the Invisible (4:30 remaining), Intuitive Combat (2:15 remaining), Mystic Portal (5:00 remaining).
Pertinax: Loksuit (Main Body) -29 M.D.C., -34 I.S.P., Intuitive Combat (2:00 Remaining).
Bryke: -3 S.D.C., -50 I.S.P.
Raz: AOI: Destroyed, Forcefield (Disabled), -2 K-hex cubes.
Mungo: AOI (5:45 Remaining): 29/60, -10 P.P.E.
Visitor 1: -196 M.D.C.


What are your intentions? Combat round Three!
"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: Bad Luck, seems to happen in threes.

Post by Pertinax »

Perception (27%) 1d100: [40] = 40
JiC 1d20: [10] = 10 / 1d100: [20] = 20

Armor
Loksuit Power Armor - M.D.C. by location
  • Main Body - 86
  • Head/Helmet - 50
  • Arms - 50 each
  • Legs - 60 each
N-F40A Heavy Force Field - 110/110 M.D.C. (Active)
Talisman of Armor of Ithan (Inactive)
Dreadmaster mask
Combat harness
Dreadmaster pants
Dreadmaster boots

Weapons
NE-RV07 ripper vibro-axe
Tarlok ripper pistol (28/30; jammed)
Tarlok ripper pistol (30/30)

Active Effects
Intuitive Combat -- (2:00/2:30) +3 initiative; +1 strike; +1 parry; +4 dodge; +4 pull punch; +2 roll with punch, fall, or impact; +2 disarm
Lore: Galactic/Aliens (45%) 1d100: [89] = 89 -- What can Pertinax recognize about the invaders? Species? Bio-tech? Weapons?
Military Etiquette (85%) 1d100: [36] = 36 -- What can Pertinax recognize about the invaders? Military affiliation (either established power or a mercenary company)? Bio-tech, again (if it's specific to a faction like TGE at the very least)?

Combat Rolls
APM: 7
Initiative 1d20+6
1. Activate N-F40A Heavy Force Field
2. Draw vibro-axe and walk through portal
3. Attack with vibro-axe - strike 1d20+5: [18]+5 = 23 /damage 10d6: [6, 1, 4, 1, 4, 4, 3, 5, 3, 3] = 34 M.D.
Parry with ripper pistol 1d20+7: [4]+7 = 11
4. Attack with vibro-axe - strike 1d20+5: [13]+5 = 18 /damage 10d6: [5, 5, 6, 2, 4, 4, 1, 1, 2, 6] = 36 M.D.
Parry with ripper pistol 1d20+7: [9]+7 = 16
5. Attack with vibro-axe - strike 1d20+5: [11]+5 = 16 /damage 10d6: [2, 6, 4, 4, 4, 3, 3, 2, 1, 3] = 32 M.D.
Parry with ripper pistol 1d20+7: [20]+7 = 27
6. Attack with vibro-axe - strike 1d20+5: [15]+5 = 20 /damage 10d6: [6, 3, 6, 5, 6, 5, 5, 6, 1, 5] = 48 M.D.
Parry with ripper pistol 1d20+7: [14]+7 = 21
7. Attack with vibro-axe - strike 1d20+5: [6]+5 = 11 /damage 10d6: [6, 4, 4, 3, 5, 4, 5, 2, 3, 1] = 37 M.D.
Parry with ripper pistol 1d20+7: [15]+7 = 22

Pertinax recovers from the blast into the Rogue's base and returns fire with his pistol. For a brief moment he wishes he had brought his dart gun. They resist psionics, they would likely shake off the drugs. You must resort to violence. However, after the second shot the gun jams. Pertinax lets ought a curse under his breath and makes a motion to chuck the weapon.*

He stops himself and spots the portal that Scythe has opened. The Tarlok turns on his personal force field and then draws his vibro-axe. He keeps his pistol in his left, bayonet pointed up to deflect any attacks as he enters the melee. He goes after the nearest threat, trading blows. The thrill of combat is like a drug, and as much as Pertinax would like to avoid it, he enjoys the thrill of close combat. He stares right into the eyes of his opponent and tries to learn as much as he can. What species? Does it have any badge with an affiliation? Can Pertinax identify any of the weapons or bio-tech on the creature? It's hard to imagine that these two creatures are working alone, and Pertinax wants to prepare for who or what will attack next.

*Actions clarified per conversation with GM
Pertinax
M.D.C.: 348/348
P.P.E.: 11/11
I.S.P.: 120/120
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