[GA] The Enemy of my Enemy of my Enemy is my...?

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Chef Icky
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Chef Icky »

Perception: 1d100 = 92: 92/43%
JIC: 1d20 = 5: 5/ 1d100 = 72: 72

Conditions
- CAF Heavy Battle Armor: 88/120 MDC
- Integrated N-40B Force Field: 64/110 MDC
- Nightvision – 100’/30.5 m (can see in total darkness)
- EP-5 Energy Pulse Pistol: 3/9 shots remaining in current e-clip
- Cosmic Armor. 150 min. remaining | 800/800 MDC. | Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma.
Dark Lord wrote:You think the hideous face smiles, and says "Oh good, you made it!" Starchief abruptly feels his super abilities wink out, and after a moment's disgust at the figure before you Icky realizes that the voice sounds familiar. It is that of Bashka, the leader of the Guardsmen you fought back in the depths of Center.
Icky’s eyes narrow slightly. Well, we all figured it was a trap of some sort. At least we found them. “Oi dere… ‘Bashful,’ ain’t it?" He gestures at her. "Dis a new look fer ya, Bashful? ‘Cause I don’t remember ya lookin’ dis… crusty… back in Center’s basement.”
Mara wrote:"Threat?"
Icky makes the mistake of looking over at Mara and taking his eyes off of Bashka. “Meh. Ya can treat ‘er like one if ya wan--OOF!!!!” Icky pays for his lack of vigilance as he goes sprawling from her lightning-fast sucker punches. Seeing his armor’s HUD flashing red to register damage to his force field he grimaces. Stupid heifer, you had that one coming... he grumbles to himself. She’s upgraded. That new crusty look ain’t just for show. She’s clearly looking for a little less conversation right now. “Alright, ya blue-light-special harlot -- dat one’s gonna cost ya…” he grunts as he sheathes his pistol and starts to stand up, only to be staggered slightly again as an explosion from the elevator shaft hits his force field yet again. “Feetal’s Gizz! What’s da big--oi, it’s youse guys. Welcome to da party…”

He sees Metri do his magic hand thing and senses the weaving of an armor spell around him. Awwww yeah, that’s the ticket. You’re right on time, Boog. He turns off his grav-pack and force field so as not to interfere with the spell and gives his friend a quick thumbs up before turning to survey the scene in order to see where his assistance may be the most needed. The bellow of the giant metallic Kreeghor-looking thingy pretty much makes his choice clear. “Looks like it’s yer turn fer a lil’ bovine intervention, metal-head… lucky you…” he sneers as he draws his swords. “Let’s… get… dangerous!

He launches himself at the Kreeghor, whirling his blades around like a Teppanyaki chef wearing a Juicer harness. Had the current surroundings been some sort of bizarre nightclub or dance hall that featured a DJ or other means of randomly playing music appropriate for such acts of adrenaline-pumping actionness, it would most likely not be shocking to hear some music such as this playing at this particular moment.

Heinously Overdue Combat Shenanigans
Initiative: 1d20+4 = 12: 8
APM: 8

Notes:
- While wielding Darkwing, Icky’s strength is SN 42 (6D6 punch damage)
- Darkwing inflicts double damage to beings of an evil alignment
- W.P. Paired Weapons
- Critical Strike on an unmodified roll of 18, 19, 20.

Actions:
1. Chop Metal-Head Kreeghor with Darkwing. Strike: EP CRIT; Damage 12d6*2 = 90: 3, 3, 6, 6, 1, 4, 6, 6, 2, 4, 2, 2 MD Presumably this is doubled due to Kreeghor being evil?
2. Chop Metal-Head Kreeghor with Darkwing. Strike: EP CRIT; Damage 12d6*2 = 82: 5, 2, 3, 1, 3, 3, 1, 5, 5, 5, 2, 6 MD Presumably this is doubled due to Kreeghor being evil?
3. Chop Metal-Head Kreeghor with Darkwing. Strike: EP CRIT; Damage 12d6*2 = 80: 4, 2, 3, 3, 6, 3, 1, 3, 5, 2, 3, 5 MD Presumably this is doubled due to Kreeghor being evil?
4. Chop Metal-Head Kreeghor with Darkwing. Strike: EP CRIT; Damage 12d6*2 = 72: 2, 2, 6, 5, 1, 3, 1, 2, 2, 4, 3, 5 MD Presumably this is doubled due to Kreeghor being evil?
5. Chop Metal-Head Kreeghor with Darkwing. Strike: EP CRIT; Damage 12d6*2 = 70: 1, 6, 2, 6, 1, 4, 2, 4, 1, 2, 5, 1 MD Presumably this is doubled due to Kreeghor being evil?
6. Chop Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 18: 7; Damage 12d6 = 37: 5, 3, 4, 2, 1, 2, 4, 3, 5, 4, 2, 2 MD Presumably this is doubled due to Kreeghor being evil?
7. Chop Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 23: 12; Damage 12d6 = 39: 5, 6, 2, 5, 2, 3, 3, 2, 5, 2, 2, 2 MD Presumably this is doubled due to Kreeghor being evil?
8. Reserved for dodging. Dodge: 1d20+15 = 19: 4

Auto-Parries with Giran's Green-Glowing Magic Sword: 1d20+14 = 15: 1, 1d20+14 = 29: 15, 1d20+14 = 22: 8, 1d20+14 = 23: 9, 1d20+14 = 27: 13, 1d20+14 = 30: 16, 1d20+14 = 16: 2, 1d20+14 = 28: 14
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


------------------------------

- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Dark Lord »

Inside the lab, Metri finds himself with quite a bit to keep track of. The escaping Necrol woman (and her force field), the still-intact Necrol bio-tech of uncertain function, the cocoon off to one side, and of course the various individuals seeking to do bodily harm to the Yhabbayar. The numbers are not on Metri’s side, so he concludes that it is time for Skorl to do what Skorl does best. With a thought, the war hammer flings itself at the Necrol woman’s force field and begins pounding away- however, mighty warrior though he is, Skorl’s efforts do not appear to do much to diminish it. Even as he tries and switch tactics to disable or destroy more of the lab, Metri concocts a plan to use the ninja’s own strategy against him. First, he fires an electromagnetic pulse at the necrol woman- the force field appears to offer little protection against the spell, but from what Metri can tell it does not affect the larger pieces of lab equipment. A couple of the smaller consoles flare with light suddenly, then darken, but the larger gear (as well as the ninja opponent and the witch) appears unaffected. The necrol troopers appear largely unaffected as well, until one of them barks out some words in their guttural language and all three begin clawing at their belts. A small explosion of acid later, and Metri can deduce that his EMP must have activated some sort of explosive analogue on their person. The EMP also shorts out any unshielded tech gear the mystic has on his person (including comms). Even as Metri prepares his next attack, he sees the Necrol woman gesture and with a flash at least a couple dozen magical projectiles appear. With another gesture, the woman sends her barrage at Metri- it is intercepted by the spinning blades, but the constant hail of projectile fires prevents them from dealing with any other attacks leveled Metri’s way.

The ninja closes the distance, and again Metri feels the stab of energy blades against his armor (along with the hiss of acid, presumably the troopers’ work). Ignoring the assault, Metri attempts to grab his opponent’s hand, but whether the ruse was unsuccessful or the ninja’s reflexes too quick, he slips away from Metri’s grasp. The Yhabbayar is still able to hit the ninja’s hand with a mental blast, however it does not appear to have much effect. Then, the entire room fills with smoke- presumably a spell, or some sort of smoke grenade. Metri grits his teeth as the ninja’s attacks intensify- apparently his opponent is unaffected by the smoke, and with his spinning blades occupied Metri is far harder-pressed to defend himself than previously. Even so, Metri fends off some of the blows, and his cosmic armor absorbs the rest, long enough for him to cast a meteor on the witch’s approximate location. Though it is hard to see exactly what happens as a result of the casting, the resulting explosive cacophony is hard to mistake as screams fill the room. Various wet, organic sounds permeate the area, but it’s hard to tell how much of that is damage and how much of it is the equipment doing… other things. Metri’s much-beleaguered cosmic armor also crumbles under the explosion; he can only hope his opponents had a similar experience.

Metri’s hopes are largely disappointed. Even as he channels his magical energies into a renewed casting of his cosmic armor, the ninja attacks. Metri fends off the assault, and somehow dodges another hail of acid fire, but then is knocked back by not one but two lightning bolts- only his invulnerability aura saves him. Now fully aware of his danger, Metri completes his new suit of armor- just in time for the next wave of the assault. With the smoke obscuring his line of sight, Metri activates his ability to see auras, but it gives him little advantage beyond a surge of color whenever the ninja attacks ((-76 MDC to new cosmic armor)). He attempts to incapacitate his assailant when the ninja closes, but either the man himself or his armor resist the bio-manipulation attempt. At his second, however, Metri sees the ninja stumble, curse, and limp away before disappearing into the smoke. Unfortunately that does not stop the barrage of acid ((-106 MDC to cosmic armor, -36 per melee round for each of the next two melees)) and lightning ((-118 MDC to cosmic armor Metri)). Despite the heat of battle, Metri notices when his sense of supernatural evil abruptly lessens. Presumably the female Necrol has made use of her portal, assuming she was in fact the source.

Outside, the rest of you have little sign of Metri’s magical onslaught- you just know fire gouted out of the room and now it’s full of smoke. Kaedras and Oradro, however, have bigger paperweights to fry. With a devilish near-smile, Kaedras taunts the metallic behemoth even as he continues firing arrows into it. Despite the elf’s careful aim, however, the Kreeghor avoids the second paralysis arrow, and Kaedras only lands another glancing blow on the fellow’s armored skin. In response, the giant roars ”I DON’T NEED ARMS TO POUND YOU INTO JELLY, LITTLE MAN!” and charges Kaedras with a full-on tackle. The Kreeghor hits Kaedras full force, sending the mind melter flying into the wall of the elevator shaft ((-80 MDC Kaedras)).

Both Icky and Oradro come charging to Kaedras’ aid, the former closing to his foe (and getting a little dangerous) and the latter summoning a massive battle axe in an explosion of blue light and cosmic energy. Oradro summons a massive force field around himself even as Icky unleashes his best impression of a sushi chef- the minotaur nearly seems empowered by supernatural forces as his blade clashes against the Kreeghor’s armored bulk despite the fiend’s attempts at defense. The ferocious assault even seems to catch the Kreeghor off-guard, slightly, as Icky succeeds in knocking the humongous form off of its feet. The effect doesn’t last, however, as with inhuman speed the Kreeghor leaps back to its feet and claws at Icky with its one good arm. Now it’s Icky’s turn to be overwhelmed, as he barely stops one blow but two others crush into his new magical protection ((-110 MDC Icky)). Finally, Oradro joins the fray- charging the Kreeghor and laying into it with his axe. This effort is less successful- the Kreeghor blocks most of Oradro’s attacks, letting only one through his defense, and retaliating heavily against the cosmo-knight’s force field despite Oradro blocking one shot ((-96 MDC Oradro)). Still, a few rents now mar the metallic surface, and you think the monstrosity is breathing heavily... at least, a little?

Juan Echo, meanwhile, disengages from the Kreeghor and moves into position to support Sorrenson. It doesn’t take the godling long to feel pretty good about his decision, as the flying guardswoman unleashes a series of electrical bursts to pummel the techno-wizard’s magical protection, forcing him to renew it two more times. In-between consultations with the personality inhabiting his amulet, Sorrenson retaliates with more micro-missiles, hoping that with a large number of the things he can overcome the flier’s inhuman agility. Despite filling the air with the projectiles, the electro-angel dodges most hits easily (or at least it looks easy); one missile manages to knock her back in time for Sorrenson to deploy a destructo-drone, which despite her best efforts catches the guardswoman in its blast radius. Snarling in frustration, electro-angel turns her attentions to Juan, and lets him have a taste of her lightning even as the Godling adds his ordinance to Sorrenson's. Electro-angel dodges every one of Juan’s grenades, a blur as she flits around the room; the same unfortunately cannot be said for Juan ((-330 MDC Juan)).

Back on the other side of the elevator shaft, Starchief and Mara continue their duel with Lt. Bashka. With a dancer’s grace, Bashka dips down and flings some sort of debris into Starchief’s face, staggering the Seeronian as she closes with Mara. The Atlantean meets the guardswoman’s claws with her blade, and again a furious set of blows are exchanged. Mara lands more than one solid hit, as evident by the continued torrent of acid blood ((-20 MDC now and for each of the next three rounds)), but Bashka retaliates in kind and then some, rending Mara’s magical protection with her claws ((-75 MDC Mara)). With a growl, the two duelists stare at one another, each coming up (mostly) short against the other’s impregnable defense.

Being Round 5!

Round 4 Summary
Ammo/PPE/ISP used as intended unless otherwise specified.
Metri: First cosmic armor destroyed, second is -300 MDC, plus acid for rounds 5+6. PPE and ISP used as intended, save you did not cast magic net.
Kaedras: -80 MDC.
Oradro: -96 MDC.
Icky: -100 MDC.
Sorrenson: Current AoI destroyed, first renewal destroyed, -20 PPE total, 1 destructo-drone destroyed.
Mara: -95 MDC, plus acid for rounds 5-7.

Current Status
Everyone of a good alignment with line of sight on Starchief, remember to include Champion's bonus.
Metri and anyone else fighting inside the lab is under the influence of the cloud of smoke spell (R:UE, P. 198 for details). If you are unable to see through it you are -5 to all combat moves.
Juan has moved to Sorrenson’s theater, map is otherwise essentially unchanged.
Why kill a PC when you can torture their player?
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Mara »

Perception: 1d100 = 68: 68 / 65% (95% when dealing with vampires or undead)
JiC: 1d20 = 14: 14 1d100 = 4: 4

Conditions: Eyes Three (20)-- 60 min duration, Nightvision 1200', See the Invisible, See Aura, +1 to strike, +1 to Initiative; Heart in chains (40)-- 60 min duration, 450 MD; Heart with large wings (20)-- 3 hours duration, fly at 70mph, up to 4,000 ft; +1 to strike and dodge; Enhanced Reflexes (10)--12 min duration, +1 APM, +3 to Init, +1 to Str, +2 to par and dod, +2 to PP, +15% to physical skills

Mara looks over this guardswoman and thinks, This is by far the toughest scrap I've been involved, well since that conservator years ago. Lets try something sneaky as others may need some aid. She looks at the guardswoman and says, "This sword has taken tougher opponents than you lady and will continue long after you!" She then activates Blinding Flash from Stoney Dragon, twice in the woman's face. Then refocuses on her sword play!

APM: 8
Init: 1d20+7 = 27: 20

Attack 1: Blinding Flash to the Guardsmoman
Attack 2: Blinding Flash to the Guardsmoman
Attack 3: Attack with Stoney Dragon. Attack: 1d20+16 = 29: 13; Damage: 10d6+12 = 43: 5, 3, 1, 3, 2, 4, 4, 5, 1, 3 x2 if Evil
Attack 4: Attack with Stoney Dragon. Attack: 1d20+16 = 34: 18 Crit!; Damage: 10d6+12 = 45: 1, 1, 2, 4, 6, 1, 5, 5, 2, 6 x2= 90 x2 if Evil
Attack 5: Attack with Stoney Dragon. Attack: 1d20+16 = 35: 19 Crit!; Damage: 10d6+12 = 55: 6, 1, 5, 6, 5, 6, 5, 1, 6, 2 x2= 110 x2 if Evil
Attack 6: Attack with Stoney Dragon. Attack: 1d20+16 = 34: 18 Crit!; Damage: 10d6+12 = 42: 1, 1, 4, 1, 1, 1, 5, 5, 5, 6 x2= 84 x2 if Evil
Attack 7: Attack with Stoney Dragon. Attack: 1d20+16 = 27: 11; Damage: 10d6+12 = 48: 3, 6, 6, 2, 1, 3, 4, 6, 2, 3 x2 if Evil
Attack 8: Attack with Stoney Dragon. Attack: 1d20+16 = 33: 17 Crit!; Damage: 10d6+12 = 58: 3, 4, 5, 4, 5, 5, 3, 5, 6, 6 x2= 116 x2 if Evil

Parry: 1d20+17 = 30: 13 1d20+17 = 24: 7 1d20+17 = 33: 16 1d20+17 = 34: 17 1d20+17 = 34: 17 1d20+17 = 34: 17 1d20+17 = 35: 18 1d20+17 = 20: 3
Dodge (if Needed): 1d20+15 = 35: 20 1d20+15 = 23: 8 1d20+15 = 28: 13 1d20+15 = 18: 3 1d20+15 = 19: 4 1d20+15 = 19: 4 1d20+15 = 31: 16 1d20+15 = 16: 1

Contingency:
If Heart in Chains tattoo drops she will spend an action to reactivate.
Mara Archerean

PPE: 198 / 288
ISP: 75 / 85
MDC: 381/381
H.F.: 14
Heart in Chains Tattoo: 450/450 MDC(inactive)

Constant: Sixth Sense

Soundtrack:
''Zombie'' by Damned Anthem
Evanescence - Bring Me To Life (Ghost in the Machine Remix)
Adele vs. Linkin Park - Set Fire To The End
Tomorrow We Fight
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Metri »

-----------------------------------
Perception: 1d100 = 47: 47 | 54%
JIC: 1d20 = 20: 20| 1d100 = 28: 28%
Initiative: 1d20+9 = 21: 12
APM: 9
-----------------------------------
Status
PPE: 159/159
ISP: 194/260
MDC: 72/72
MTB1_PPE: 59/180
MTB2_PPE: 63/180
MTB3_PPE: 76/180
Current Saving Throw Bonuses:
Coma/Death: +4%
Magic (varies): +21
Lethal Poison (14+): N/A (impervious)
Non-Lethal Poison (16+): N/A (impervious)
Insanity (12+): +1
Psionics (10+): +21
+7 vs Possession
+2 vs Despair
+22 vs Horror Factor
+2 vs Illusions
Activated Psionics/Magic
  • Cosmic Armor. 159.75 min. 464/800 MDC. Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma. -5% to all Physical Skills such as Acrobatics, Climbing and similar. -10% to Palming, Pick Pocket, Prowl, and other Rogue, Medical and Technical skills that require a delicate touch.
  • Enhanced Perception. 69.50 min. R25 pg 78-79: All natural senses +50%. +15% Perception. +1 strike, +2 parry/dodge. +10% to any skill that relies on basic senses.
  • Invulnerability. 10 melees. Impervious to cold, fire and all energy attacks, impervious to disease, poisons, toxins, gases and drugs. 50/50 MDC. +20 to save vs magic, psionic attacks and HF.
  • Superhuman Agility. 13 melees. +1 on initiative, +1 to parry, +5 to dodge, +5 to roll with impact. Automatic Dodge (+5; the act of dodging - moving out of the way of an attack - without spending one of his own melee attacks). Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts), +20% to Climb/Rappel skill
  • Spinning Blades. 13 melees. 2d6 M.D. per blade (8). Used for defense: magically move to parry all physical attacks, including attacks from other blades, arrows, bullets and energy blasts; +6 to parry most hand to hand attacks, but only +2 to parry energy blasts and projectiles.
  • Enhanced Reflexes. 15.25 min. +1 attack per melee, +3 initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all physical skills that rely on coordination or balance.
  • Fighting Spirit. 13 melees. +2 attacks/actions per melee round, +1 on initiative, +1 to strike with guns, +3 to strike in melee combat, +2 to disarm, +2 to parry, +2 to dodge, +4 to pull punch, +2 on roll with impact, +4 to save vs Horror Factor/fear, +2 to save vs possession, Critical Strike on Natural 18-20, karate kick (1D8 SDC), jump kick, paired weapons, leap attack and judo flip/throw.
  • Lightblade. 15.25 min. Damage: 1d4*20+16 M.D. +1 strike.
"Guh." Metri huffs in exhaustion, lost amidst a thick cloud of smoke, his magical armor dripping and flickering with acid etching away at its protection. Fortunately, the Yhabbayar feels as though both the witch and ninja have made a tactical retreat. Perhaps another meteor will clear this area of the rest of these mooks. Metri thinks as he focuses on summoning another room-clearing explosion that, if nothing else, will render some more damage to the necro-machines in the room. Ha! Yes! Mooks! That's the spirit! Skorl cheers along as he gleefully zips around the room looking for things to smash.

After the impact, Metri will again renew his Cosmic armor before assessing the current threat level of the room. As long as the ninja is still not haranguing him, the Yhabbayar will dodge or shrug off any remaining acid belches heading his way and decides it important to rejoin the rest of the squad in their endeavors.

Returning to the main room, Metri will nonchalantly ask while tapping his ear with a tridactyl finger, "Broken, my headset is. A spare anyone has, hmm?"

Immediately seeing the rest of the squad still engaged in life-or-death combat, he cuts the chatter short and tries to help. Taking a page from the experience he just had in the other room, Metri tries to provide openings for his teammates by invoking Barrage against the nimble enemies. He begins with the electro-angel, then targets the Kreeghor and finally Lt. Bashka.
-----------------------------------
Actions
Metri
Action 1-2: Meteor (38 PPE) targeting rear of room, may hit her magical FF before getting there if it is still up. Strike: 1d20+4 = 17: 13. Damage: 20d6 = 77: 6, 5, 1, 4, 4, 2, 5, 5, 5, 3, 3, 4, 3, 6, 3, 2, 5, 3, 5, 3+32 = 109 MD to everything in 40 ft radius (including himself and hopefully ninja on its way out). <== this is almost certain to spill out into the main room as a giant gout of fire.
Action 3: Renew Cosmic Armor (23 PPE)
Action 4: Fly back into the main room. Talk. Dodge: 1d20+22 = 24: 2
Action 5: Barrage (8 PPE) at electro-angel. Strike?: 1d20+16 = 35: 19. Damage: 4 per force blast. 11 force blasts. Duration: 1/2 melee round.
Action 6: Barrage (8 PPE) at Kreeghor. Strike?: 1d20+16 = 19: 3. Damage: 4 per force blast. 11 force blasts. Duration: 1/2 melee round.
Action 7: Barrage (8 PPE) at Bashka. Strike?: 1d20+16 = 21: 5. Damage: 4 per force blast. 11 force blasts. Duration: 1/2 melee round.
Action 8-9: Reserved for Contingencies/Dodges: 1d20+22 = 40: 18, 1d20+22 = 33: 11
================
Auto-Dodges (+11 not included): 9d20: 13, 14, 10, 15, 6, 20, 5, 11, 11

Spinning Blades Parries (+6/+2 [melee/ranged] not included): 18d20: 3, 20, 17, 17, 9, 14, 19, 7, 17, 10, 19, 9, 5, 18, 5, 10, 16, 19

Lightblade Auto-Parries (+20 not included): 9d20: 6, 7, 19, 8, 9, 18, 13, 12, 9
Contingencies:
If Cosmic Armor collapses (his or a teammate's), re-cast (1 action). Sacrifice an action to re-cast if contingency action used up.

Skorl
Action 1: Flying to attack targets of opportunity. Strike: 1d20+4 = 15: 11. Damage: 1d6*10 = 20: 2 MD.
Action 2: Flying to attack targets of opportunity. Strike: 1d20+4 = 9: 5. Damage: 1d6*10 = 10: 1 MD.
Action 3: Flying to attack targets of opportunity. Strike: 1d20+4 = 15: 11. Damage: 1d6*10 = 10: 1 MD.

Contingencies: If no more targets of opportunity, return to Metri's hand.
Status updates
ISP:
PPE: -38 -23 -8 -8 -8

Code: Select all

[*] Meteor. Range: 3200 ft. Radius of Damage: 40 ft. Damage: 20D6+32 MD to a 40 ft radius. Duration: Instant. Saving Throw: Dodge if victims see it coming. Meteor is +4 to Strike. (BoM pg. 135)
[*] Cosmic Armor. 160.00 min. [color=green]800[/color]/800 MDC. Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma. -5% to all Physical Skills such as Acrobatics, Climbing and similar. -10% to Palming, Pick Pocket, Prowl, and other Rogue, Medical and Technical skills that require a delicate touch.
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Oradro »

Perception 32%: 1d100 = 45: 45
JIC: 1d100 = 95: 95 1d20 = 20: 20
PPE: 164/290
Personal MDC: 355
Cosmic Armour: 198/500 (Regenerates 1d4X10 in 1 melee)
Cosmic Force Field: 3,904/4,000
-1 attack, 1/2 speed, and -4 to all combat moves for 10 minutes

With the force-field now protecting him, Oradro tried to focus on drawing the attention of the Khreegor so that he wasn't going on after the others. He wasn't so certain he'd manage to the way things had been going for him at the moment, that wasn't going to stop him from doing his best to try at least. "Hey! Going to just run now you pansy shit!? Now that you know what you're up against!? Perhaps you should surrender now before it's too late."

Attempting to intimidate Khreegor:
Intimidate 37%: 1d100 = 65: 65

After that he'd move to try and swing his axe at the big creature, taking one heavy swing after another, bolstered by the aura of Starchief's sword. He still does his best to try and parry any attacks, for despite the power of his force field, he wasn't going to presume it was simply going to hold. He wasn't sure he was up against. Besides, this Khregor was just one of many foes they were arrayed against, and even if he could pull himself out of this situation, he cared for the others he wouldn't be able to.

Initiative: 1d20 = 1: 1
Attacks 6 (5 after penalty)
Action 1: Attack Khreegor with Axe (+7 - 4 +3 = +6) 1d20+6 = 9: 3
Action 2: Attack Khreegor with Axe 1d20+6 = 16: 10
Action 3: Attack Khreegor with Axe 1d20+6 = 13: 7
Action 4: Attack Khreegor with Axe 1d20+6 = 21: 15
Action 5: Attack Khreegor with Axe 1d20+6 = 24: 18

Auto-Parry: (+10 -4 +3 = +6) 1d20+6 = 7: 1 1d20+6 = 10: 4 1d20+6 = 8: 2 1d20+6 = 9: 3 1d20+6 = 19: 13

Damage:
Attack 1: 1d6*10 = 50: 5 + 1d4*10 = 40: 4
Attack 2: 1d6*10 = 40: 4 + 1d4*10 = 30: 3
Attack 3: 1d6*10 = 30: 3 + 1d4*10 = 10: 1
Attack 4: 1d6*10 = 60: 6 + 1d4*10 = 30: 3
Attack 5: 1d6*10 = 50: 5 + 1d4*10 = 40: 4
Oradro's Sheet
PPE: 690
MDC 340

Constant Conditions:
  • Regeneration: 1d4X10 per Minute.
  • Does not require air, food or sleep.
  • Impervious to Fire (except Magic). All other non magical energy attacks do 1/100th damage (Lasers, Particle Beams, Ion Beams etc). Physical, Magic and PSI attacks do full damage.
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Juan Echo »

Perception (27%): 1d100 = 66: 66
JiC: 1d20 = 4: 4/ 1d100 = 26: 26
Gear
Armor
NE-BA-26 Special Body Armor
Armor by location:
  • Main body: 95/140
    Head: 60/60
    Arms (each): 50/50
    Legs (each): 60/60

Cosmic Armor (149:30): 265/800 M.D.C.
Weapons
2 Magical Clubs
NE-74GL Grenade Launcher (Ammo 0/48)
Abilities
Relevant Skills
Nightvision
Active Effects
Cosmic Armor (149:15): Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma. -5% to all Physical Skills such as Acrobatics, Climbing and similar. -10% to Palming, Pick Pocket, Prowl, and other Rogue, Medical and Technical skills that require a delicate touch.
Intuitive Combat (-10 I.S.P; 11:30) -- +3 initiative; +1 strike; +1 parry; +4 dodge; +4 pull punch; +2 roll with punch, fall, or impact; +2 disarm
Total I.S.P. expended: -10
Combat
APM: 6
Initiative - 1d20+9 = 16: 7
Actions
1. Switch grenade launcher for magical clubs
2 - 3. Body Tackle the electro-angel: damage - 1d4+12 = 15: 3 M.D.; save vs. being knocked over - 45%
4. Twin strike with Magical Clubs on the electro-angel
right club, strike - 1d20+11 = 30: 19 (CRITICAL STRIKE)/damage - 5d6 = 16: 1, 4, 4, 5, 2 x 2 = 32 M.D.
left club, strike - 1d20+11 = 21: 10/damage - 5d6 = 13: 4, 3, 4, 1, 1 M.D.
5. Twin strike with Magical Clubs on the electro-angel
right club, strike - 1d20+11 = 31: 20 (CRITICAL STRIKE)/damage - 5d6 = 15: 3, 1, 4, 4, 3 x 2 = 30 M.D.
left club, strike - 1d20+11 = 16: 5/damage - 5d6 = 15: 4, 1, 5, 2, 3 M.D.
6. Twin strike with Magical Clubs on the electro-angel
right club, strike - 1d20+11 = 13: 2/damage - 5d6 = 16: 3, 1, 5, 3, 4 M.D.
left club, strike - 1d20+11 = 13: 2/damage - 5d6 = 16: 1, 1, 6, 3, 5 M.D.
Contingency
1. Activate Energy Aura if Cosmic Armor is destroyed
Parry Rolls
1. 1d20+11 = 16: 5; 2. 1d20+11 = 12: 1; 3. 1d20+11 = 24: 13
Auto-dodge Rolls
1. 1d20+2 = 6: 4; 2. 1d20+2 = 18: 16; 3. 1d20+2 = 13: 11; 4. 1d20+2 = 4: 2; 5. 1d20+2 = 5: 3
Juan Echo empties his grenade launcher's clip in the direction of the flying Invincible Guardswoman, though direction is not a precise word since she is everywhere inside the cavernous bowels of the building. Despite, or perhaps because of, her omnipresence, Juan has failed to land a single grenade in her general area. She seems to flit out of the blast radius with swift ease. And compounding to the frustration, for every point of Mega Damage that he did not inflict, his opponent seemed to land 3 points of her own. Now this is more like a hammer confronting a circular saw problem.

Juan grimaces as he switches his weapons. There was no point in wasting more ammo on this fight. If he was going to be a hammer, he ought to rely on blunt force trauma as much as he can. "We need to get her to stop moving," Juan shouts as he starts dashes at the electro-angel. He flies at the Guardswoman at full speed, (presumably) letting Sorrenson's missiles guide his target into a collision path with him. Juan lowers his shoulder as he gets close, and tackles her into the nearest wall (or barring that, straight up into the ceiling).

When she bounces off the wall of the basement, he will unleash a flurry of strikes with his Magical clubs. Should he need to parry or dodge an attack, he will rely on instinct as he hopes to put his foe down before she can do more damage.* If his Cosmic Armor is destroyed in the melee he will take the time to reload it.

Juan would be more concerned by the small wafts of fire gurgling from one of the walls. Unfortunately, he is dealing with one Invincible Guardswoman, and there are two more skulking in the room. And equally unfortunately, the Wanderer has been to Cormal, and a room this horrible isn't that novel anymore, flaming farts or not. Though, at some point in the future Juan may inspired by these memories during his extra-curricular activities.**

* I defer to the GM and AGM to determine which would be the more appropriate response to an attack - sacrificing one of his club strikes for a parry or an auto-dodge.
** High on the Chirpa Plateau the Hostess sighs. She isn't worried for her brother, not exactly. But she feels wistful, and she wonders where he is, wants to know who is with and what he is doing. Knowing him, the Wanderer had likely stumbled into some sort of trouble. (Sometimes love is a battlefield.) She can only imagine how Jonny could wrestle his way out (and in! I'm incorrigible!) of trouble out in the Three Galaxies. It brings a smile to her face that fades into concern when she starts to dwell on the specifics.
She finds her self roaming through the 25th floor of the Tower, where he kept his quarters. Several of the rooms were filled with trophies from his many adventures. A few were left open and empty, only used when the Wanderer returned with companions. Only one door is closed. The Hostess forgets what is inside and enters into a room covered in black tarps save for a giant pit in the middle. Body glitter spatters the tarps pressed against the walls. She notices several beaded ropes dangling from the ceiling, and before she can look any more she is already back at the staircase.
She calmly walks back to the main hall on the 12th floor and taps two of her handmaidens. "Urqos, I want you to sterilize every room on the 25th floor. Twice."
Status: Juan Echo
M.D.C.: 300/300
P.P.E.: 50/50
I.S.P.: 76/76

May the rest of the Yayamama Pantheon have mercy on our SOULS!
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Sorrenson
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Sorrenson »

Perception: 1d100 = 99: 99 /34%, +15% magical / mechanical
JiC d20/d100: 1d20 = 20: 20 / 1d100 = 65: 65

Drone Locations:
Spy - Safe-house watching Kaboom (silent comms until pinged for location)
Combat A - Front gate of compound
Combat B - Front gate of compound, moving towards basement
Destructo A - Used. Gone. History.
Destructo B - In da basement! But, like in the other room.

Once activated:
Magical Adrenal-Rush feature is activated wearers P.S. becomes Supernatural, +2 attacks per melee, +50% speed, Wearers S.D.C. is tripled, Wearer receives the following combat bonuses: +3 to Initiative, +1 to Strike, +1 to Dodge, +1 on all Saving throws. The wearer becomes impervious to drugs, mind control, possession, illusions, pain, and horror factor. Duration: 4 Melee Rounds per activation. Current round is round 3
OOC Comments
PPE: 51/151
ISP: 44/48
HP: 38
SDC: 30
NE PA003 "Drudge" Industrial PA
M.D.C. by Location.
Arms (2) - 200 each
Hands (2) - 100 eacho
Legs (2) - 200 each
Sensor Cluster (head) - 50
Main Body - 332/400
TW Armor of Ithan - 32/100 - 9.75 minutes remain
Starfire Cannon ammo 31/32
NE-800 ammo - 4/16 smart missiles available, 0/16 dumb missiles
Fusion Blocks 5/5


Drone M.D.C
-80 from main body of Combat Drone #A
-55 from main body of Combat Drone #B
-5 from from main body of Spy Drone
-5 from main body of Destructo Drone #B

Gear on person:
Amulet of Understanding
Amulet of Understanding ISP: -22

Light mage armor: (Worn)
M.D.C. by Location
• Hood: 20
• Arms: 15 each
• Legs: 30 each
• Main Body: 50
• Armor of Ithan: 60/60 - 5 minutes remain
Modifiers: -5% to physical skills
TW enhancements (at 6th level): armor of Ithan (10), Fly as Eagle (25), Breathe without Air (5), Impervious to Energy (20)

PH 21 Phase Beamer (Worn in shoulder holster)
Damage: 3d6 s.d.c. to s.d.c. creatures, 4d6 m.d.c. to m.d.c. beings and force fields, no damage to armor.
Rate of Fire: equal to HTH
Range: 400ft
Payload: 10 shots.
3 e-clips

TW Lightblade (shaped like a long knife, worn on belt)
Damage 1d4x10 +3 m.d.
Duration: 3 minutes
p.p.e. cost to activate: 20
Double damage to Vampires and those vulnerable to light.

Mr. Sorrenson’s Harness of Awesome V 1.0

TW Converted NE-202 Slim-Line "Widow-Maker" Heavy Plasma Cartridge Pistol
• Range: 60'
• Damage: 1D4x10 M.D. (Particle Beam)
• Rate of Fire: Single shots only.
• Payload: 4 (12 P.P.E. per Shot)

Splugorth Mega-Blade

Bone Fetish

Utility/Tool Belt
Juan Echo wrote:"We need to get her to stop moving,"
"Oh. Looks like we're gunna make it that kind of party. Let's go!"Sorrenson replies as he watches Juan rush in to tackle the flier. Well, that's made using the second destructo drone difficult... he thinks to himself. He fires off the rest of his smart mini missiles. He then moves in and tries to punch the flier as best he can.

In the space between seconds that the Magic Adrenal Rush has made accessible he has a conversation with the Amulet.
Oh dear. It seems Mr Metri didn't need the help. Not that I can seem much of anything with all the smoke and assorted micro debris fouling the limited sensors of the drone I sent. I shall return the drone to this room immediately. The amulet informs Sorrenson.
Okay. Sorrenson replies. How far away is that combat drone? I'm outta missiles.
Of course you are. The amulet notes with a tone that Sorrenson feels leaves a ' tisk, tisk... You really should have brought more with you. They are not doing an iota of good stacked neatly on the ship, now are they?' hanging in the mental air. The combat drone will be here soon. It adds simply.
Sorrenson doesn't reply. he is focused on lining up a decent punch if he can get close enough.

Initiative: 1d20+3 = 23: 20
Actions:
1 - Reactivate PA's Armor of Ithan.
2 - Strike Electro Angel Ugly with single smart missile 1d20+5 = 13: 8, damage 6d6 = 26: 6, 6, 4, 2, 3, 5 M.D.
3 - Strike Electro Angel Ugly with single smart missile 1d20+5 = 22: 17, damage 6d6 = 18: 1, 2, 5, 3, 5, 2 M.D
4 - Strike Electro Angel Ugly with single smart missile 1d20+5 = 17: 12, damage 6d6 = 24: 5, 5, 4, 1, 5, 4 M.D
5 - Strike Electro Angel Ugly with single smart missile 1d20+5 = 20: 15, damage 6d6 = 26: 5, 6, 6, 2, 5, 2 M.D
6 & 7- Power Punch Electro Angel Ugly (if possible) 1d20+4 = 22: 18, damage 1d6*10 = 20: 2 M.D
8 - Saved for dodge / re-up AoI as needed. Dodge: 1d20+9 = 21: 12
9 - Saved for dodge / re-up AoI as needed. Dodge: 1d20+9 = 27: 18
10 - Reactivate the Magic Adrenal Rush enchant for the next round.
smart missles
E Micro-Missile (smart)
• Range: 2 mile
• Damage: 6d6 M.D. to a 3' radius.
• Weight: 22lbs.
• Quantity: 50
• Modifers: +4 Strike. On a miss, missile can try again up to 2 times per round. Requires a called shot to be hit and has +4 to dodge.

Extra Smart missile strike rolls if needed: 1d20+5 = 22: 17, 1d20+5 = 17: 12, 1d20+5 = 25: 20, 1d20+5 = 22: 17
Sorrenson will re up his AoI as needed.
Parries if needed: 1d20+10 = 22: 12, 1d20+10 = 18: 8, 1d20+10 = 20: 10, 1d20+10 = 19: 9, 1d20+10 = 18: 8, 1d20+10 = 14: 4, 1d20+10 = 27: 17, 1d20+10 = 26: 16, 1d20+10 = 20: 10, 1d20+10 = 19: 9
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Kaedras Starfall »

Perception 42% 1d100 = 32: 32

JIC: 1d20 = 18: 18
1d100 = 95: 95

Conditions:
  • Sixth sense (Triggered)
  • Cosmic Armor. ??/160 min. 750/800 MDC. Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma. -5% to all Physical Skills such as Acrobatics, Climbing and similar. -10% to Palming, Pick Pocket, Prowl, and other Rogue, Medical and Technical skills that require a delicate touch.
  • Enhanced Reflexes. +2 P.P.; +1 APM, +3 initiative, +1 Strike, +2 Parry & Dodge, +15% to all physical skills relying on balance/coordination. 0 / 2 min. duration
  • Champion's Bonus (to all who can see Starchief): +3 Strike, parry, & dodge
Kaedras slams into the wall, almost feeling the hit through his multiple layers of protection. His psionic forcefield now popped, Kaedras reaches instinctively for his quiver, but finds himself out of standard damage arrows.

"Fine."

Grasping his bow in his left hand, he summons a Psi-Sword with his right (-30 ISP) - an impressive cutlass-shaped blade, aglow with violet-colored light. Even a halfwit such as he can see that he is outnumbered and outmatched. If I can keep him off-balance as well, the fight will be ours.

With that, Kaedras swoops in, flying under the power of the Cosmic Armor spell, parrying with his bow and striking with his psionic blade. "If you wish to die for these villains, I shall not stop you."

Initiative: 1d20+7 = 10: 3

APM: 5

Action 1: Strike with Psi-Sword 1d20+13 = 26: 13; Damage 6d6 = 25: 5, 1, 2, 5, 6, 6 MD
Action 2: Strike with Psi-Sword 1d20+13 = 25: 12; Damage 6d6 = 24: 6, 2, 3, 1, 6, 6 MD
Action 3: Strike with Psi-Sword 1d20+13 = 20: 7; Damage 6d6 = 22: 1, 3, 3, 4, 6, 5 MD
Action 4: Strike with Psi-Sword 1d20+13 = 33: 20 (Nat. 20!); Damage 6d6 = 14: 4, 3, 3, 1, 1, 2X 2 = 28 MD
Action 5: Reserved for Dodge 1d20+13 = 32: 19
Bonus Action (enhanced Reflexes): Strike with Psi-Sword 1d20+13 = 19: 6; Damage 6d6 = 19: 6, 2, 1, 1, 4, 5 MD

Parries (with bow): 1) 1d20+12 = 32: 20 (Nat. 20!); 2) 1d20+12 = 15: 3; 3) 1d20+12 = 16: 4; 4) 1d20+12 = 20: 8; 5) 1d20+12 = 27: 15

Kaedras Butcher's Bill
-5 ME Arrows
-5 HE Explosive Arrows
-2 Paralysis: Lesser Arrow
-1 Energy Bolt Arrow
-40 ISP
Kaedras Starfall
I.S.P.: 178/178
M.D.C.: 37/37

Psionic Crystal Armor
M.D.C. by Location:
Arms: 15 each
Legs: 22 each
Main Body: 35/35
Psionic Force Field: 70/70 (Can be used 4 times per 24 hour period without I.S.P. cost to user)
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Chef Icky »

Perception: 1d100 = 57: 57/43%
JIC: 1d20 = 6: 6/ 1d100 = 22: 22

Conditions
- CAF Heavy Battle Armor: 88/120 MDC
- Integrated N-40B Force Field: 64/110 MDC
- Nightvision – 100’/30.5 m (can see in total darkness)
- EP-5 Energy Pulse Pistol: 3/9 shots remaining in current e-clip
- Cosmic Armor. 150 min. remaining | 690/800 MDC. | Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma.


icky steps back and gives his swords a twirl. "Wassamatta, Tiny? Gettin' winded already?" he asks with a smirk. "An' 'ere I figured all dat Necrol felgercarb was supposed ta be enhancements -- looks like ya better ask 'bout a refund, chum."

I joke, but he's definitely tougher than last time. Fortunately he seems just as stupid and belligerent. Here's hoping the old 'make him so mad he'll screw up' trick works -- until then, it's time for more Julie-N fries.

He continues to hack and slash his way around the Kreeghor, focusing on the still-functioning arm and hoping to make it as useless as the one Kaedras pegged with that funky arrow.

Or lop it off, that'll work too.

Combat Shenanigans
Initiative: 1d20+4 = 16: 12
APM: 8

Notes:
- While wielding Darkwing, Icky’s strength is SN 42 (6D6 punch damage)
- Darkwing inflicts double damage to beings of an evil alignment
- W.P. Paired Weapons
- Critical Strike on an unmodified roll of 18, 19, 20.

Actions:
1. Chop Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 25: 14; Damage 12d6 = 44: 6, 4, 1, 6, 3, 3, 2, 4, 3, 5, 2, 5 MD
2. Slice Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 16: 5; Damage 12d6 = 40: 5, 1, 4, 4, 3, 2, 1, 5, 4, 1, 6, 4 MD
3. Dice Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 18: 7; Damage 12d6 = 42: 5, 5, 4, 4, 1, 1, 3, 6, 3, 2, 5, 3 MD
4. Whack Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 28: 17; Damage 12d6 = 42: 5, 2, 3, 3, 1, 4, 2, 6, 1, 4, 5, 6 MD
5. Cleave Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 31: 20; Damage 12d6 = 49: 5, 4, 6, 5, 6, 2, 3, 1, 4, 2, 5, 6 MD CRIT -- AND DIDN'T SPEND EP FOR IT THIS TIME!
6. Mince Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 22: 11; Damage 12d6 = 39: 1, 3, 5, 5, 2, 3, 2, 6, 6, 1, 2, 3 MD
7. Cube Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 18: 7; Damage 12d6 = 44: 2, 2, 3, 5, 3, 5, 5, 1, 4, 6, 6, 2 MD
8. Reserved for dodging. Dodge: 1d20+15 = 20: 5

Auto-Parries with Giran's Green-Glowing Magic Sword: 1d20+14 = 31: 17, 1d20+14 = 18: 4, 1d20+14 = 24: 10, 1d20+14 = 27: 13, 1d20+14 = 28: 14, 1d20+14 = 29: 15, 1d20+14 = 30: 16, 1d20+14 = 27: 13
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


------------------------------

- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Starchief »

Perception: 1d100 = 85: 85/59%
JIC: 1d20 = 18: 18/ 1d100 = 41: 41
Conditions
Champion:
  • 130/150 ISP
  • Damage: 6D6
  • Inspiring Aura:
    • +3 to Strike, Dodge and Parry
Armor of Ithan:
  • 34/70 MDC
  • 6:30/7 minutes
Starchief Costume:
  • 0/20 MDC
MDC:
  • 443/443 MDC
Millennium Wand of Power:
  • 3/5 Activations left
Save vs Magic: 1d20+6 = 22: 16

”Gah!” Starchief hollers as he clears the debris from his face. I haven't been caught off guard like this since I was a child. Head in the game, Andra!

Starchief charges back after Bashka with his glowing Champion held aloft for the crew to see, Millennium Wand in the other. Noticing the stand off between Bashka and Mara, Starchief quips as he enters combat range "Mind if I cut in?" He slices and dices as best his soldier skills allow him without his super-powered enhancements. Thank the stars for these bionic systems. I'd be wiped clean now without them. I'll have to buy Mara a drink after this one for saving my rear. If it is saved that is...

Watching Bashka's movements, he starts to think Has she stolen my abilities? Is this my fighting style? Is it a power like a Skrayper or some sort of magic at play?


Initiative: 1d20+6 = 16: 10
APM: 8

Action 1: Slash at Bashka with Champion. Strike: 1d20+11 = 14: 3 Damage: 6d6+10 = 31: 5, 2, 3, 5, 3, 3
Action 2: Slash at Bashka with Champion. Strike: 1d20+11 = 26: 15 Damage: 6d6+10 = 32: 1, 5, 5, 5, 2, 4
Action 3: Slash at Bashka with Champion. Strike: 1d20+11 = 28: 17 Damage: 6d6+10 = 42: 6, 4, 5, 6, 5, 6
Action 4: Slash at Bashka with Champion. Strike: 1d20+11 = 28: 17 Damage: 6d6+10 = 32: 3, 1, 2, 6, 6, 4
Action 5: Slash at Bashka with Champion. Strike: 1d20+11 = 18: 7 Damage: 6d6+10 = 33: 2, 4, 4, 6, 2, 5
Action 6: Slash at Bashka with Champion. Strike: 1d20+11 = 16: 5 Damage: 6d6+10 = 36: 2, 3, 6, 6, 3, 6
Actions 7-8: Reserved for Dodge.

Dodges: 1d20+7 = 9: 2 1d20+7 = 12: 5
Parries: 1d20+10 = 27: 17 1d20+10 = 17: 7 1d20+10 = 30: 20(CRIT) 1d20+10 = 20: 10 1d20+10 = 25: 15 1d20+10 = 28: 18 1d20+10 = 29: 19 1d20+10 = 20: 10

Contingencies:
  • If Starchief's Armor of Ithan goes down, he will sacrifice an action to activate the Millennium Wand's Armor of Ithan again.
  • If a debilitating magic is used against Starchief OR if he is able to discern that magic is being used by the enemy, he will sacrifice an action to activate the Millennium Wand's Negate Magic.
Starchief
Andra "Starchief" Sekona
the Shield of Seeron

MDC: 439/439|Costume: 20/20

Saving Throw Bonuses:
Vs. Insanity: +9|Vs. Magic: +10|Vs. Possession: +7|Vs. Psionic: +7
Vs. Poison: +7|Vs. Mind Control: +6|Vs. Disease: +6|Vs. Illusion: +5
Vs. Horror Factor: +8|Vs. Coma/Death: +51%|Perception: +3


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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Dark Lord »

Outside the lab, a pitched battle continues to rage. While Mara is impressed by her opponent’s ferocity, the Atlantean continues to hold her own. However, out of concern for her teammates Mara begins thinking of ways to reduce the advantage offered by her opponent’s mobility, and decides to unleash two blinding flashes in close quarters. If the spells have any effect on Bashka, or the creature she’s… wearing, the guardswoman gives no sign as she counter-attacks. Fortunately, through some instinct or remnant of his super powers, Starchief is able to shield his eyes from the flash, and the two of you press the attack in tandem. Slowly but surely Bashka is driven back, even as the two of you take still more chunks out of her unholy abomination of an armor and more acid blood spews your way- along with a very unhealthy number of claw attacks ((-66 MDC Mara and -26 MDC/round for each of the next three melees; Starchief your AoI is destroyed, -44 MDC from the renewed one plus -8 MDC/round for each of the next three melees)). At the end of it all, however, with a nod Mara and Starchief go into an expert one-two combo, with Mara coming in low and opening the armor’s torso from navel to neck, and Starchief coming in high to finally decapitate the woman. A twisted morass of blood, guts, and other effluvia spills forth as Bashka’s headless corpse falls to the ground. Around it, the remnants of the armor pool and congeal amidst a small sea of acid blood- blood that curiously does not seem to eat into either the corpse or the organic floor. With a surge of relief, Starchief feels his super abilities return.

On the other side of the ruined elevator shaft, Juan and Sorrenson concentrate on trying to bring down the flier. Still cackling maniacally, she fires a slew of lightning bolts at the pair of you- Juan’s evasive maneuvers do him little good, and Sorrenson simply stands pat and tries to maintain his magical protection in the face of the onslaught ((Juan, cosmic armor destroyed and -48 MDC to your armor; Sorrenson, -30 PPE for AoIs this round)). Cursing, Juan activates his force aura and switches to melee weapons, while Sorrenson continues to pelt the flying electro-angel with missiles in the hopes of driving her into Juan’s path. The barrage is met with the usual evasive grace- practically taunting you as she lobs lightning bolts at the two of you. Then she slips up- gets cocky, or maybe just careless, and zigs when she should have zagged. In any event, the electro angel takes an explosive in the chest, and for a few precious seconds she is knocked off of her equilibrium. Fortunately, that is all the time Juan Echo needs. With a roar, Juan slams into the woman, and then… stops. His flurry of club blows is met with fists and claws, but the Godling of the Yayamama is undeterred as he unleashes his fury, and he is rewarded with a pair of wet impacts on hardened flesh- along with a decidedly uncomfortable jolt of electricity ((-28 MDC Juan)).

Meanwhile, the metallic Kreeghor continues to vent his displeasure at his paralyzed arm on Icky, Kaedras, and Oradro. With his new weapon generating a force field to protect himself, Oradro opens a challenge to the monster in an attempt to draw its ire. The attempt is successful- unfortunately for the cosmo-knight. Even one-handed, the behemoth is incredibly strong and dangerous, but Oradro’s force field holds under the attack. With a roar of frustration, the Kreeghor grabs the cosmo-knight bodily and flings him at Icky ((-282 MDC Oradro, -53 MDC Icky)). Icky stumbles, but keeps his feet while Oradro easily recovers his equilibrium by hovering in midair- even as the Kreeghor rushes forward and tries to backhand first Icky, then Kaedras. Fortunately, both of you manage to block him. Kaedras, realizing that he’s out of arrows, summons a psi-sword and swoops in for a series of aerial attacks on the fiend, even as Icky performs a similar assault on the ground. Together with sweeps of Oradro’s massive battle axe, your weapons create a dreadful cacophony as they arc and spark across the armored form of your opponent. Despite yet another series of impressive defensive maneuvers by the hulk before you, each of you scores a hit, and the metal man is driven back towards team electro-angel, and the lab.

Inside the lab, the smoke severely curtails Metri’s visibility. Still, the Yhabbayar is no stranger to stealth, and he tries to use the confusion to his advantage as he slips away and chants a hasty incantation directed approximately at the back of the lab. As Metri begins chanting, he feels one of his spells slip away, and distantly he hears his spinning blades clatter to the ground. Unsure of what this means, but sure that it isn’t good, Metri launches his meteor and immediately prepares a replacement cosmic armor spell. While it is difficult to determine the extent of the damage given the conditions in the lab, the explosion and ensuing fireball are most satisfying as Metri ducks, covers, and renews his magical protection. Which promptly disappears in mid-flight. Metri stumbles to the ground, and races out into the corridor and back to the others.

Something strange is happening in the lab as Metri staggers out into the corridor. Smoke is pouring out of the doorway, yes, along with some remnant fires from Metri’s meteor that quickly extinguish in the turgid confines. But there is also something more… something menacing. A deep, dark blackness is growing out of the heart of the smoke, extending ethereal tendrils into the air and the room around you like some kind of cancer or infectious disease. To Metri’s trained senses, it feels neither evil nor supernatural, yet the blackness is completely impenetrable to the visual spectrum. Even those of you with night, thermal, or infrared vision can see nothing within it. But you’d be a sizeable chunk of money that it’s still there.

Realizing that he is now bereft of his magical protection (not to mention a few of his teammates), Metri hastens to recast it. As he does so, his lightblade vanishes. Even as Metri casts about for the source of the disruption to his magics, a half-dozen energy spheres (each roughly the size of a bowling ball) come flying out of the shadows and begin darting about the various combatants in the room, particularly Metri. The spheres intercept one of Metri’s barrages, but the second strikes the metallic Kreeghor facing Oradro, Icky, and Kaedras and prompts a roar of pain. The spheres then switch to a more menacing configuration, closing in on Metri and trying to zap him with some sort of energy or electricity. Metri manages to avoid most of their hits, but even so when they do impact they land quite the wallop- or they would, if Metri’s invulnerability aura didn’t appear to hold them off. Unfortunately, while he is busy fending off the spheres, Metri feels his body begin to slow as some of his magical enchantments unravel.

Speaking of unraveling, one could be forgiven for thinking that reality is doing much the same, as the shadows actively expand out from the lab and engulf Metri within them. The Yhabbayar is lost to the shadows. Moments later, a shadowy warrior steps forth in his place. Two wicked, scythe-like energy extensions shoot up the arms of yet another horrific suit of Necrol armor- the hands and feet are exposed, and his Metri-inflicted battle damage is readily apparent, but the suit clearly still possesses most of its functionality. With the figure’s chameleon-like skin making it impossible to see anything like facial features, the grim warrior takes off in a sprint towards Mara and Starchief.

Begin Round 6!

Round 5 Summary
PPE/ISP/Ammo used as intended unless otherwise specified.
Mara: -66 MDC, acid for rounds 6-8.
Starchief: AoI destroyed, -1 charge to renew, -44 MDC from new AoI, acid for rounds 6-8.
Juan: Cosmic armor destroyed, -48 MDC to armor, -28 MDC to force aura.
Sorrenson: -30 PPE for AoI renewals; current armor at full MDC. Other abilities used as intended.
Oradro: -282 MDC to force field
Icky: -53 MDC
Metri: Total of -100 PPE for last round. Spinning blades, cosmic armor, lightblade, superhuman agility, and fighting spirit have been dispelled. Check your PMs.

Current Status
Metri has disappeared from sight.
The scythe/ninja guy is charging Starchief and Mara.
Juan and Sorrenson are still facing off against electro-angel, with Kaedras, Icky, and Oradro facing the Kreeghor. Both of your opponents are slowly retreating towards the shadows that are spilling out into the hallway.
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Why kill a PC when you can torture their player?
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Mara »

Perception: 1d100 = 10: 10 / 65% (95% when dealing with vampires or undead)
JiC: 1d20 = 20: 20 1d100 = 13: 13

Conditions:
-Eyes Three (20)-- 58 min duration, Nightvision 1200', See the Invisible, See Aura, +1 to strike, +1 to Initiative;
-Heart in chains (40)-- 60 min duration, 450 MD;
-Heart with large wings (20)-- 2 hours 58 minutes duration, fly at 70mph, up to 4,000 ft; +1 to strike and dodge;
-Enhanced Reflexes (10)--10 min duration, +1 APM, +3 to Init, +1 to Str, +2 to par and dod, +2 to PP, +15% to physical skills
-Black Sun (40)--30 min duration, Nightvision 600’; See in Magical Darkness; can recognize shadow beasts and other shadow-linked creatures even in shadows; shadow meld as spell; cloak of darkness as spell

She looks over the headless corpse, Well that was satisfying! Mara immediately dismisses her invulnerability protection and reactivates it (-40 ppe) hoping to get rid of the acid effect. She looks over at Starburst and says, "Not bad old man, now let's go help the others . . . what in the abyss is that? Shadows everywhere, interesting! She then activates her Black Sun tattoo (-40 ppe) as this tattoo usually helps her recognize shadow based creatures. She twists her head to crack her neck and moves towards the shadowy creature. She grins fiercely, "Another playmate, you ready Starburst?" If she recognizes anything or sees into the shadow she will relay what she sees to the others.

Lore: Demons and Monsters-- 1d100 = 70: 70 / 91%
Lore: Dimension-- 1d100 = 73: 73 / 61%

APM: 8
Init: 1d20+7 = 11: 4

Attack 1: Dismiss and reactivate Heart in chains tattoo.
Attack 2: Activate Black Sun tattoo.
Attack 3: Attack with Stoney Dragon. Attack: 1d20+16 = 32: 16 Crit!; Damage: 10d6+12 = 41: 2, 6, 2, 2, 5, 3, 1, 1, 2, 5 x2=82 x2 if Evil
Attack 4: Attack with Stoney Dragon. Attack: 1d20+16 = 34: 18 Crit!; Damage: 10d6+12 = 41: 2, 2, 4, 3, 2, 1, 3, 4, 6, 2 x2=82 x2 if Evil
Attack 5: Attack with Stoney Dragon. Attack: 1d20+16 = 35: 19 Crit!; Damage: 10d6+12 = 41: 1, 2, 5, 5, 2, 2, 5, 2, 1, 4 x2=82 x2 if Evil
Attack 6: Attack with Stoney Dragon. Attack: 1d20+16 = 27: 11; Damage: 10d6+12 = 57: 5, 6, 6, 6, 2, 3, 5, 4, 5, 3 x2 if Evil
Attack 7: Attack with Stoney Dragon. Attack: 1d20+16 = 32: 16 Crit!; Damage: 10d6+12 = 54: 6, 5, 1, 6, 2, 5, 4, 2, 5, 6 x2=108 x2 if Evil
Attack 8: Attack with Stoney Dragon. Attack: 1d20+16 = 25: 9; Damage: 10d6+12 = 42: 1, 5, 5, 6, 2, 1, 1, 3, 2, 4 x2 if Evil

Parry: 1d20+17 = 26: 9 1d20+17 = 31: 14 1d20+17 = 24: 7 1d20+17 = 32: 15 1d20+17 = 37: 20 1d20+17 = 21: 4 1d20+17 = 26: 9 1d20+17 = 19: 2
Dodge (if Needed): 1d20+15 = 19: 4 1d20+15 = 24: 9 1d20+15 = 26: 11 1d20+15 = 30: 15 1d20+15 = 35: 20 1d20+15 = 23: 8 1d20+15 = 28: 13 1d20+15 = 35: 20

Contingency:
If Heart in Chains tattoo drops she will spend an action to reactivate.
Mara Archerean

PPE: 198 / 288
ISP: 75 / 85
MDC: 381/381
H.F.: 14
Heart in Chains Tattoo: 450/450 MDC(inactive)

Constant: Sixth Sense

Soundtrack:
''Zombie'' by Damned Anthem
Evanescence - Bring Me To Life (Ghost in the Machine Remix)
Adele vs. Linkin Park - Set Fire To The End
Tomorrow We Fight
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Juan Echo »

Perception (27%): 1d100 = 38: 38
JiC: 1d20 = 19: 19/ 1d100 = 1: 1
Gear
Armor
NE-BA-26 Special Body Armor
Armor by location:
  • Main body: 47/140
    Head: 60/60
    Arms (each): 50/50
    Legs (each): 60/60

Energy Aura (activated twice): 73/100 M.D.C.
Weapons
2 Magical Clubs
NE-74GL Grenade Launcher (Ammo 0/48)
Abilities
Relevant Skills
Nightvision
Active Effects
Intuitive Combat (-10 I.S.P; 11:00) -- +3 initiative; +1 strike; +1 parry; +4 dodge; +4 pull punch; +2 roll with punch, fall, or impact; +2 disarm
Total I.S.P. expended: -10
Actions
APM: 6
Initiatve - 1d20+9 = 21: 12
Actions
1. Reserved for dodging melee attack by electro angel - 1d20+9 = 16: 7
2. Reserved for dodging melee attack by electro angel - 1d20+9 = 21: 12
3. Twin strike with Magical Clubs on the electro-angel
right club, strike - 1d20+11 = 29: 18/damage - 11d6 = 27: 1, 1, 4, 1, 3, 2, 1, 6, 4, 2, 2 M.D.
left club, strike - 1d20+11 = 25: 14/damage - 11d6 = 25: 3, 1, 3, 1, 2, 2, 3, 2, 3, 3, 2 M.D.
4. Twin strike with Magical Clubs on the electro-angel
right club, strike - 1d20+11 = 26: 15/damage - 11d6 = 48: 3, 3, 6, 6, 5, 5, 6, 3, 4, 4, 3 M.D.
left club, strike - 1d20+11 = 24: 13/damage - 11d6 = 38: 1, 6, 4, 3, 6, 1, 3, 1, 5, 6, 2 M.D.
5. Energy blast at electro-angel strike - 1d20+8 = 18: 10/damage - 3d6 = 7: 1, 2, 4 M.D.
6. Energy blast at electro-angel strike - 1d20+8 = 24: 16/damage - 3d6 = 10: 5, 4, 1 M.D.

Contingencies
1. Activate Energy Aura
2. Activate Splugorth Talisman of Armor of Ithan
3. Another dodge to sacrifice an attack for if things both armors get burned through - 1d20+9 = 15: 6
Auto-Dodge Rolls
1. 1d20+2 = 17: 15; 2. 1d20+2 = 17: 15; 3. 1d20+2 = 11: 9; 4. 1d20+2 = 10: 8; 5. 1d20+2 = 6: 4; 6. 1d20+2 = 6: 4
Juan finds himself engaged in a battle of attrition. He can keep attacking the electro-angel, and his clubs are proving effective against her, especially compared to the metallic Kreehgor. Each time he lands a blow, he feels a decidedly unpleasant jolt. And that's not counting her own dangerous attacks. If (when, Jonny) her attacks burn through his energy aura, he will summon it again. He will also activate the Armor of Ithan spell on his Spuglorth talisman if (again, when, Jonny, when; it's going to happen eventually, so you might want to ask Urqos Metri for another dose of Cosmic Armor) his aura fades.

Realizing that the fight is far from over, Juan takes a half-step stance and takes on a more defensive stance. He makes a more concerted effort to dodge the attacks, striking with his clubs when he can. As he shifts his weight he notices the shadows around the lab growing. And the shadows have encompassed the Yhabbayar mystic. As the electro-angel backs away Juan keeps his distance firing energy blasts while dodging enemy fire.

He tries to see into the shadow, but if it is impenetrable to his divine powers he will call out, "Watch out for that shadow. Our enemies are retreating into, and is something..." His voice trails off. The Wanderer has fought the undead in many forms, but the necrols are something new. He had heard the rumors over the centuries, but he considered himself fortunate to never encounter one. Seeing one in person confirmed his fear, he never wanted to meet one in the first place.
Status: Juan Echo
M.D.C.: 300/300
P.P.E.: 50/50
I.S.P.: 76/76

May the rest of the Yayamama Pantheon have mercy on our SOULS!
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Sorrenson »

Perception: 1d100 = 68: 68 +15 Magical / Mechanical
JiC d20/d100: 1d20 = 16: 16 / 1d100 = 95: 95

Drone Locations:
Spy - Safe-house watching Kaboom (silent comms until pinged for location)
Combat A - Front gate of compound
Combat B - Front gate of compound, moving towards basement
Destructo A - In da basement!
Destructo B - Gone.

Once activated:
Magical Adrenal-Rush feature is activated wearers P.S. becomes Supernatural, +2 attacks per melee, +50% speed, Wearers S.D.C. is tripled, Wearer receives the following combat bonuses: +3 to Initiative, +1 to Strike, +1 to Dodge, +1 on all Saving throws. The wearer becomes impervious to drugs, mind control, possession, illusions, pain, and horror factor. Duration: 4 Melee Rounds per activation. Current round is round 1 of activation #2 within 24 hours
OOC Comments
PPE: 33/151
ISP: 44/48
HP: 38
SDC: 30
NE PA003 "Drudge" Industrial PA
M.D.C. by Location.
Arms (2) - 200 each
Hands (2) - 100 eacho
Legs (2) - 200 each
Sensor Cluster (head) - 50
Main Body - 332/400
TW Armor of Ithan - 100/100 - 9.75 minutes remain
Starfire Cannon ammo 31/32
NE-800 ammo - 0/16 smart missiles available, 0/16 dumb missiles
Fusion Blocks 5/5


Drone M.D.C
-80 from main body of Combat Drone #A
-55 from main body of Combat Drone #B
-5 from from main body of Spy Drone
-5 from main body of Destructo Drone #A


Gear on person:
Amulet of Understanding
Amulet of Understanding ISP: -22

Light mage armor: (Worn)
M.D.C. by Location
• Hood: 20
• Arms: 15 each
• Legs: 30 each
• Main Body: 50
• Armor of Ithan: 60/60 - 5 minutes remain
Modifiers: -5% to physical skills
TW enhancements (at 6th level): armor of Ithan (10), Fly as Eagle (25), Breathe without Air (5), Impervious to Energy (20)

PH 21 Phase Beamer (Worn in shoulder holster)
Damage: 3d6 s.d.c. to s.d.c. creatures, 4d6 m.d.c. to m.d.c. beings and force fields, no damage to armor.
Rate of Fire: equal to HTH
Range: 400ft
Payload: 10 shots.
3 e-clips

TW Lightblade (shaped like a long knife, worn on belt)
Damage 1d4x10 +3 m.d.
Duration: 3 minutes
p.p.e. cost to activate: 20
Double damage to Vampires and those vulnerable to light.

Mr. Sorrenson’s Harness of Awesome V 1.0

TW Converted NE-202 Slim-Line "Widow-Maker" Heavy Plasma Cartridge Pistol
• Range: 60'
• Damage: 1D4x10 M.D. (Particle Beam)
• Rate of Fire: Single shots only.
• Payload: 4 (12 P.P.E. per Shot)

Splugorth Mega-Blade

Bone Fetish

Utility/Tool Belt
Sorrenson brings the Drudge in closer to the Electro Angel. Doing so he asks the Amulet to place the remaining destructo drone above and behind the flying witch. He smiles as he finishes his request. Put up by roof, close to the shadow... I'm going to try to bait her into it.
The amulet frowns. Oh my! Does this mean you have a plan beyond stand in one place and shoot your load at her. Finally some kind of planning perhaps?
Sorrenson ignores the amulet's loaded comment and radios Juan. "Keep hitting her! I'm gunna try something. When she flees DON'T follow her."

Then things get weird. He quickly ques up some music, set the volume to max on the Drudge's PA system. He steels himself, you can do this big boy!. His PA reaches out to grab the Electro Angel. Once he grabs her the music starts. Sorrenson starts signing along with the tune, with gusto. "LUVIN' YOU..." While singing he tries to use the Drudges impressive strength to tear the Angel limb from limb. "IS EASY...." As best he can he tires to work his fingers so they can grip onto the Necro implant, or whatever this disgusting thing is, and separate it from the Angel.

In the space between seconds the Amulet is less than impressed. Mr Sorrenson, I ask in all seriousness; have you gone completely insane?
Sorrenson grins madly. Maybe. Why do you ask? His inner voice all innocence and sweetness.
Don't play silly buggers with me. You know why! But if you insist on playing that game - I shall make a brief list - descending order with the most insane first: The singing! The choice of song! Attempting to tear this creature limb from limb!
Sorrenson cackles with glee. My dear Amulet, it's all part of the plan. The singing is to creep her out. The choice of song is what makes it creepy, to her especially. Come on, who the funk could love that... 'Especially cause she's beautiful.... do nun doo dooo dooo' hahaha! Add in the fact that I'm trying to pull her apart while singing it is... well just a bit fucked up, don't ya think?
Yes. I agree with your final assessment of your actions. The Amulet shoots back.
Good! Sorrenson replies, satisfied. Hopefully, she'll think so to and try to get away by flying up and into the Boom-Boom Drone we've placed behind her. She's too hard too hit in the usual pew-pew way. So I'm trying to get her to do the hard part and I want her to blunder into the bast radius.
I see. I was not expecting such a psychological tactic from you. I hope it works. The amulet responds after thinking about it.
Oh, me too! If it doesn't I'm really in the shit!

Sorrenson continues to grapple with and sing to her until she breaks free or he lets her go so she can fall into his trap. "CAUSE YOUR BEAUTIFUL... DO nun DO DOOOOO!" When he can he'll detonate the destructo drone on her, while hopefully not on himself and Juan.

Initiative: 1d20+3 = 8: 5
Actions: 11
OOC Comments
(6 HTH +1 Boxing +2 for Drudge + 2 for M.A.R. /harness of Awesome)... I've been using 10 since this combat, forgetting that I got an extra APM last level up. Doh! Even more Doh is that this isn't the first time I've done this sort of thing. I really need to just make a combat note sheet that I put all the info in one place on my sheet.
1 - Move closer while getting the amulet the destructo drone to a spot above and behind the Electro Angel Ugly
2 - Grab Electro Angel Ugly with Drudge's 10ft reach. Strike: 1d20+5 = 10: 5
3 - Grab Electro Angel Ugly with Drudge's 10ft reach, if first attempt failed. Strike: 1d20+5 = 7: 2. Damage of she's already been grabbed: damage 3d6 = 8: 3, 3, 2 MD Tear / Pry is 1/2 damage = 4
4 - Grab Electro Angel Ugly with Drudge's 10ft reach, if first two attempts failed. Strike: . 1d20+5 = 20: 15 Damage of she's already been grabbed: damage 3d6 = 12: 6, 4, 2 MD Tear / Pry is 1/2 damage = 6
5 - Tear pieces off the Electro Angel Ugly, Strike: 1d20+5 = 21: 16 damage 3d6 = 9: 1, 2, 6 MD Tear / Pry is 1/2 damage = 4
6 - Tear pieces off the Electro Angel Ugly, Strike: 1d20+5 = 17: 12 damage 3d6 = 11: 2, 6, 3 MD Tear / Pry is 1/2 damage = 5
7 - Tear pieces off the Electro Angel Ugly, Strike: 1d20+5 = 13: 8 damage 3d6 = 7: 1, 4, 2 MD Tear / Pry is 1/2 damage = 3
8 - Tear pieces off the Electro Angel Ugly, Strike: 1d20+5 = 14: 9 damage 3d6 = 11: 5, 5, 1 MD Tear / Pry is 1/2 damage = 5
9 - Tear pieces off the Electro Angel Ugly, Strike: 1d20+5 = 14: 9 damage 3d6 = 7: 3, 2, 2 MD Tear / Pry is 1/2 damage = 3
10 - Saved for dodge / re-up AoI as needed. Dodge: 1d20+8 = 21: 13
11 - Action held to detonate the Destructo drone for if/ when Angel girl is within range of it and Juan and Sorrenson are not. Strike: Spend an EP point for a critical strike. Damage: 3d6*10 = 70: 1, 3, 3
OOC Comments
Damage of she's already been grabbed: damage 3d6 = 4: 1, 1, 2 MD - copy and paste error. Then I decided to go for gold and spend an EP for this strike.
Parries if needed: 1d20+10 = 19: 9, 1d20+10 = 29: 19, 1d20+10 = 18: 8, 1d20+10 = 13: 3, 1d20+10 = 14: 4, 1d20+10 = 20: 10, 1d20+10 = 11: 1, 1d20+10 = 24: 14, 1d20+10 = 19: 9, 1d20+10 = 19: 9, 1d20+10 = 20: 10
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Metri »

-----------------------------------
Perception: 1d100 = 43: 43 | 54%
JIC: 1d20 = 20: 20| 1d100 = 37: 37%
Initiative: 1d20+7 = 23: 16
APM: 7
-----------------------------------
Status
PPE: 159/159
ISP: 194/260
MDC: 72/72
MTB1_PPE: 34/180
MTB2_PPE: 13/180
MTB3_PPE: 51/180
Current Saving Throw Bonuses:
Coma/Death: +4%
Magic (varies): +21
Lethal Poison (14+): N/A (impervious)
Non-Lethal Poison (16+): N/A (impervious)
Insanity (12+): +1
Psionics (10+): +21
+7 vs Possession
+2 vs Despair
+22 vs Horror Factor
+2 vs Illusions
Activated Psionics/Magic
  • Enhanced Perception. 69.25 min. R25 pg 78-79: All natural senses +50%. +15% Perception. +1 strike, +2 parry/dodge. +10% to any skill that relies on basic senses.
  • Invulnerability. 9 melees. Impervious to cold, fire and all energy attacks, impervious to disease, poisons, toxins, gases and drugs. 50/50 MDC. +20 to save vs magic, psionic attacks and HF.
  • Enhanced Reflexes. 15.00 min. +1 attack per melee, +3 initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all physical skills that rely on coordination or balance.
  • See Aura. 22 melees. Range: 120 ft, must be visible. Estimate general level of experience (low/medium/high). Presence of magic. Presence of psychic abilities. Base PPE (high/low). Presence of possessing entity. Presence of unusual human aberration and/or indicates a serious illness, insanity, or that an individual is not-human, could be mutant or supernatural, but does not specify which.
Bound by the shadows and unable to see, only hear, Metri is a captive to those unfamiliar to him.
Dark Lord wrote:Out of the darkness, you hear the ninja-man's voice speaking softly, "You did not think it would be that easy, did you little one? Besides, some new friends of mine have been dying to meet you. Fortunately for you, I see no honor in dueling an incapacitated opponent."
"Remember this honorable courtesy, I will." Metri replies to the ninja as he departs. It is rare to encounter one who lives by such a code among one's enemies. If I have earned his respect, he has likewise earned mine.

Then, swiveling his dish-like ears in the direction of the suspected 'friends' of the ninja, the Yhabbayar calmly makes his introduction, "Diyessyio-Metri Nimoi, my name is. Metri for shortening. Unfamiliar I am, with this method of greeting and dialogue. If spare a heel of bread and glass of water you can, a civilized discussion we will have, hmm? Eager, I am to hear what you have to say."

Trust. 1d100 = 81: 81 | 92% <== convince enemy to chat
Performance. 1d100 = 100: 100 | 85% <== Play either the meek prisoner or diplomat, whichever finds more traction with this enemy.

Metri hopes the dialogue begins, ideally with the clawed individual hissing back some manner of reply. While that is happening, Metri tries to relieve himself of the discomfort of being fully enveloped in the dark amidst the shadows and not being able to see. First he will open his Mind's Eye. He will rely on this radar-like vision to assess the following:
  • Is he still in the room that he was just fighting in (should recognize cloud of smoke and/or the necro-machines nearby or the battle damage he did), or did he get transported somewhere else?
  • Once he is able to 'see' with his Mind's Eye, what does his ability to See Aura tell him? How many are nearby, power level, magic, psi, base PPE (high/low), aberrations
Internally, Metri focuses his mind on a series of psychic abilities. But outwardly, he plays the helpless victim, captured and unable to break free. Once his psychic sensitivities are boosted, he spends his time trying to gather more information. He uses empathy to get a sense of their general emotions. He uses superior telepathy to lightly graze the thoughts (no intrusion) of his interrogators.

-----------------------------------
Actions
Metri
Actions 1-2: Mind's Eye (-8 ISP). Talk. And 'look' around.
Action 3: Empathy (-4 ISP)
Action 4: Telepathy: Superior (-8 ISP)
Actions 5-7: Reserved for Contingencies.
================
Contingencies:
If it seems Metri is about to be killed, Astral Transference his body into the parallel physical realm to escape. NOTE: this contingency is not to kick in if Metri is suffering damage or being tortured, only if he is about to die
Status updates
ISP: -8 -10 -4 -8 = -30 ISP
PPE:

Code: Select all

[*]Mind's Eye. 24.00 min. Range: Self, 1000 ft. Radar-like vision, no penalties when blinded or in complete darkness. Base skill: 86%. +3 init, +1 strike, +2 parry and dodge, and cannot be snuck upon or surprised. Heavy rain or smoke greatly hinders this power, negating the bonuses and giving a -30% interpreting ability.
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Oradro »

Perception 32%: 1d100 = 44: 44
JIC: 1d100 = 91: 91
PPE: 164/290
Personal MDC: 355
Cosmic Armour: 228/500 (Regenerates 1d4X10 in 4 melee) Regeneration: 1d4*10 = 30: 3 MD
Cosmic Force Field: 3,622/4,000
-1 attack, 1/2 speed, and -4 to all combat moves for 10 minutes

With the continued onslaught from the Khreegor, Oradro knows he's going to have his hands full keeping his attention. Right now he was no longer at any serious risk of dying any time soon, but he had to try and keep the Khreegor from focusing on someone else, doubly so given the way he was able to smash and throw people around. It's rare Oradro ran into someone who was as strong, if not stronger than he was. "Is that the best you can do? You must have been the runt of your family." he taunts, trying to anger the Khreegor to stop him from thinking too much. I only wish he was, or hope he isn't. Got to keep him off balance mentally if not physically.... the Cosmo Knight charges in again, axe swinging away as he tries to take more chunks out of his foe.

Attempt to Taunt Khreegor: 1d100 = 25: 25
(Not sure what if either of this may apply: Charm/Impress: 63%, Trust/Intimidate: 37%)

Initiative: 1d20+3 = 10: 7
Attacks 6 (5 after penalty)
Action 1: Attack Khreegor with Axe 1d20+6 = 15: 9
Action 2: Attack Khreegor with Axe 1d20+6 = 22: 16
Action 3: Attack Khreegor with Axe 1d20+6 = 9: 3
Action 4: Attack Khreegor with Axe 1d20+6 = 11: 5
Action 5: Attack Khreegor with Axe 1d20+6 = 26: 20

Damage:
Attack 1: 1d6*10 = 20: 2
Attack 2: 1d6*10 = 40: 4
Attack 3: 1d6*10 = 10: 1
Attack 4: 1d6*10 = 20: 2
Attack 5: 1d6*10 = 10: 1

Auto-Parry: 1d20+6 = 24: 18 1d20+6 = 13: 7 1d20+6 = 19: 13 1d20+6 = 12: 6 1d20+6 = 16: 10
Oradro's Sheet
PPE: 690
MDC 340

Constant Conditions:
  • Regeneration: 1d4X10 per Minute.
  • Does not require air, food or sleep.
  • Impervious to Fire (except Magic). All other non magical energy attacks do 1/100th damage (Lasers, Particle Beams, Ion Beams etc). Physical, Magic and PSI attacks do full damage.
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Kaedras Starfall »

Perception 42% 1d100 = 45: 45

JIC: 1d20 = 11: 11
1d100 = 19: 19

Conditions:
  • Sixth sense (Triggered)
  • Cosmic Armor. ??/160 min. 750/800 MDC. Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma. -5% to all Physical Skills such as Acrobatics, Climbing and similar. -10% to Palming, Pick Pocket, Prowl, and other Rogue, Medical and Technical skills that require a delicate touch.
  • Enhanced Reflexes. +2 P.P.; +1 APM, +3 initiative, +1 Strike, +2 Parry & Dodge, +15% to all physical skills relying on balance/coordination. 0 / 2 min. duration
  • Champion's Bonus (to all who can see Starchief): +3 Strike, parry, & dodge

Seeing the Kreeghor, facing three opponents, backing away toward his shadowy friends, gives Kaedras an idea. He is off-balance. Afraid. He is retreating. If we block his escape, prevent them from regrouping, we keep them off-balance.

With a thought, the star elf flies into an acrobatic leap behind the Kreeghor, blocking off his escape, pivoting in a backflip midair to alight, hovering, facing the Kreeghor's back.

Back Flip 83% 1d100 = 13: 13 (SUCCESS)

He then re-engages in combat, hoping to strike the Kreeghor while it is focused on his heavier comrades, or, at a minimum, to provide them an opening by drawing his attention.

Initiative: 1d20+7 = 17: 10

APM: 5

Action 1: flip behind Kreeghor
Action 2: Strike with Psi-Sword 1d20+13 = 22: 9; Damage 6d6 = 17: 4, 6, 3, 1, 2, 1 MD
Action 3: Strike with Psi-Sword 1d20+13 = 21: 8; Damage 6d6 = 17: 1, 6, 1, 5, 1, 3 MD
Action 4: Strike with Psi-Sword 1d20+13 = 33: 20 (Nat. 20!); Damage 6d6 = 26: 6, 6, 5, 5, 3, 1 X 2 = 52 MD
Action 5: Reserved for Dodge 1d20+13 = 21: 8
Bonus Action (enhanced Reflexes): Strike with Psi-Sword 1d20+13 = 31: 18; Damage 6d6 = 26: 5, 2, 4, 3, 6, 6 MD

Parries (with bow): 1) 1d20+12 = 27: 15; 2) 1d20+12 = 20: 8; 3) 1d20+12 = 30: 18; 4) 1d20+12 = 32: 20 (Nat. 20!); 5) 1d20+12 = 31: 19

Kaedras Butcher's Bill
-5 ME Arrows
-5 HE Explosive Arrows
-2 Paralysis: Lesser Arrow
-1 Energy Bolt Arrow
-40 ISP
Kaedras Starfall
I.S.P.: 178/178
M.D.C.: 37/37

Psionic Crystal Armor
M.D.C. by Location:
Arms: 15 each
Legs: 22 each
Main Body: 35/35
Psionic Force Field: 70/70 (Can be used 4 times per 24 hour period without I.S.P. cost to user)
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Starchief »

Perception: 1d100 = 13: 13/59%
JIC: 1d20 = 5: 5/ 1d100 = 5: 5
Conditions
Champion:
  • 130/150 ISP
  • Damage: 6D6
  • Inspiring Aura:
    • +3 to Strike, Dodge and Parry
Armor of Ithan:
  • 18/70 MDC
  • 6:45/7 minutes
  • -8 MDC on Rounds 7-8 from Acid Blood
Starchief Costume:
  • 0/20 MDC
MDC:
  • 443/443 MDC
Millennium Wand of Power:
  • 2/5 Activations left
  • Invulnerability: BoM pg 116
With the decapitating stroke, Starchief feels his true self, his strength, his vigor come flooding back into his body. Power! I forgot just how quickly these things can be taken away. I'll have to be on my guard the rest of the trip here. One horrid evil down, many to go.
Mara wrote:"Not bad old man, now let's go help the others . . . what in the abyss is that?
"This old man's still got some pep in his step, kid." When Mara points out the shadow creature, Starchief stands tall and brandishes his sword proudly.
Mara wrote:"Another playmate, you ready Starburst?"
"Let's take it down!" With Champion in his dominant hand and his Millennium Wand of Power in the other, Starchief charges toward the shadowy figure ready to whittle it down to size. Beyond pleased with the return of his abilities to their proper home, he weaves in and out of blows like he was playing the ancient Seeronian telegame, Frogger.

APM: 10
Initiative: 1d20+9 = 15: 6

Action 1: Slash Shadow Figure with Champion. Strike: 1d20+16 = 32: 16 Damage: 6d6+14 = 34: 5, 3, 4, 1, 6, 1
Action 2: Slash Shadow Figure with Champion. Strike: 1d20+16 = 26: 10 Damage: 6d6+14 = 30: 1, 4, 2, 5, 1, 3
Action 3: Slash Shadow Figure with Champion. Strike: 1d20+16 = 33: 17 Damage: 6d6+14 = 36: 6, 4, 6, 1, 4, 1
Action 4: Slash Shadow Figure with Champion. Strike: 1d20+16 = 36: 20 (CRIT) Damage: 6d6+14 = 32: 2, 1, 6, 4, 4, 1x2=64 MD
Action 5: Slash Shadow Figure with Champion. Strike: 1d20+16 = 32: 16 Damage: 6d6+14 = 36: 3, 6, 4, 2, 3, 4
Action 6: Slash Shadow Figure with Champion. Strike: 1d20+16 = 20: 4 Damage: 6d6+14 = 36: 3, 4, 2, 6, 3, 4
Action 7: Slash Shadow Figure with Champion. Strike: 1d20+16 = 30: 14 Damage: 6d6+14 = 37: 3, 3, 2, 6, 4, 5
Action 8: Slash Shadow Figure with Champion. Strike: 1d20+16 = 17: 1 (NAT1) Damage: 6d6+14 = 42: 6, 1, 4, 5, 6, 6
Action 9: Slash Shadow Figure with Champion. Strike: 1d20+16 = 20: 4 Damage: 6d6+14 = 32: 1, 4, 3, 5, 1, 4
Action 10: Slash Shadow Figure with Champion. Strike: 1d20+16 = 30: 14 Damage: 6d6+14 = 31: 3, 1, 3, 3, 2, 5

Auto-Dodge: 1d20+13 = 14: 1(NAT1) 1d20+13 = 16: 3 1d20+13 = 21: 8 1d20+13 = 25: 12 1d20+13 = 26: 13 1d20+13 = 23: 10 1d20+13 = 32: 19 1d20+13 = 26: 13 1d20+13 = 16: 3
Parries: 1d20+18 = 21: 3 1d20+18 = 28: 10 1d20+18 = 24: 6 1d20+18 = 25: 7 1d20+18 = 31: 13 1d20+18 = 26: 8 1d20+18 = 31: 13 1d20+18 = 27: 9 1d20+18 = 29: 11 1d20+18 = 23: 5

Contingencies:
  • If Starchief's Armor of Ithan goes down, he will sacrifice an action to activate the Millennium Wand's Armor of Ithan again.
Starchief
Andra "Starchief" Sekona
the Shield of Seeron

MDC: 439/439|Costume: 20/20

Saving Throw Bonuses:
Vs. Insanity: +9|Vs. Magic: +10|Vs. Possession: +7|Vs. Psionic: +7
Vs. Poison: +7|Vs. Mind Control: +6|Vs. Disease: +6|Vs. Illusion: +5
Vs. Horror Factor: +8|Vs. Coma/Death: +51%|Perception: +3


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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Chef Icky »

Perception: 1d100 = 35: 35/43%
JIC: 1d20 = 18: 18/ 1d100 = 65: 65

Conditions
- CAF Heavy Battle Armor: 88/120 MDC
- Integrated N-40B Force Field: 64/110 MDC
- Nightvision – 100’/30.5 m (can see in total darkness)
- EP-5 Energy Pulse Pistol: 3/9 shots remaining in current e-clip
- Cosmic Armor. 149.75 min. remaining | 637/800 MDC. | Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma.


"Wassamatta, Tiny?" Icky smirks as he notices the Kreeghor backing away. "All dis trouble ta meet up wit' us, an' yer buggin' out already? Dis scrap's jus' gettin' fun..." We're not going to get the better of this crew too many times. We've lucked up cutting one down, gotta keep pressing this advantage as hard as we can. "Looks like yer gettin' cold feet, chum -- lemme heat 'em up a bit fer ya."

Icky plunges back into combat, focusing his sword strikes on the Kreeghor's legs/feet with the intention of hamstringing him so he can't get away as easily.
Combat Shenanigans
Initiative: 1d20+4 = 7: 3
APM: 8

Notes:
- While wielding Darkwing, Icky’s strength is SN 42 (6D6 punch damage)
- Darkwing inflicts double damage to beings of an evil alignment
- W.P. Paired Weapons
- Critical Strike on an unmodified roll of 18, 19, 20.

Actions:
1. Chop Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 28: 17; Damage 12d6 = 48: 4, 1, 5, 5, 2, 4, 6, 4, 5, 3, 4, 5 MD
2. Slice Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 19: 8; Damage 12d6 = 40: 6, 4, 4, 5, 2, 5, 1, 1, 3, 6, 1, 2 MD
3. Dice Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 23: 12; Damage 12d6 = 44: 2, 2, 5, 2, 4, 3, 6, 4, 3, 3, 6, 4 MD
4. Whack Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 17: 6; Damage 12d6 = 42: 1, 4, 1, 3, 6, 4, 5, 3, 2, 4, 6, 3 MD
5. Cleave Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 26: 15; Damage 12d6 = 49: 3, 4, 1, 4, 6, 4, 2, 3, 5, 6, 5, 6 MD
6. Mince Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 14: 3; Damage 12d6 = 41: 4, 3, 2, 4, 6, 4, 1, 6, 6, 1, 1, 3 MD
7. Cube Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 16: 5; Damage 12d6 = 42: 3, 1, 5, 4, 4, 4, 1, 4, 4, 3, 3, 6 MD
8. Reserved for dodging. Dodge: 1d20+15 = 35: 20 CRITICAL DODGE!

Auto-Parries with Giran's Green-Glowing Magic Sword: 1d20+14 = 28: 14, 1d20+14 = 30: 16, 1d20+14 = 21: 7, 1d20+14 = 18: 4, 1d20+14 = 23: 9, 1d20+14 = 19: 5, 1d20+14 = 20: 6, 1d20+14 = 28: 14
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


------------------------------

- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Dark Lord »

Bound somewhere without sight, Metri’s thanks to his erstwhile opponent go unreturned, but he attempts to open up a dialogue with whoever else is holding him.
Metri wrote:"Diyessyio-Metri Nimoi, my name is. Metri for shortening. Unfamiliar I am, with this method of greeting and dialogue. If spare a heel of bread and glass of water you can, a civilized discussion we will have, hmm? Eager, I am to hear what you have to say."
This polite inquiry is met with more hissing laughter. ”Talk iss cheap, ass they ssay.” Below the dialogue, Metri can hear a soft chanting somewhere in the background. More magic. The Yhabbayar activates a few of his psychic powers to try and get a better sense of the room around him. The good news is, with his mind’s eye Metri can make out three humanoid shapes in his vicinity. Further out, Metri breathes a small sigh of relief as he recognizes the outlines of a few of his comrades- at least he’s not in some sort of extradimensional prison. Things in the lab are a little more chaotic- no doubt thanks to the aftermath of his meteor strikes (not to mention the cloud of smoke still present), but Metri thinks he can detect movement inside.

Unfortunately, the useful information largely ends there. While mind’s eye provides an excellent, radar-like vision substitute it’s not quite detailed enough to enable you to see their auras. However, you can get an empathic sense off of them- it is intoxicating. Like they all just tried amphetamines for the first time- everything is fast and fresh and dulled and weak and full of new sensations. Good sensations. These men have just been granted power, and they are reveling in it. Buried underneath, detectable only because of your close proximity, you also get a sense of barely-suppressed horror as well as some sort of sick, perverse thrill that makes your skin crawl. The surface thoughts that you can skim don’t tell you much more. There is an ordered, military discipline to their thinking- unsurprising, given that you tracked invincible guardsmen to this world. But they’re not actually thinking about your crew all that much- they are focused on the incredible strength and abilities they now have. It appears that the incredible suits of armor they are wearing are a new acquisition.

Then, Metri’s invulnerability aura winks out, and the shadows constrict just a little bit more. The hissing voice spits, ”Finally” and lays a clammy hand on Metri’s cheek. At first, nothing happens. Then, Metri begins coughing. A terrible, wet, wracking cough that hints of all kinds of horrid things being generated and filling the breathing passages. The Yhabbayar’s muscles ache, and his nose starts to run, and Metri is instantly overcome by an intense desire to lie down and not move very much. Getting out of this one is gonna be rough. ((Anyone who made their perception roll last round, with a -10% penalty if you don’t have any enhanced hearing, can hear Metri coughing.))

Outside the darkness, things are looking a little better. With Bashka down, Mara and Starchief move to engage the newest combatant, emerging from the shadows. The ninja-like fellow crosses the intervening distance in the blink of an eye, his speed putting even Bashka to shame, and he engages in a complicated series of jumps and leap kicks, finishing with a flourish of his energy scythes. Starchief can’t help but feel that the style seems a little familiar… Not that that stops the ninja. Wielding blades that are literally extensions of his body (or his armor?), it fights each of you as if it were a one-on-one duel, transitioning his paired weapons between opponents as if it were choreographed. The ninja executes a devastating series of attacks that leave the Seeronian without his magical protection. Starchief recreates his armor of ithan, only to see it destroyed only seconds later, and accompanied by a series of solid, rapid-fire slashes to his chest ((Two AoIs destroyed, -241 MD)), with a final blow sending Starchief flying to land on his back a few feed away. Mara fares a little better, fending off some of the scythe strokes but definitely feeling a few blows to her magical protection. While she and Starchief gather for a counterattack, Mara refreshers her invulnerability aura, then activates her black sun tattoo and attempts to peer into the strange darkness enveloping the lab. While it remains impenetrable, even to her magical sight, Mara suddenly knows with certainty that two shadow-linked beings are somewhere inside, melded with the mass of darkness. As Starchief hauls himself back to his feet, the two of you grit your teeth and charge your enemy as one.

Your earlier suspicion that this foe was faster than Bashka proves to be correct. The ninja practically bounces off the walls as it ducks, weaves, jumps, parries, and ripostes its way through your attack- Starchief can’t even touch him, and Mara lands only a single blow that barely snakes its way past the man’s defense. Right on cue, more acid blood greets the Atlantean in response. Then, abruptly, Mara’s invulnerability aura winks out, forcing the Undead Slayer to reactivate it with a low curse. That could have gone better. As the two of you get closer to the shadowy area, however, you notice that the golden aura from Champion when Starchief holds it aloft dispels the darkness within a small radius.

Opposite them, Juan and Sorrenson continue duking it out with the flier, the godling having concluded that melee is the best way to counteract the flier’s mobility despite her rather irritating electrical field. At first, Juan hangs back, and tries to focus on avoiding the lightning bolts. The electro-angel sprays them at both Juan and Sorrenson, tearing through energy auras and armors of ithan alike and forcing both of you to concentrate on renewing your defenses. Then, while his amulet directs the second destructo-drone into position, Sorrenson surprise-charges the angel and tries to grab her. The woman nimbly dodges out of the way of Sorrenson’s first two attempts, right into the path of Juan’s clubs ((-7 MDC Juan)). With the guardswoman thus distracted, Sorrenson finally manages to grab ahold of her, and then it’s time to get to work. Using his sensors to identify weak points on the thing’s chitin plating (courtesy of his missile barrages), Sorrenson digs in and tries to rip her limb from limb. Despite the woman’s struggles (and lightning bolts lashing against his magical protection), Sorrenson manages to rip off both of her arms- first one and then the other. As he removes pieces of the exterior armor, it reverts to its natural state of some sort of chitin- brownish in color from what you can tell. Sorrenson manages to pull both arms off of the suit of armor, but the process is both unpleasant and messy- acid blood spews everywhere from the armor, and finally collapses his latest armor of ithan. Ignoring the peril in which he now finds himself Sorrenson surreptitiously cues up his destructo drone, spins once, and then hammer-throws the guardswoman straight into the air- and into the path of the destructo drone.

The explosive cacophony is impressive, particularly in such closed quarters; it is quickly replaced by a ringing in your ears, so to speak, which is in turn replaced with a high—pitched shrieking. A distorted, jumbled lightning bolt is shakily getting to its feet- only the torso of the guardswoman’s armor is intact. Her legs and head are exposed, raw electrical energy, and her arms are… gone. The shrieking is the woman’s screaming- she collapses in shock at being so mutilated, lightning bolts flickering dangerously around her. What she’ll do next is anyone’s guess.

Completing the circle Kaedras, Oradro, and Icky draw their weapons and march on the metallic kreeghor en masse. Your progress slows when a ghostly figure emerges from the shadows- revealing some sort of dark, spectral cosmo-knight. Two more emerge in sequence, and all three immediately make for Oradro. The true cosmo-knight joins the battle, taunting the kreeghor and hoping to draw his enemies’ fire. While his opponent appears a little sluggish in the aftermath of Metri’s previous magical assault, it doesn’t take the thing long to shake it off and join the battle with a vengeance. As before, the behemoth blocks all of Oradro’s cosmic assault, but Kaedras manages to flip back and to one side of the Kreeghor, and connects a solid blow across it back complete with satisfying yelp of pain (that must be some armor).

The three spectral knights charge Oradro, and begin laying into him with wicked-looking, shadowy blades. Oradro’s easy confidence vanishes when the knights’ weapons plunge through his force field- and his cosmic armor ((-158 MDC to your natural MDC Oradro)). At the same time, the volley of energy spheres that Metri encountered earlier reappears from the shadows, now headed for Kaedras. The elf tries to avoid the barrage but fails, and the six spheres impact multiple times on his cosmic armor in a frenzy of activity ((-52 MDC Kaedras)). Meanwhile, the metal behemoth has decided to focus its attention squarely on Icky. The metal man lashes out with his one good hand, only for a wicked grin to come across its face a few seconds in as it shakes its formerly paralyzed arm, and wades into battle with both fists flailing. Icky’s armor takes a pounding ((-391 MDC)), and the minotaur staggers back a little under the onslaught, but Icky keeps his feet and retaliates with Darkwing. Unfortunately, he is unable to get his blade past the Kreeghor’s defense.

Begin Round 7!

Round 6 Summary
Metri: Invulnerability removed. You have been afflicted with a flu-like illness- reduce all combat bonuses and attacks per melee by half, and you lose initiative for 12 minutes.
Starchief: Two armors of ithan destroyed, -1 millennium wand charge, -241 MDC.
Mara: Invulnerability aura destroyed, -120 PPE total (including activating a new one).
Juan: Both energy auras destroyed, -1 armor of ithan activation, -7 MDC.
Sorrenson: Both armors of ithan destroyed, -10 PPE (no current AoI active).
Oradro: -158 natural MDC.
Kaedras: -52 MDC.
Icky: -391 MDC.

Current Status
Juan, Sorrenson, Icky, and Starchief can only see one of the ghostly figures attacking Oradro. Mara and Metri can’t see any of them, Oradro and Kaedras are the only ones who see all three.
Situation essentially unchanged from last round, save for the ghostly knights attacking Oradro and the ninja dueling Starchief and Mara on the edge of the shadowy area. The electro angel is on ground writhing and screaming.
Why kill a PC when you can torture their player?
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Mara »

Perception: 1d100 = 4: 4 / 65% (95% when dealing with vampires or undead)
JiC: 1d20 = 4: 4 1d100 = 38: 38

Conditions:
-Eyes Three (20)-- 58 min duration, Nightvision 1200', See the Invisible, See Aura, +1 to strike, +1 to Initiative;
-Heart in chains (40)-- 60 min duration, 450 MD;
-Heart with large wings (20)-- 2 hours 58 minutes duration, fly at 70mph, up to 4,000 ft; +1 to strike and dodge;
-Enhanced Reflexes (10)--10 min duration, +1 APM, +3 to Init, +1 to Str, +2 to par and dod, +2 to PP, +15% to physical skills
-Black Sun (40)--30 min duration, Nightvision 600’; See in Magical Darkness; can recognize shadow beasts and other shadow-linked creatures even in shadows; shadow meld as spell; cloak of darkness as spell

Mara yells while fighting, "There are at least two other shadow-linked beings within the shadows! Metri sounds like he is hacking up a lung in there!" Apollo's amazing ass, these guys are brutal! We have to end this. Mara again just refocuses on the fight at hand. Time to get dirty. She now goes for the creature's unprotected hands and feet, whichever is easier to hit.

APM: 8
Init: 1d20+7 = 10: 3

Attack 1: Attack hands or feet with Stoney Dragon. Attack: 1d20+16 = 23: 7; Damage: 10d6+12 = 45: 2, 2, 5, 1, 2, 3, 2, 4, 6, 6 x2 if Evil
Attack 2: Attack hands or feet with Stoney Dragon. Attack: 1d20+16 = 27: 11; Damage: 10d6+12 = 48: 1, 3, 6, 2, 3, 3, 3, 6, 5, 4 x2 if Evil
Attack 3: Attack hands or feet with Stoney Dragon. Attack: 1d20+16 = 24: 8; Damage: 10d6+12 = 44: 5, 3, 3, 4, 5, 3, 3, 2, 1, 3 x2 if Evil
Attack 4: Attack hands or feet with Stoney Dragon. Attack: 1d20+16 = 32: 16 CRIT!; Damage: 10d6+12 = 36: 2, 3, 2, 6, 2, 1, 3, 3, 1, 1 x2= 72 x2 if Evil
Attack 5: Attack hands or feet with Stoney Dragon. Attack: 1d20+16 = 17: 1; Damage: 10d6+12 = 47: 4, 1, 3, 4, 5, 5, 1, 6, 2, 4 x2 if Evil
Attack 6: Attack hands or feet with Stoney Dragon. Attack: 1d20+16 = 21: 5; Damage: 10d6+12 = 43: 6, 4, 1, 4, 1, 2, 5, 1, 4, 3 x2 if Evil
Attack 7: Attack hands or feet with Stoney Dragon. Attack: 1d20+16 = 29: 13; Damage: 10d6+12 = 44: 4, 4, 2, 3, 4, 3, 6, 2, 1, 3 x2 if Evil
Attack 8: Attack hands or feet with Stoney Dragon. Attack: 1d20+16 = 33: 17 CRIT!; Damage: 10d6+12 = 58: 6, 2, 5, 6, 6, 5, 1, 5, 6, 4 x2= 116 x2 if Evil

Parry: 1d20+17 = 32: 15 1d20+17 = 36: 19 1d20+17 = 27: 10 1d20+17 = 21: 4 1d20+17 = 23: 6 1d20+17 = 32: 15 1d20+17 = 29: 12 1d20+17 = 22: 5
Dodge (if Needed): 1d20+15 = 20: 5 1d20+15 = 32: 17 1d20+15 = 27: 12 1d20+15 = 35: 20 1d20+15 = 16: 1 1d20+15 = 30: 15 1d20+15 = 24: 9 1d20+15 = 23: 8

Contingency:
If Heart in Chains tattoo drops she will spend an action to reactivate.
Mara Archerean

PPE: 198 / 288
ISP: 75 / 85
MDC: 381/381
H.F.: 14
Heart in Chains Tattoo: 450/450 MDC(inactive)

Constant: Sixth Sense

Soundtrack:
''Zombie'' by Damned Anthem
Evanescence - Bring Me To Life (Ghost in the Machine Remix)
Adele vs. Linkin Park - Set Fire To The End
Tomorrow We Fight
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Kaedras Starfall
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Kaedras Starfall »

Perception 42% 1d100 = 19: 19

JIC: 1d20 = 3: 3
1d100 = 37: 37

Conditions:
  • Sixth sense (Triggered)
  • Cosmic Armor. ??/160 min. 698/800 MDC. Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma. -5% to all Physical Skills such as Acrobatics, Climbing and similar. -10% to Palming, Pick Pocket, Prowl, and other Rogue, Medical and Technical skills that require a delicate touch.
  • Enhanced Reflexes. +2 P.P.; +1 APM, +3 initiative, +1 Strike, +2 Parry & Dodge, +15% to all physical skills relying on balance/coordination. 0 / 2 min. duration
  • Champion's Bonus (to all who can see Starchief): +3 Strike, parry, & dodge
Kaedras frowns as the Kreeghor regains use of his arm. We were too slow... Then, he sees the ghostly figures enter the fray, focusing on Oradro, just before the energy spheres impact him.

My psisword may not be able to harm the Kreeghor... but I'd wager they can harm those shadow creatures. He closes with the closest one, his mental sword weaving in a hypnotic pattern as he attempts to pierce the shadow's defenses, as he parries with his bow, held in his off hand.

Initiative: 1d20+7 = 14: 7

APM: 5

Action 1: Strike with Psi-Sword 1d20+13 = 32: 19; Damage 6d6 = 18: 5, 2, 2, 2, 6, 1 MD
Action 2: Strike with Psi-Sword 1d20+13 = 16: 3; Damage 6d6 = 19: 2, 2, 2, 3, 6, 4 MD
Action 3: Strike with Psi-Sword 1d20+13 = 24: 11; Damage 6d6 = 19: 3, 3, 6, 2, 1, 4 MD
Action 4: Strike with Psi-Sword 1d20+13 = 30: 17; Damage 6d6 = 26: 3, 5, 6, 2, 5, 5 MD
Action 5: Reserved for Dodge 1d20+13 = 27: 14
Bonus Action (enhanced Reflexes): Strike with Psi-Sword 1d20+13 = 21: 8; Damage 6d6 = 22: 5, 4, 2, 5, 1, 5 MD

Parries (with bow): 1) 1d20+12 = 24: 12; 2) 1d20+12 = 27: 15; 3) 1d20+12 = 23: 11; 4) 1d20+12 = 25: 13; 5) 1d20+12 = 29: 17; 6) 1d20+12 = 21: 9

Kaedras Butcher's Bill
-5 ME Arrows
-5 HE Explosive Arrows
-2 Paralysis: Lesser Arrow
-1 Energy Bolt Arrow
-40 ISP
Kaedras Starfall
I.S.P.: 178/178
M.D.C.: 37/37

Psionic Crystal Armor
M.D.C. by Location:
Arms: 15 each
Legs: 22 each
Main Body: 35/35
Psionic Force Field: 70/70 (Can be used 4 times per 24 hour period without I.S.P. cost to user)
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Metri
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Metri »

-----------------------------------
Perception: 1d20 = 12: 12 | 54%
JIC: 1d20 = 16: 16| 1d100 = 45: 45%
Initiative: 1d20+7 = 13: 6 || ((Ignore. Flu-like illness, no initiative.))
APM: 4 (flu-like illness)
-----------------------------------
Status
PPE: 159/159
ISP: 174/260
MDC: 72/72
MTB1_PPE: 34/180
MTB2_PPE: 13/180
MTB3_PPE: 51/180
Current Saving Throw Bonuses:
Coma/Death: +4%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +1
Psionics (10+): +1
+7 vs Possession
+2 vs Despair
+2 vs Horror Factor
+2 vs Illusions
Activated Psionics/Magic
  • Enhanced Perception. 69.00 min. R25 pg 78-79: All natural senses +50%. +15% Perception. +1 strike, +2 parry/dodge. +10% to any skill that relies on basic senses.
  • Enhanced Reflexes. 14.75 min. +1 attack per melee, +3 initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all physical skills that rely on coordination or balance.
  • See Aura. 21 melees. Range: 120 ft, must be visible. Estimate general level of experience (low/medium/high). Presence of magic. Presence of psychic abilities. Base PPE (high/low). Presence of possessing entity. Presence of unusual human aberration and/or indicates a serious illness, insanity, or that an individual is not-human, could be mutant or supernatural, but does not specify which.
  • Mind's Eye. 24.00 min. Range: Self, 1000 ft. Radar-like vision, no penalties when blinded or in complete darkness. Base skill: 86%. +3 init, +1 strike, +2 parry and dodge, and cannot be snuck upon or surprised. Heavy rain or smoke greatly hinders this power, negating the bonuses and giving a -30% interpreting ability.
  • Empathy. 24.00 min. Range. 200 ft area. Makes psychic aware of, or feel the emotions of other people, animals and supernatural creatures.
  • Telepathy: Superior. 16.00 min. Grants the ability to hear surface thoughts, or send and receive telepathic messages. However, this superior form of the power gives the character the ability to read deeper or even subconscious thoughts. If the victim fails the saving throw, they psychic will be able to read thoughts on any subjects he wants. This can include passwords, names of contacts, the victim's true name, and even skills. Sometimes (74%) the character will even be able to see or hear parts of memories associated with the thoughts he is reading from the victim. A saving throw should be rolled for each skill/memory/thought that the character tries to read. The character can make one attempt to pull information from the victim for each attack per melee.
  • Flu-like Illness. 12.00 min (reduced to 6.00 after Resist Magic?). Reduce all combat bonuses and attacks per melee by half (1/4 after Resist Magic?), and you lose initiative.
Wracked with uncontrollable coughs and feeling downright miserable, Metri struggles meekly against the shadows restraining him. "Infected me with your pox, you have?" the Yhabbayar asks, channeling the weakness he feels in his body and indicating to his captor that they clearly have the advantage over him. Thus giving the villain an opportunity to gloat if they should feel inclined.

Performance. 1d100 = 3: 3 | 85% <== Act weak, hoping villain will gloat.

Inwardly, Metri tries to think through his illness-muddled mind and begins to grasp at straws. Magical? This disease is magical in origin. They needed to break my invulnerability first before I became susceptible to this. the Yhabbayar intuits and wills himself to resist magic ((Resist Magic. -15 ISP)). At bare minimum, cutting down the effectiveness of the magic by half. If Metri feels marginally better, he will conclude that his guess was a good one.

Then he will spend the remainder of the round skimming his torturer's thoughts. If there is the opportunity, when his torturer is busy with something else and distracted, he tries to get more specific information via telepathy: superior. He tries to understand what the torturer is trying to do here (e.g. Is he a scientist that is doing research? Is he a geneticist monitoring mutation baths?)

-----------------------------------
Actions
Metri
Action 1: Talk. Think.
Action 2: Resist Magic (-15 ISP)
Action 3: Use Telepathy: Superior to skim torturer's thoughts
Action 4: If given the chance (distracted torturer), use Telepathy: Superior to extract information about what he is doing here (( 1d100 = 75: 75 | 74%)) Else: Reserved for Contingencies.
================
Contingencies:
If it seems Metri is about to be killed, Astral Transference his body into the parallel physical realm to escape. NOTE: this contingency is not to kick in if Metri is suffering damage or being tortured, only if he is about to die
Status updates
ISP: -15 ISP
PPE:

Code: Select all

[*]Resist Magic. 40.00 min. Range: Self. A very useful power for psychics. Resist Magic provides excellent protection from all forms of magic. When active, this
power reduces the damage, effects, and duration of all magic affecting the psychic, by half. This power also grants a bonus of +3 to save vs all magic.
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Oradro
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Oradro »

Perception 32%: 1d100 = 4: 4
JIC: 1d100 = 78: 78 1d20 = 10: 10
PPE: 164/290
Personal MDC: 197/355 (Regenerates 1d4X10 in 4 melee)
Cosmic Armour: 228/500 (Regenerates 1d4X10 in 3 melee)
Cosmic Force Field: 3,622/4,000
-1 attack, 1/2 speed, and -4 to all combat moves for 10 minutes

With the way the figures are tearing him literally to pieces, and some how bypassing all his defences, Oradro is left with no choice but to try and take flight and get out of their reach, trying to avoid any further blows. Another series like that and he'd be dead for sure. He was already badly crippled as it was! Damn, where's Zem when you need his ability to use magic? Oradro, unlike Zem, was utterly incapable of using actual magic. But he at least does his best to try and blast the shadowy figures with several beams from his hands, not sure what else he might even have that could possibly hurt them at all...

Initiative: 1d20+3 = 21: 18
Attacks 6 (5 after penalty)
Action 1: Dodge 1d20+5 = 23: 18
Action 2: Blast at creatures 1d20+2 = 21: 19
Action 1: Dodge 1d20+5 = 6: 1
Action 2: Blast at creatures 1d20+2 = 20: 18
Action 1: Dodge 1d20+5 = 15: 10

Damage:
Attack 1: 2d6*10 = 40: 2, 2
Attack 2: 2d6*10 = 80: 2, 6

Auto-Parry: 1d20+6 = 17: 11 1d20+6 = 11: 5 1d20+6 = 15: 9 1d20+6 = 9: 3 1d20+6 = 12: 6
Oradro's Sheet
PPE: 690
MDC 340

Constant Conditions:
  • Regeneration: 1d4X10 per Minute.
  • Does not require air, food or sleep.
  • Impervious to Fire (except Magic). All other non magical energy attacks do 1/100th damage (Lasers, Particle Beams, Ion Beams etc). Physical, Magic and PSI attacks do full damage.
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Sorrenson
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Sorrenson »

Perception: 1d100 = 54: 54 +15 Magical / Mechanical /34%
JiC d20/d100: 1d20 = 5: 5 / 1d100 = 77: 77

Drone Locations:
Spy - Safe-house watching Kaboom (silent comms until pinged for location)
Combat A - Front gate of compound
Combat B - In da basement!
Destructo A - Gone. Used.
Destructo B - Gone. Expended.

Once activated:
Magical Adrenal-Rush feature is activated wearers P.S. becomes Supernatural, +2 attacks per melee, +50% speed, Wearers S.D.C. is tripled, Wearer receives the following combat bonuses: +3 to Initiative, +1 to Strike, +1 to Dodge, +1 on all Saving throws. The wearer becomes impervious to drugs, mind control, possession, illusions, pain, and horror factor. Duration: 4 Melee Rounds per activation. Current round is round 2 of second activation within 24 hours.
OOC Comments
PPE: 71/151
ISP: 23/48
HP: 38
SDC: 30
NE PA003 "Drudge" Industrial PA
M.D.C. by Location.
Arms (2) - 200 each
Hands (2) - 100 eacho
Legs (2) - 200 each
Sensor Cluster (head) - 50
Main Body - 332/400
TW Armor of Ithan - 0/100 -
Starfire Cannon ammo 31/32
NE-800 ammo - 0/16 smart missiles available, 0/16 dumb missiles
Fusion Blocks 5/5


Drone M.D.C
-80 from main body of Combat Drone #A
-55 from main body of Combat Drone #B
-5 from from main body of Spy Drone


Gear on person:
Amulet of Understanding
Amulet of Understanding ISP: -22

Light mage armor: (Worn)
M.D.C. by Location
• Hood: 20
• Arms: 15 each
• Legs: 30 each
• Main Body: 50
• Armor of Ithan: 60/60 - 5 minutes remain
Modifiers: -5% to physical skills
TW enhancements (at 6th level): armor of Ithan (10), Fly as Eagle (25), Breathe without Air (5), Impervious to Energy (20)

PH 21 Phase Beamer (Worn in shoulder holster)
Damage: 3d6 s.d.c. to s.d.c. creatures, 4d6 m.d.c. to m.d.c. beings and force fields, no damage to armor.
Rate of Fire: equal to HTH
Range: 400ft
Payload: 10 shots.
3 e-clips

TW Lightblade (shaped like a long knife, worn on belt)
Damage 1d4x10 +3 m.d.
Duration: 3 minutes
p.p.e. cost to activate: 20
Double damage to Vampires and those vulnerable to light.

Mr. Sorrenson’s Harness of Awesome V 1.0

TW Converted NE-202 Slim-Line "Widow-Maker" Heavy Plasma Cartridge Pistol
• Range: 60'
• Damage: 1D4x10 M.D. (Particle Beam)
• Rate of Fire: Single shots only.
• Payload: 4 (12 P.P.E. per Shot)

Splugorth Mega-Blade

Bone Fetish

Utility/Tool Belt
In the space between seconds that the Magic Adrenal Rush has made accessible he has a conversation with the Amulet.
Well, Mr Sorrenson, it seems your plan has achieved the desired results The amulet states, approvingly.
Yes., Sorrenson smiles, then frowns. ...This is the grim bit... finishing her off.
The amulet shrugs. Simply put, get over it Mr Sorrenson. In your line of 'work', one can not be squeamish, soft or hesitate. Doing so statistically increases the chances of hastening your own demise. Besides, looking at her, I get the feeling she may actually explode with rather significant force.
Sorrenson agrees and decides just to get on with it. The Amulet directs the combat drone which has just arrived to attack. It lets the drone's computer decide which enemy to attack.

Sorrenson reactivates his AoI. "you know what? I like you even more now you're grounded." He tells his crippled opponent. He then moves his PA over and starts stomping on the collapsed flyer. He does it over and over. The joy of repetition really is in him.

Initiative: 1d20+3 = 18: 15
Actions:
1 - Re-up AoI
2 - Stomp collapsed Electro Angel Ugly with right leg 1d20+6 = 16: 10, damage 2d6*10 = 70: 2, 5 M.D.
3 - Stomp collapsed Electro Angel Ugly with left leg 1d20+6 = 24: 18, damage 2d6*10 = 60: 2, 4 M.D.
4 - Stomp collapsed Electro Angel Ugly with right leg 1d20+6 = 8: 2, damage 2d6*10 = 70: 2, 5 M.D.
5 - Stomp collapsed Electro Angel Ugly with left leg 1d20+6 = 21: 15, damage 2d6*10 = 50: 4, 1 M.D.
6 - Stomp collapsed Electro Angel Ugly with right leg 1d20+6 = 15: 9, damage 2d6*10 = 80: 3, 5 M.D.
7 - Stomp collapsed Electro Angel Ugly with left leg 1d20+6 = 21: 15, damage 2d6*10 = 40: 3, 1 M.D.
8 - Stomp collapsed Electro Angel Ugly with right leg 1d20+6 = 12: 6, damage 2d6*10 = 50: 1, 4 M.D.
9 - Stomp collapsed Electro Angel Ugly with left leg 1d20+6 = 26: 20, damage 2d6*10 = 70: 5, 2 M.D.
10 - Stomp collapsed Electro Angel Ugly with right leg 1d20+6 = 10: 4, damage 2d6*10 = 80: 3, 5 M.D.
11 - Saved for dodge / re-up AoI as needed. Dodge: 1d20+9 = 15: 6

Sorrenson will re up his AoI as needed.
Parries if needed: 1d20+10 = 20: 10, 1d20+10 = 17: 7, 1d20+10 = 23: 13, 1d20+10 = 24: 14, 1d20+10 = 16: 6, 1d20+10 = 17: 7, 1d20+10 = 27: 17, 1d20+10 = 21: 11, 1d20+10 = 24: 14
Drone
Drone actions:6
1. Strike, 1d20+2 = 4: 2 laser damage: 5d6 = 15: 3, 1, 5, 3, 3 M.D.
2. Strike, 1d20+2 = 4: 2 laser damage: 5d6 = 13: 4, 3, 3, 2, 1 M.D.
3. Strike, 1d20+2 = 14: 12 laser damage: 5d6 = 17: 1, 1, 5, 5, 5 M.D.
4. Strike, 1d20+2 = 10: 8 laser damage: 5d6 = 20: 2, 5, 5, 4, 4 M.D.
5. Strike, 1d20+2 = 12: 10 laser damage: 5d6 = 18: 3, 5, 1, 4, 5 M.D.
6. Strike, 1d20+2 = 11: 9 laser damage: 5d6 = 20: 4, 6, 4, 4, 2 M.D.

Drone attacks the nearest / highest threat according to it's programming.
Last edited by Sorrenson on Sun Apr 19, 2020 10:39 am, edited 1 time in total.
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Chef Icky
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Chef Icky »

Perception: 1d100 = 28: 28/43%
JIC: 1d20 = 17: 17/ 1d100 = 23: 23

Conditions
- CAF Heavy Battle Armor: 88/120 MDC
- Integrated N-40B Force Field: 64/110 MDC
- ISP: 44/48 at the end of this post
- Nightvision – 100’/30.5 m (can see in total darkness)
- EP-5 Energy Pulse Pistol: 3/9 shots remaining in current e-clip
- Cosmic Armor. 149.75 min. remaining | 246/800 MDC. | Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma.

Icky grunts as the no-longer-crippled Kreeghor gives him a right pummeling. Way to go, heifer. All you're doing is making him mad. Figures that partial paralysis would wear off mid-scrap. Looks like these yutzes got their second wind -- and if we don't knock that wind out of their sails we're gonna wind up like Bashful there. Seeing the new mysterious arrivals he's reminded of previous fights where he's gotten blindsided (literally) by opponents that were invisible. But that was before his innate psychic abilities began to expand. He wills those powers to adjust his visual spectrum into ranges beyond his norm. Because, you know, just in case. ((OOC: Activate "See the Invisible" psi-power -- 4 ISP))

Still, he gives his opponent a grin. "Dat's more like it, Tiny. Yer doin' better dan yer buddies dere. Make a good show o' dis an' I'll give yer head a place o' honor on me wall." Provided he doesn't take mine off first, he finishes to himself as he lashes out again with his blades.
Combat Shenanigans
Initiative: 1d20+4 = 16: 12
APM: 8

Notes:
- While wielding Darkwing, Icky’s strength is SN 42 (6D6 punch damage)
- Darkwing inflicts double damage to beings of an evil alignment
- W.P. Paired Weapons
- Critical Strike on an unmodified roll of 18, 19, 20.

Actions:
1. Chop Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 19: 8; Damage 12d6 = 40: 6, 6, 5, 1, 5, 2, 2, 1, 1, 1, 6, 4 MD
2. Slice Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 30: 19; Damage 12d6 = 36: 1, 2, 6, 2, 1, 4, 4, 2, 6, 3, 1, 4 MD CRITICAL STRIKE!
3. Dice Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 24: 13; Damage 12d6 = 42: 1, 6, 6, 1, 1, 4, 1, 6, 5, 1, 5, 5 MD
4. Whack Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 28: 17; Damage 12d6 = 44: 3, 6, 6, 5, 6, 3, 2, 4, 1, 5, 2, 1 MD
5. Cleave Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 26: 15; Damage 12d6 = 30: 2, 4, 2, 4, 1, 6, 4, 2, 1, 1, 2, 1 MD
6. Mince Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 29: 18; Damage 12d6 = 42: 1, 3, 6, 5, 4, 4, 2, 6, 6, 2, 2, 1 MD CRITICAL STRIKE!
7. Cube Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 18: 7; Damage 12d6 = 47: 5, 3, 6, 4, 2, 4, 3, 4, 6, 2, 5, 3 MD
8. Reserved for dodging. Dodge: 1d20+15 = 24: 9

Auto-Parries with Giran's Green-Glowing Magic Sword: 1d20+14 = 17: 3, 1d20+14 = 28: 14, 1d20+14 = 29: 15, 1d20+14 = 30: 16, 1d20+14 = 30: 16, 1d20+14 = 22: 8, 1d20+14 = 26: 12, 1d20+14 = 32: 18
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


------------------------------

- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
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Juan Echo
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Juan Echo »

Perception (27%): 1d100 = 34: 34
JiC: 1d20 = 3: 3/ 1d100 = 7: 7
Gear
Armor
NE-BA-26 Special Body Armor
Armor by location:
  • Main body: 47/140
    Head: 60/60
    Arms (each): 50/50
    Legs (each): 60/60

Armor of Ithna (activated twice): 93/100 M.D.C.
Weapons
2 Magical Clubs
NE-74GL Grenade Launcher (Ammo 0/48)
Abilities
Relevant Skills
Nightvision
Active Effects
Intuitive Combat (-10 I.S.P; 10:45) -- +3 initiative; +1 strike; +1 parry; +4 dodge; +4 pull punch; +2 roll with punch, fall, or impact; +2 disarm
Total I.S.P. expended: -10
Actions
APM: 6
Initiatve - 1d20+9 = 19: 10
Actions
1. Reserved for dodging attack by electro angel or shadow monster(s) - 1d20+9 = 29: 20 (Critical Success!)
2. Reserved for dodging attack by electro angel or shadow monster(s) - 1d20+9 = 21: 12
3. Twin strike with Magical Clubs on the electro-angel
right club, strike - 1d20+11 = 27: 16/damage - 11d6 = 31: 2, 2, 6, 4, 4, 3, 2, 2, 1, 1, 4 M.D.
left club, strike - 1d20+11 = 28: 17/damage - 11d6 = 44: 5, 2, 6, 3, 4, 2, 4, 5, 3, 5, 5 M.D.
4. Twin strike with Magical Clubs on the electro-angel
right club, strike - 1d20+11 = 15: 4/damage - 11d6 = 36: 5, 6, 1, 5, 4, 1, 3, 4, 4, 2, 1 M.D.
left club, strike - 1d20+11 = 16: 5/damage - 11d6 = 35: 3, 5, 1, 4, 5, 2, 2, 4, 4, 3, 2 M.D.
5. Energy blast at shadow knight attacking Oradro: strike - 1d20+8 = 20: 12/damage - 3d6 = 8: 1, 4, 3 M.D.
6. Energy blast at shadow knight attacking Oradro: strike - 1d20+8 = 27: 19 (Critical Strike!)/damage - 3d6 = 14: 5, 5, 4 x 2 = 28 M.D.

Contingencies
1. Activate Splugorth Talisman of Armor of Ithan for last time
2. Twin strike with Magical Clubs on any enemy that gets with in clubbing range
right club, strike - 1d20+11 = 20: 9/damage - 11d6 = 33: 1, 1, 3, 5, 2, 3, 3, 1, 6, 4, 4 M.D.
left club, strike - 1d20+11 = 19: 8/damage - 11d6 = 31: 3, 3, 3, 4, 1, 1, 1, 3, 1, 6, 5 M.D.
3. Twin strike with Magical Clubs on any enemy that gets with in clubbing range
right club, strike - 1d20+11 = 30: 19 (Critical Success!)/damage - 11d6 = 40: 1, 4, 5, 5, 3, 2, 4, 4, 4, 2, 6 x 2 = 80 M.D.
left club, strike - 1d20+11 = 22: 11/damage - 11d6 = 38: 1, 1, 1, 4, 6, 4, 3, 5, 6, 2, 5 M.D.
3. Reserved for dodging any more attacks because everything is terrible - 1d20+9 = 14: 5
Auto-Dodge Rolls
1. 1d20+2 = 8: 6; 2. 1d20+2 = 18: 16; 3. 1d20+2 = 10: 8; 4. 1d20+2 = 12: 10; 5. 1d20+2 = 9: 7; 6. 1d20+2 = 21: 19
Juan Echo and Sorrenson's attacks on the electro angel leave her crippled literally. In between attacks with his magical clubs, Juan notices her limbs strewn across the basin. He wonders if he knows (in the divine sense) her species. She literally tried to kill you 15 seconds ago. Even if that is your type focus on killing her! Juan strikes again, and he looks up to see Oradro under attack from one of the shadow creatures.

"Urqos Sorrenson, finish her off." Juan says, firing an energy blast, "Ser Oradro needs assistance next."

Juan fire directs his energies at the specters attacking Oradro. If one of them takes notice and attacks, he will be ready with a club or two to bring them down.
Status: Juan Echo
M.D.C.: 300/300
P.P.E.: 50/50
I.S.P.: 76/76

May the rest of the Yayamama Pantheon have mercy on our SOULS!
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Starchief »

Perception: 1d100 = 88: 88/59%
JIC: 1d20 = 6: 6/ 1d100 = 31: 31
Conditions
Champion:
  • 60/150 ISP
  • Damage: 6D6
  • Inspiring Aura:
    • +3 to Strike, Dodge and Parry
Armor of Ithan:
  • 70/70 MDC
  • 7/7 minutes
Starchief Costume:
  • 0/20 MDC
MDC:
  • 187/443 MDC
Millennium Wand of Power:
  • 0/5 Activations left
  • Invulnerability: BoM pg 116

"We handle this first, then we help Metri!" Time to change tactics. He's too fast for even me. Starchief rearmors himself and puts away the Millennium Wand. He then uses Champion to make 3 identical phase copies of himself to confuse the enemy. He calls on Champion once more to bring a weapon attuned to his being, his Lightblade, from the safehouse. Hitting the switch, he feels his lifeforce draw into the hilt causing the bright font of light to spring forth in the shape of a blade. Now we're ready. Leaping forward, Starchief meets the shadow figure's dual blades with two of his own. Hacking, slashing and parrying, Starchief shows off a skill set acquired over a hard-earned lifetime.


APM: 10
Initiative: 1d20+9 = 29: 20

Action 1: Reactivate Armor of Ithan (-1 Millennium Wand activation)
Action 2: 3x Multi-Phase w/ Champion/put away Millennium Wand. (-60 Champion ISP)
Action 3: Fast Draw TW Lightblade (-10 Champion ISP if within 1 mile, 20 if further onplanet)
Action 4: Activate TW Lightblade. (-15 MDC)
Action 5: Dual Slash at Shadow Figure with Lightblade Strike: 1d20+17 = 33: 16 Damage: (1d4*10)+14 = 54: 4 (2x vs vampires, Shadow Beasts and other demons vulnerable to light) AND Champion Strike: 1d20+16 = 17: 1 (DEUS EX CRIT) Damage: 6d6+14 = 32: 1, 6, 1, 5, 4, 1X2=64
Action 6: Slash at Shadow Figure with Lightblade Strike: 1d20+17 = 31: 14 Damage: (1d4*10)+14 = 34: 2 (2x vs vampires, Shadow Beasts and other demons vulnerable to light) AND parry with Champion Parry: 1d20+18 = 38: 20 (CRIT)
Action 7: Dual Slash at Shadow Figure with Lightblade Strike: 1d20+17 = 35: 18 (CRIT) Damage: (1d4*10)+14 = 44: 3X2=88 (2x vs vampires, Shadow Beasts and other demons vulnerable to light) AND Champion Strike: 1d20+16 = 26: 10 Damage: 6d6+14 = 37: 6, 2, 5, 5, 3, 2
Action 8: Slash at Shadow Figure with Lightblade Strike: 1d20+17 = 36: 19 (CRIT) Damage: (1d4*10)+14 = 54: 4X2=108 (2x vs vampires, Shadow Beasts and other demons vulnerable to light) AND parry with Champion Parry: 1d20+18 = 36: 18
Action 9: Dual Slash at Shadow Figure with Lightblade Strike: 1d20+17 = 23: 6 Damage: (1d4*10)+14 = 34: 2 (2x vs vampires, Shadow Beasts and other demons vulnerable to light) AND Champion Strike: 1d20+16 = 26: 10 Damage: 6d6+14 = 33: 5, 1, 5, 6, 1, 1
Action 10: Slash at Shadow Figure with Lightblade Strike: 1d20+17 = 34: 17 Damage: (1d4*10)+14 = 44: 3 (2x vs vampires, Shadow Beasts and other demons vulnerable to light) AND parry with Champion Parry: 1d20+18 = 28: 10

Autododge: 1d20+13 = 18: 5 1d20+13 = 31: 18 1d20+13 = 24: 11 1d20+13 = 15: 2 1d20+13 = 15: 2 1d20+13 = 29: 16 1d20+13 = 19: 6 1d20+13 = 31: 18 1d20+13 = 16: 3 1d20+13 = 20: 7
Starchief
Andra "Starchief" Sekona
the Shield of Seeron

MDC: 439/439|Costume: 20/20

Saving Throw Bonuses:
Vs. Insanity: +9|Vs. Magic: +10|Vs. Possession: +7|Vs. Psionic: +7
Vs. Poison: +7|Vs. Mind Control: +6|Vs. Disease: +6|Vs. Illusion: +5
Vs. Horror Factor: +8|Vs. Coma/Death: +51%|Perception: +3


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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Dark Lord »

Ignoring the high-pitched, animalistic screaming and moaning from the fallen electro angel, Sorrenson knows what he has to do. He just tries not to think about it too much as he renews his magical protection and moves forward. His powered armor looming over the woman’s body, he raises one leg and stomps down. Hard. Repeatedly. The woman’s shrieks redouble in pitch and volume, and electricity lashes Sorrenson’s powered armor in time with the rhythm of his attacks. The techno-wizard grits his teeth and presses on, grinding his armored, multi-ton form into the remnants of the necrol armor about the woman’s chest. Eventually, in a shower of energy that turns into flesh and gristle and acid blood, Sorrenson presses through and into the woman’s chest. A few seconds later it is done- the guardswoman expires in a final blast of electricity that wipes out Sorrenson’s armor of ithan. With a sigh, Sorrenson renews his armor of ithan yet again, and surveys the rest of the battle scene to see how he might be of aid.

Meanwhile, inside the shadowed area Metri continues to try and reason with his captors, or at least figure out some way of learning what he can from them. The unseen figure continues to caress Metri’s face, and the Yhabbayar quickly begins to feel feverish on top of anything else (see updated penalties below). He attempts to fortify his system against magical attack, but it doesn’t seem to do anything about his symptoms. Telepathically, he reaches out with his mind to try and probe that of his tormentor, but the images (or Metri’s ability to interpret them) are quite scrambled. The only thing that comes through clearly is the same, previous sense of exultation.

On the other side of the shadowed area/laboratory, Starchief renews his own (and rapidly dwindling) magical protection. Then, using Champion to pull his other blade from the safehouse, he charges toward the shadowy figure before him- with Mara following closely behind. The scythed, ninja-like figure shifts into a stance that Mara abruptly recognizes as one from her own fighting style as he seems almost to welcome the attack from both of you. As he leads the charge, the glow from Champion encroaches upon the shadowed area, until abruptly Metri finds himself within it. The strange straightjacket-like tendrils melt away in the light, and Metri finds himself once again on his feet (albeit unsteadily). Champion’s aura reveals two other humanoids, both wearing bio-tech armor similar to Bashka’s but with skin the dark black of utter darkness. Snarling, both figures dive back into the darkness, retreating (presumably) in the direction of the lab. A few moments later, several blasts of some sort of dark energy emanate from the lab and strike Sorrenson’s magical protection ((-58 MDC to AoI)).

With an internal sigh of relief at the sight of Metri alive and (almost) well, Starchief presses the attack. His initial effort draws blood, and some more acid blood for his trouble, but the ninja quickly begins countering Starchief’s attacks in a whirl of energy blades and the Seeronian is unable to get through. With one sword or two. Mara likewise charges in, but she is unable to land a blow on the warrior (not even his tantalizingly exposed hands or feet). Unfortunately, the same is not true in reverse- the ninja retaliates primarily at Mara in a rapid-fire series of slashes. Again, Mara recognizes the technique, and a horrifying feeling steals over her that this enemy can somehow mimic her combat training on sight. Mara knows what’s coming, and she tries to get the appropriate defense forms in place in time, but the damnable creature’s speed is something else to behold, and in less than ten seconds it has overwhelmed her invulnerability aura. Cursing, Mara pulls back and taps the tattoo to reactivate it ((-40 PPE Mara)). The telltale blue aura appears, then abruptly vanishes- to the sound of chanting from within the lab. Starchief, meanwhile, also has to bear some of the ninja’s assault- try as he might, the ex-Skrayper can’t seem to block his opponent. That damn armor makes him too fast- must be nice, Starchief ruefully reflects as the ninja takes down his own armor of ithan yet again.

The rest of the brouhaha is going similarly poorly. Juan and Kaedras move to assist Oradro with the flying specters or whatever they are, leaving Icky to face the Kreeghor alone. Well, not entirely alone, as the programming on Sorrenson’s combat drone decides that the giant metallic behemoth is the highest-priority threat and moves in to engage. With a roar, the Kreeghor charges both of you, metallic claws sweeping ahead of it. Two seconds later, and Sorrenson’s combat drone is so much scrap metal in the corner, the valiant AI having given its life for the sake of three laser blasts, all easily dodged despite the monster’s bulk. This gives Icky a chance to catch a breath (but only one), and make a quip at his opponent. The banter just seems to enrage the Kreeghor more, as it swings its massive arms back around in Icky’s direction and charges yet again. This time, Icky is ready for him, and the minotaur beats back most of the Kreeghor’s strikes. Icky’s efforts at retaliation don’t go as well, however, as he is unable to get past the bruiser’s lightning-fast defense. Unfortunately, while he is otherwise occupied the volley of energy spheres appears from within the lab again, buzzing about in Icky’s orbit and generally making quite a nuisance of themselves, in addition to eating away at his magical protection. They are joined by a series of lightning bolts, fired from who-knows-where- all together, the onslaught succeeds in finally collapsing Icky’s cosmic armor.

Oradro’s earlier confidence in his defenses changes to frustration, maybe even a twinge of fear, as the shadow-specters seem to breach through it without any problems. He decides to keep flying, and try to use his speed to stay away from the things while blasting them with their energy blasts. Juan and Kaedras come charging to his aid, and one of the specter forms peels off to address each of them, leaving Oradro with but a single tail. The cosmo-knight flies frantically, and finds that it is much easier to avoid one specter than three at once. Nonetheless, the shadow-knight does an excellent job of keeping pace with the cosmo-knight, and a few times Oradro can feel it shiver past cosmic armor and cosmic force field alike. Oradro’s energy blasts are either avoided or go right through the thing, adding to the earlier battle damage from the various explosives deployed and burning some nasty wounds into the flesh of the organism that constitutes this ‘hallway.’ All of you save Juan notice at some point that these wounds reveal a much more conventional wall behind- presumably, this organism was created or transported to an existing basement level of some sort. Juan and Kaedras also fly into battle, but they have similar luck with their efforts to drive the specters back- their attacks are either dodged by the flying things or go right through them without effect. This is particularly frustrating for Juan, who has never known his pantheon’s magical weapons to be thwarted by such minor problems as intangibility. Kaedras experiences similar feelings- frustration that his psionic weapon does not appear to deter the spirits. Nonetheless, you’d better figure something out because the specters are turning their attention to you both and your defenses work about as well as Oradro’s ((-33 natural MDC Juan, -24 natural MDC Kaedras)).

Begin Round 8!

Round 7 Summary
Sorrenson: -20 PPE, -58 MDC from current AoI
Starchief: -60 Champion ISP, AoI destroyed.
Metri: -15 ISP. Flu and fever symptoms: Reduce all combat bonuses to ¼ normal, attacks per melee to one-half minus one of normal, and speed by half; lose initiative; and -30% on all skills for 12 minutes.
Mara: -40 PPE, you are currently without magical protection.
Icky: Cosmic armor destroyed.
Oradro: -28 natural MDC.
Juan: -33 natural MDC.
Kaedras: -24 natural MDC.

Current Status
The shadows outside of the laboratory have mostly retreated where Champion’s light hits them, revealing a rather disoriented Metri.
At least two opponents retreated within the lab. Otherwise, situation outside is largely unchanged. Mara, you notice Oradro/Juan/Kaedras attacking something(s) that you apparently can't see.
Why kill a PC when you can torture their player?
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Sorrenson »

Perception: 1d100 = 98: 98
JiC d20/d100: 1d20 = 13: 13 / 1d100 = 20: 20

Drone Locations:
Spy - Safe-house watching Kaboom (silent comms until pinged for location)
Combat A - Front gate of compound
Combat B - Dead. Killed. Put to rest.
Destructo A - Gone. Used.
Destructo B - Gone. Expended.

Once activated:
Magical Adrenal-Rush feature is activated wearers P.S. becomes Supernatural, +2 attacks per melee, +50% speed, Wearers S.D.C. is tripled, Wearer receives the following combat bonuses: +3 to Initiative, +1 to Strike, +1 to Dodge, +1 on all Saving throws. The wearer becomes impervious to drugs, mind control, possession, illusions, pain, and horror factor. Duration: 4 Melee Rounds per activation. Current round is round 3 of second activation within 24 hours.
OOC Comments
PPE: 13/151
ISP: 23/48
HP: 38
SDC: 30
NE PA003 "Drudge" Industrial PA
M.D.C. by Location.
Arms (2) - 200 each
Hands (2) - 100 each
Legs (2) - 200 each
Sensor Cluster (head) - 50
Main Body - 332/400
TW Armor of Ithan - 32/100 -
Starfire Cannon ammo 31/32
NE-800 ammo - 0/16 smart missiles available, 0/16 dumb missiles
Fusion Blocks 5/5


Drone M.D.C
-80 from main body of Combat Drone #A
-5 from from main body of Spy Drone


Gear on person:
Amulet of Understanding
Amulet of Understanding ISP: -22

Light mage armor: (Worn)
M.D.C. by Location
• Hood: 20
• Arms: 15 each
• Legs: 30 each
• Main Body: 50
• Armor of Ithan: 0/60
Modifiers: -5% to physical skills
TW enhancements (at 6th level): armor of Ithan (10), Fly as Eagle (25), Breathe without Air (5), Impervious to Energy (20)

PH 21 Phase Beamer (Worn in shoulder holster)
Damage: 3d6 s.d.c. to s.d.c. creatures, 4d6 m.d.c. to m.d.c. beings and force fields, no damage to armor.
Rate of Fire: equal to HTH
Range: 400ft
Payload: 10 shots.
3 e-clips

TW Lightblade (shaped like a long knife, worn on belt)
Damage 1d4x10 +3 m.d.
Duration: 3 minutes
p.p.e. cost to activate: 20
Double damage to Vampires and those vulnerable to light.

Mr. Sorrenson’s Harness of Awesome V 1.0

TW Converted NE-202 Slim-Line "Widow-Maker" Heavy Plasma Cartridge Pistol
• Range: 60'
• Damage: 1D4x10 M.D. (Particle Beam)
• Rate of Fire: Single shots only.
• Payload: 4 (12 P.P.E. per Shot)

Splugorth Mega-Blade

Bone Fetish

Utility/Tool Belt
Sorrenson quickly scans the area and decides that Icky needs his help the most. He lines up the Kreeghor in his sights.
The amulet interrupts. Ahem, Mr Sorrenson. May I suggest moving to cover and maintaining some distance between yourself and the Kreeghor. He laid waste one of my drones very very quickly. In addition there are people shooting at us from the shadows. I don't recommending just standing right here, in their line of sight, and blasting away.
Sorrenson nods. Good call. He moves to keep some distance between himself and the kreeghor, and if possible so that he isn't a clear target to whatever it is in the shadows that is shooting at him.
He shouts to Icky. "Icky, move your butt so I can get a clean shot!" Like, if you can... Then he lights up the Kreeghor with Starfire blast after Starfire blast.

Initiative: 1d20+3 = 15: 12
Actions:
1 - Move to a better position.
2 - Fire Starfire at Metal Kreeghor, Strike 1d20+2 = 10: 8, Damage 2d6*10 = 70: 4, 3
3 - Fire Starfire at Metal Kreeghor, Strike 1d20+2 = 9: 7, Damage 2d6*10 = 90: 6, 3
4 - Fire Starfire at Metal Kreeghor, Strike 1d20+2 = 8: 6, Damage 2d6*10 = 120: 6, 6
5 - Fire Starfire at Metal Kreeghor, Strike 1d20+2 = 11: 9, Damage 2d6*10 = 50: 1, 4
6 - Fire Starfire at Metal Kreeghor, Strike 1d20+2 = 5: 3, Damage 2d6*10 = 20: 1, 1
7 - Fire Starfire at Metal Kreeghor, Strike 1d20+2 = 12: 10, Damage 2d6*10 = 70: 4, 3
8 - Saved for dodge as needed. Dodge: 1d20+9 = 27: 18
9 - Saved for dodge as needed. Dodge: 1d20+9 = 12: 3
10 - Saved for dodge as needed. Dodge: 1d20+9 = 25: 16
11 - Saved for dodge as needed. Dodge: 1d20+9 = 24: 15

If shot at he'll try to dodge rather than spam Armor of Ithans.

Parries if needed: 1d20+10 = 30: 20, 1d20+10 = 19: 9, 1d20+10 = 18: 8, 1d20+10 = 20: 10, 1d20+10 = 12: 2, 1d20+10 = 18: 8, 1d20+10 = 24: 14, 1d20+10 = 27: 17, 1d20+10 = 14: 4, 1d20+10 = 11: 1
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Kaedras Starfall »

Perception 42% 1d100 = 80: 80

JIC: 1d20 = 5: 5
1d100 = 3: 3

Conditions:
  • Sixth sense (Triggered)
  • Cosmic Armor. ??/160 min. 698/800 MDC. Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma. -5% to all Physical Skills such as Acrobatics, Climbing and similar. -10% to Palming, Pick Pocket, Prowl, and other Rogue, Medical and Technical skills that require a delicate touch.
  • Enhanced Reflexes. +2 P.P.; +1 APM, +3 initiative, +1 Strike, +2 Parry & Dodge, +15% to all physical skills relying on balance/coordination. 0 / 2 min. duration
  • Champion's Bonus (to all who can see Starchief): +3 Strike, parry, & dodge
Kaedras is stunned as the shadow-being's attack cut through all of his defenses, Cosmic armor, Psionic Force Field, and physical armor, with a strike that nearly ended him.
This is untenable. Another hit like that will kill me.

Kaedras disengages, falling back behind Juan and Oradro and dismissing his Psi-Sword for now. He will take not combat actions for this round, unless he needs to defend himself. Sorry friends - I shall do what I can to aid you. Given time - should I survive - I can heal this damage... but I must survive for that to happen.

In the meantime, he will try to identify the shadow combatants, and see if he can determine any weaknesses.

Lore: Galactic Aliens 35% 1d100 = 16: 16 (try to ID shadow beings - SUCCESS if they are aliens)

The star-elf comes to the conclusion that these shadow creatures like no alien, or tri-galactic entity, that he has ever encountered or heard of. In some respects they match classical tales of ghosts and specters, but only to a point... Something is off about these creatures.

"There is more to these shadowkin than meets the eye - I wonder if they are of magical construct? An illusion perhaps?" Whatever they may be, they are out of my discipline... Perhaps Master Metri can deal with them.

Further, he will apply healing touch to Oradro and Juan twice (-24 ISP total).

Initiative: 1d20+7 = 12: 5

APM: 5

Action 1: Fall back; Dodge 1d20+13 = 24: 11
Action 2: Dodge 1d20+13 = 25: 12
Action 3: Healing Touch (Oradro) 2d6 = 4: 1, 3 MD; or Dodge 1d20+13 = 20: 7
Action 4: Healing Touch (Oradro) 2d6 = 11: 5, 6 MD; or Dodge 1d20+13 = 20: 7
Action 5: Healing Touch (Juan) 2d6 = 9: 6, 3 MD; orDodge 1d20+13 = 24: 11
Bonus Action: Healing Touch (Juan) 2d6 = 11: 5, 6 MD; or Dodge 1d20+13 = 25: 12

Parries (with bow): 1) 1d20+12 = 31: 19; 2) 1d20+12 = 30: 18; 3) 1d20+12 = 23: 11; 4) 1d20+12 = 16: 4; 5) 1d20+12 = 29: 17


Kaedras Butcher's Bill
-5 ME Arrows
-5 HE Explosive Arrows
-2 Paralysis: Lesser Arrow
-1 Energy Bolt Arrow
-52 ISP
4d6 = 15: 4, 4, 5, 2
Kaedras Starfall
I.S.P.: 178/178
M.D.C.: 37/37

Psionic Crystal Armor
M.D.C. by Location:
Arms: 15 each
Legs: 22 each
Main Body: 35/35
Psionic Force Field: 70/70 (Can be used 4 times per 24 hour period without I.S.P. cost to user)
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Metri »

-----------------------------------
Perception: 1d100 = 27: 27 | 54%
JIC: 1d20 = 12: 12| 1d100 = 73: 73%
Initiative: || ((Ignore. Flu-like illness, no initiative.))
APM: 3 (flu-like illness & fever)
-----------------------------------
Status
PPE: 159/159
ISP: 159/260
MDC: 72/72
MTB1_PPE: 34/180
MTB2_PPE: 13/180
MTB3_PPE: 51/180
Current Saving Throw Bonuses:
Coma/Death: +4%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +1
Psionics (10+): +1
+7 vs Possession
+2 vs Despair
+2 vs Horror Factor
+2 vs Illusions
Activated Psionics/Magic
  • Enhanced Perception. 68.75 min. R25 pg 78-79: All natural senses +50%. +15% Perception. +1 strike, +2 parry/dodge. +10% to any skill that relies on basic senses.
  • Enhanced Reflexes. 14.50 min. +1 attack per melee, +3 initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all physical skills that rely on coordination or balance.
  • See Aura. 20 melees. Range: 120 ft, must be visible. Estimate general level of experience (low/medium/high). Presence of magic. Presence of psychic abilities. Base PPE (high/low). Presence of possessing entity. Presence of unusual human aberration and/or indicates a serious illness, insanity, or that an individual is not-human, could be mutant or supernatural, but does not specify which.
  • Mind's Eye. 23.75 min. Range: Self, 1000 ft. Radar-like vision, no penalties when blinded or in complete darkness. Base skill: 86%. +3 init, +1 strike, +2 parry and dodge, and cannot be snuck upon or surprised. Heavy rain or smoke greatly hinders this power, negating the bonuses and giving a -30% interpreting ability.
  • Empathy. 24.00 min. Range. 200 ft area. Makes psychic aware of, or feel the emotions of other people, animals and supernatural creatures.
  • Telepathy: Superior. 15.75 min. Grants the ability to hear surface thoughts, or send and receive telepathic messages. However, this superior form of the power gives the character the ability to read deeper or even subconscious thoughts. If the victim fails the saving throw, they psychic will be able to read thoughts on any subjects he wants. This can include passwords, names of contacts, the victim's true name, and even skills. Sometimes (74%) the character will even be able to see or hear parts of memories associated with the thoughts he is reading from the victim. A saving throw should be rolled for each skill/memory/thought that the character tries to read. The character can make one attempt to pull information from the victim for each attack per melee.
  • Flu and fever symptoms: 12.00 min. Reduce all combat bonuses to ¼ normal, attacks per melee to one-half minus one of normal, and speed by half; lose initiative; and -30% on all skills.
Not feeling the resistance to magic working to alleviate his malady, Metri is not keen to deprive himself the benefits of magical incantations during the battle. When Champion's light chases away the darkness, releasing him from his bondage, Metri immediately releases his resistance to magic. "B... ugh," Metri begins to try to talk before he is cut short by a bout of dry-heaving and a coughing fit. Trying to shake away the cobwebs, Metri instead focuses his efforts on replenishing some of his magical protections. He begins with invulnerability on himself. Then seeing Icky without Cosmic Armor, reaches out to replenish the protection on his bovine compatriot.

Skorl. Return. Metri thinks with what remains of the round, his actions seeming to take much longer in his muddled state. The Yhabbayar holds a tridactyl hand out for the rune weapon to return to.

-----------------------------------
Actions
Metri
Action 1: Try to Talk. Invulnerability (-13 PPE)
Action 2: Cosmic Armor [Icky] (-23 PPE)
Action 3: Command Skorl's return or Reserved for Contingencies.
================
Contingencies:
Cosmic armor refreshment on himself if it looks like he is the focus of attention (he is trying not to be).
Status updates
ISP:
PPE: -13 - 5 = -18

Code: Select all

[*]Invulnerability. 16 melees. Impervious to cold, fire and all energy attacks, impervious to disease, poisons, toxins, gases and drugs. 50/50 MDC. +20 to save vs magic, psionic attacks and HF.
[*]Cosmic Armor. 160.00 min. [color=gree]800[/color]/800 MDC. Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma. -5% to all Physical Skills such as Acrobatics, Climbing and similar. -10% to Palming, Pick Pocket, Prowl, and other Rogue, Medical and Technical skills that require a delicate touch.
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Chef Icky »

Perception: 1d100 = 55: 55/43%
JIC: 1d20 = 7: 7/ 1d100 = 38: 38

Conditions
- CAF Heavy Battle Armor: 88/120 MDC
- Integrated N-40B Force Field: 64/110 MDC
- ISP: 44/48
- Nightvision – 100’/30.5 m (can see in total darkness)
- EP-5 Energy Pulse Pistol: 3/9 shots remaining in current e-clip
- Cosmic Armor. WHAT Cosmic Armor?
- See the Invisible: 7.75 minutes (31 melees) remaining; 120' (36.6m) range

Feetal's Gizz! This yutz DID get an upgrade after all... Icky's brow furrows as the last of Metri's armor spell is smashed away due to the pummeling he's getting from the Kreeghor. Dionysus preserve us and give us strength. Still, he's not about to let the Kreeghor see him sweat.

"Oi, things ain't lookin' too good fer yer team dere Tiny..." he nods at the electro-witch getting stomped out of her misery by Sorrenson's Drudge. "Ya wanna take a powder an' bug out, no time like da present 'fore things get ugly -- uh oh, TOO LATE!" He wills the power of Darkwing to encase himself in an armor that appears to be composed of dozens to hundreds of writhing tentacles, pulsating slime, and crawling worms. Assuming the Kreeghor doesn't choose 'the better part of valor' (almost a given) he'll shrug and add "Alright, 'ave it yer way Tiny. Let's rumble!" before lashing out with his blades.
Combat Shenanigans
Initiative: 1d20+4 = 5: 1
APM: 8

Notes:
- While wielding Darkwing, Icky’s strength is SN 42 (6D6 punch damage)
- Darkwing inflicts double damage to beings of an evil alignment
- W.P. Paired Weapons
- Critical Strike on an unmodified roll of 18, 19, 20.
- Armor Bizarre: 10th level proficiency; 10 minute duration (as if it'll last that long); 150 MDC; Opponents are -1 to initiative and must make a save vs H.F. 14 at the beginning of every melee round. A failed roll means the usual Horror Factor penalties.

Actions:
1. Activate Armor Bizarre
2. Slice Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 22: 11; Damage 12d6 = 37: 1, 2, 6, 5, 4, 1, 4, 2, 4, 2, 2, 4 MD
3. Dice Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 27: 16; Damage 12d6 = 46: 2, 6, 4, 4, 2, 3, 5, 5, 5, 3, 5, 2 MD
4. Whack Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 28: 17; Damage 12d6 = 43: 2, 4, 6, 5, 3, 2, 3, 3, 3, 2, 6, 4 MD
5. Cleave Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 31: 20; Damage 12d6 = 44: 3, 6, 5, 3, 1, 2, 5, 2, 4, 1, 6, 6 MD CRITICAL STRIKE!
6. Mince Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 17: 6; Damage 12d6 = 36: 1, 4, 4, 6, 3, 3, 4, 2, 1, 1, 3, 4 MD
7. Cube Metal-Head Kreeghor with Darkwing. Strike: 1d20+11 = 16: 5; Damage 12d6 = 42: 3, 4, 4, 3, 1, 5, 5, 4, 6, 1, 5, 1 MD
8. Reserved for dodging. Dodge: 1d20+15 = 16: 1

- NOTE: if Icky's Armor Bizarre gets destroyed, he'll spend any action to re-activate instead of a sword strike.

Auto-Parries with Giran's Green-Glowing Magic Sword: 1d20+14 = 19: 5, 1d20+14 = 25: 11, 1d20+14 = 26: 12, 1d20+14 = 32: 18, 1d20+14 = 19: 5, 1d20+14 = 15: 1, 1d20+14 = 31: 17, 1d20+14 = 24: 10
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


------------------------------

- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
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Oradro
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Location: Phase World: Galactic Adventurers
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Oradro »

Perception 32%: 1d100 = 47: 47
JIC: 1d100 = 60: 60 1d20 = 4: 4
PPE: 164/290
Personal MDC: 169/355 (Regenerates 1d4X10 in 3 melee)
Cosmic Armour: 228/500 (Regenerates 1d4X10 in 2 melee)
Cosmic Force Field: 3,622/4,000
-1 attack, 1/2 speed, and -4 to all combat moves for 10 minutes

With the troubles the shadowy figures were giving him, Oradro was finding himself very much on the defensive. He'd never faced a foe anything like this that he could ever recall, in this life or any other. He wracked his brain as he tried to buy some time to try to find some way to fight back at the shadowy figures, mostly staying on the defensive for the time being. "These are no Illusions!" he responds with just a mild hint of anger in his voice. Not that he was angry at the suggestion, but rather frustrated with his own failings. "They must be either psionic or magic." he additionally asserts, since there wasn't anything else that could possibly strike at him (to his knowledge at least) the way these things were. That still didn't help tell him what the blazes they were, so he momentarily tried to focus on what he knew, hoping to try to figure out what they really were and how to defeat them.

Skills being used to try to identify shadow creatures or find some weakness:
Lore Magic - General Knowledge: 43% 1d100 = 80: 80
Lore: Psychics & Psionics 53% 1d100 = 32: 32
Lore: Faeries & Creatures of Magic 53% 1d100 = 98: 98
Lore: Galactic Aliens 53% 1d100 = 58: 58
Lore: Demon and Monsters 43% 1d100 = 28: 28
Lore: Vampires 38% 1d100 = 18: 18
Lore: Lore: D-Bee 43% 1d100 = 63: 63


Initiative: 1d20+3 = 22: 19
Attacks 6 (5 after penalty)
Action 1: Dodge 1d20+5 = 23: 18
Action 2: Try hitting the creature with his axe: 1d20+1
Action 1: Dodge 1d20+5 = 21: 16
Action 2: Dodge 1d20+5 = 16: 11
Action 1: Dodge 1d20+5 = 9: 4

Damage:
Attack 1: 1d4*10 = 30: 3 (Weapon) + 1d6*10 = 20: 2 (Punch Damage)

Auto-Parry: 1d20+6 = 25: 19 1d20+6 = 23: 17 1d20+6 = 20: 14 1d20+6 = 15: 9 1d20+6 = 11: 5
Oradro's Sheet
PPE: 690
MDC 340

Constant Conditions:
  • Regeneration: 1d4X10 per Minute.
  • Does not require air, food or sleep.
  • Impervious to Fire (except Magic). All other non magical energy attacks do 1/100th damage (Lasers, Particle Beams, Ion Beams etc). Physical, Magic and PSI attacks do full damage.
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Mara
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Mara »

Perception: 1d100 = 20: 20 / 65% (95% when dealing with vampires or undead)
JiC: 1d20 = 1: 1 1d100 = 67: 67

Conditions:
-Eyes Three (20)-- 58 min duration, Nightvision 1200', See the Invisible, See Aura, +1 to strike, +1 to Initiative;
-Heart with large wings (20)-- 2 hours 58 minutes duration, fly at 70mph, up to 4,000 ft; +1 to strike and dodge;
-Enhanced Reflexes (10)--10 min duration, +1 APM, +3 to Init, +1 to Str, +2 to par and dod, +2 to PP, +15% to physical skills
-Black Sun (40)--30 min duration, Nightvision 600’; See in Magical Darkness; can recognize shadow beasts and other shadow-linked creatures even in shadows; shadow meld as spell; cloak of darkness as spell

Mara considers the ugly battle before them, Well, I always thought I would go down fighting something crazy and over the top. Here we have a Cosmo Knight running from shadows, Starburst and I losing ground against one bad guy, and the team mage sounds like he is dying of pneumonia. This group seems like a good one to die with! Mara shakes it off and says "This shadow demon is somehow stealing my combat form, we have to try something different. Kaed use your powers on this shadow and let me have a crack at the metal one." She flies up and at the metal Kreehgor, and strikes as hard as he can. She focuses on her form and the battle in front of her. I can't imagine fighting at a much higher level than I have been, hope my luck continues. She saves the last of her magical energy for another invulnerability tattoo if she feels she is nearing death.

APM: 8
Init: 1d20+7 = 14: 7

Attack 1: Attack with Stoney Dragon. Attack: 1d20+16 = 18: 2; Damage: 10d6+12 = 45: 1, 6, 4, 3, 5, 5, 2, 3, 1, 3 x2 if Evil
Attack 2: Attack with Stoney Dragon. Attack: 1d20+16 = 32: 16 CRIT!; Damage: 10d6+12 = 45: 3, 4, 5, 3, 1, 6, 1, 4, 3, 3 x2= 90 x2 if Evil
Attack 3: Attack with Stoney Dragon. Attack: 1d20+16 = 36: 20 CRIT!; Damage: 10d6+12 = 47: 3, 3, 6, 5, 1, 1, 4, 4, 5, 3 x2= 94 x2 if Evil
Attack 4: Attack with Stoney Dragon. Attack: 1d20+16 = 19: 3; Damage: 10d6+12 = 54: 4, 6, 6, 2, 3, 2, 3, 5, 5, 6 x2 if Evil
Attack 5: Attack with Stoney Dragon. Attack: 1d20+16 = 26: 10; Damage: 10d6+12 = 39: 6, 5, 2, 4, 1, 2, 1, 1, 2, 3 x2 if Evil
Attack 6: Attack with Stoney Dragon. Attack: 1d20+16 = 34: 18 CRIT!; Damage: 10d6+12 = 47: 5, 4, 6, 2, 1, 5, 3, 1, 5, 3 x2= 94 x2 if Evil
Attack 7: Attack with Stoney Dragon. Attack: 1d20+16 = 27: 11; Damage: 10d6+12 = 42: 2, 3, 2, 4, 3, 2, 3, 3, 5, 3 x2 if Evil
Attack 8: Attack with Stoney Dragon. Attack: 1d20+16 = 28: 12; Damage: 10d6+12 = 50: 6, 2, 5, 6, 4, 2, 4, 3, 1, 5 x2 if Evil

Parry: 1d20+17 = 30: 13 1d20+17 = 19: 2 1d20+17 = 26: 9 1d20+17 = 29: 12 1d20+17 = 36: 19 1d20+17 = 24: 7 1d20+17 = 25: 8 1d20+17 = 34: 17
Dodge (if Needed): 1d20+15 = 20: 5 1d20+15 = 33: 18 1d20+15 = 30: 15 1d20+15 = 30: 15 1d20+15 = 18: 3 1d20+15 = 28: 13 1d20+15 = 33: 18 1d20+15 = 32: 17

Contingency:
If she feels she is close to death's door she will activate her last Heart in Chains tattoo.
Mara Archerean

PPE: 198 / 288
ISP: 75 / 85
MDC: 381/381
H.F.: 14
Heart in Chains Tattoo: 450/450 MDC(inactive)

Constant: Sixth Sense

Soundtrack:
''Zombie'' by Damned Anthem
Evanescence - Bring Me To Life (Ghost in the Machine Remix)
Adele vs. Linkin Park - Set Fire To The End
Tomorrow We Fight
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Juan Echo
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Diamond Level Patron
Posts: 192
Joined: Tue Apr 24, 2018 3:42 pm

Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Juan Echo »

Perception (27%): 1d100 = 79: 79
JiC: 1d20 = 8: 8/ 1d100 = 14: 14
Gear
Armor
NE-BA-26 Special Body Armor
Armor by location:
  • Main body: 95/140
    Head: 60/60
    Arms (each): 50/50
    Legs (each): 60/60

Armor of Ithna (activated twice): 93/100 M.D.C.
Weapons
2 Magical Clubs
NE-74GL Grenade Launcher (Ammo 0/48)
Abilities
Relevant Skills
Nightvision
Active Effects
Intuitive Combat (10:30) -- +3 initiative; +1 strike; +1 parry; +4 dodge; +4 pull punch; +2 roll with punch, fall, or impact; +2 disarm
Total I.S.P. expended: -10
Combat
APM: 6
Initiative - 1d20+9 = 19: 10
Actions
1. Reserved for dodging an attack by shadow-knight - 1d20+9 = 12: 3
2. Reserved for dodging an attack by shadow-knight - 1d20+9 = 17: 8
3. Reserved for dodging an attack by shadow-knight - 1d20+9 = 26: 17
4. Energy blast at shadow knight (or other target if more viable): strike - 1d20+8 = 14: 6/damage - 3d6 = 11: 4, 3, 4 M.D.
5. Energy blast at shadow knight (or other target if more viable): strike - 1d20+8 = 23: 15/damage - 3d6 = 5: 1, 2, 2 M.D.
6. Energy blast at shadow knight (or other target if more viable): strike - 1d20+8 = 26: 18/damage - 3d6 = 12: 1, 5, 6 M.D.
Contingency
1. Activate Splugorth Talisman of Armor of Ithan for last time
2. Twin strike with Magical Clubs on closest enemy
right club, strike - 1d20+11 = 16: 5/damage - 11d6 = 31: 4, 3, 5, 2, 4, 3, 1, 3, 2, 2, 2 M.D.
left club, strike - 1d20+11 = 30: 19/damage - 11d6 = 31: 5, 1, 1, 5, 2, 6, 2, 2, 2, 3, 2 M.D.
3. Twin strike with Magical Clubs on closest enemy
right club, strike - 1d20+11 = 19: 8/damage - 11d6 = 34: 1, 1, 1, 1, 6, 5, 3, 3, 5, 6, 2 M.D.
left club, strike - 1d20+11 = 23: 12/damage - 11d6 = 44: 4, 5, 6, 5, 1, 5, 2, 3, 4, 6, 3 M.D.
The traditional Yayamama way to dealing with ghosts is to use wet clay; but Juan doubts that this would touch the shadow-knights, so to speak. Their spectral weapons slice through him, body and soul. Recoiling at their touch, the Wanderer dashes away, flying in an erratic pattern.

When Kaedras applies his healing touch, Juan gives him a quick wink, "I owe you a back rub later!" before flying back into battle.

He fires energy blasts at the shade that attacked him, hoping to draw its attention while avoiding further damage. The goal is to bide time until he can find a way to do significant damage to the ghosts.

If as he flies close enough to either of the Invincible Guardsmen, Juan will see if he can contribute to the fight by sneaking in a quick strike or two with his clubs.
Status: Juan Echo
M.D.C.: 300/300
P.P.E.: 50/50
I.S.P.: 76/76

May the rest of the Yayamama Pantheon have mercy on our SOULS!
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Starchief
Group Leader
Posts: 485
Joined: Thu Apr 09, 2009 8:38 am
Location: Phase World PC (Adventurers)
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Starchief »

Perception: 1d100 = 27: 27/59%
JIC: 1d20 = 2: 2/ 1d100 = 8: 8
Conditions
Champion:
  • 60/150 ISP
  • Damage: 6D6
  • Inspiring Aura:
    • +3 to Strike, Dodge and Parry
    • Multi-Phase:
      • 3 extra copies of Starchief.
      • 9:45/10 minutes
Starchief Costume:
  • 0/20 MDC
MDC:
  • 187/443 MDC
Battered and bested at his forte, Starchief thinks hard. Mara has a point. Family first. Need to ensure Metri is safe! Time to switch it up. Hitting his radio, Starchief hollers, "Someone take the shadow ninja! Champion dispels the darkness around Metri so I'm going after him!" Holding Champion aloft, Starchief does just that. At supersolder speeds, he holds Champion aloft while dashing toward the lab. Using Champion, he dispels what he can of the darkness. If he finds Metri in the darkness of the lab, he will hand him the TW Lightblade, grab his hand and attempt to pull him out of the lab. "I've got you, friend. Let's get you out of these shadows." If he feels the need to dodge, Starchief hops to another phase copy of himself to avoid any incoming attacks. He'll also utilize Champion as a sword to parry anything incoming.

Initiative: 1d20+9 = 17: 8
APM: 10

Action 1: Disengage from Shadow Ninja.
Actions 2-4: Run to lab.
Actions 5-6: Hold Champion aloft for it's glow while searching for Metri.
Action 7: Grab Metri.
Actions 8-10: Exit lab.

Defensive actions as needed.

Parries: 1d20+18 = 37: 19 1d20+18 = 38: 20 1d20+18 = 31: 13 1d20+18 = 22: 4 1d20+18 = 34: 16 1d20+18 = 23: 5 1d20+18 = 23: 5 1d20+18 = 36: 18 1d20+18 = 21: 3 1d20+18 = 36: 18
Auto-Dodge: 1d20+13 = 32: 19 1d20+13 = 20: 7 1d20+13 = 16: 3 1d20+13 = 29: 16 1d20+13 = 15: 2 1d20+13 = 26: 13 1d20+13 = 21: 8 1d20+13 = 33: 20 1d20+13 = 14: 1 1d20+13 = 19: 6
Dodges: 1d20+15 = 28: 13 1d20+15 = 30: 15 1d20+15 = 32: 17 1d20+15 = 20: 5 1d20+15 = 33: 18 1d20+15 = 22: 7 1d20+15 = 18: 3 1d20+15 = 30: 15 1d20+15 = 29: 14 1d20+15 = 18: 3
Starchief
Andra "Starchief" Sekona
the Shield of Seeron

MDC: 439/439|Costume: 20/20

Saving Throw Bonuses:
Vs. Insanity: +9|Vs. Magic: +10|Vs. Possession: +7|Vs. Psionic: +7
Vs. Poison: +7|Vs. Mind Control: +6|Vs. Disease: +6|Vs. Illusion: +5
Vs. Horror Factor: +8|Vs. Coma/Death: +51%|Perception: +3


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Dark Lord
Dimension Master
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Dark Lord »

Anxiety is setting in. Worry of a different sort than the terror experienced by those of you who survived Cormal. This is a grinding, nagging uncertainty- of not knowing exactly what you’re facing, of opponents that dish out a lot more than they receive. A lot more. Of reserves running try, of ammunition and magical protection failing, while these lab-grown abominations fight circles around the lot of you with no end in sight. If these new, enhanced guardsmen are any indication of your enemies’ true intentions or capabilities, you may have a far bigger problem than you assumed when first given this mission.

As Champion’s glow beats the shadows back, Metri stumbles out and staggers back towards Icky. The Yhabbayar’s attempts at spellcasting are weak, and frequently interrupted by fits of coughing and retching, but Metri manages to restore his invulnerability aura in spite of everything. Off to the side, Starchief spots his teammate’s distress, and both he and Mara have the same thought simultaneously- ditch the fellow with the energy blades and insane combat skills. While Starchief breaks for Metri, Mara attempts to join the pile-on against the metallic Kreeghor. Unfortunately, this leaves Mr. Blades unsupervised, and in an instant he makes his choice- and chases after Mara. It takes the Atlantean several precious seconds to make it across the room, and to the metal bruiser. The fighter follows aggressively on her heels, easily keeping pace and despite Mara’s best efforts landing a trio of scythe-strikes. Meanwhile Starchief breaks into a sprint and makes for Metri’s location. Reaching the Yhabbayar in seconds, Starchief quickly begins to suspect that something is wrong. The Seeronian hands Metri his lightblade, then scoops the Yhabbayar up and makes for Sorrenson and the others fighting the bruiser. Starchief’s suspicions as to Metri’s condition are confirmed when the mystic confuses him for Icky and casts cosmic armor. With a last, barely coherent thought Metri summons Skorl back to his side, and the warhammer dutifully floats up while Starchief carries him back to the others. As Starchief and Champion’s glow retreat, the shadows begin to emerge from the lab, reasserting themselves in the hallway with a vengeance.

What wasn’t exactly a civilized duel between Icky and the metal-ghor becomes all the more chaotic with the addition of Mara, chased by the scythe fellow, and eventually Starchief and Metri. Icky focuses on his opponent, but not so much so that he forgets to make a quip, to which the Kreeghor snorts and growls ”I’mma use yer horns for a toothpick and fer scratchin’ my backside, Runt. Yer pal’ll pay for what he did to ‘lectra.” The time for talk passes, and fists meet blade (followed shortly by more blades). Icky summons his own dark, writhing suit of armor to replace the shining, knightly version Metri left him- only for the Kreeghor to tear it off of him in about four seconds. In-between sword strikes, the process repeats itself- although Icky thinks the next armor lasts five or even six seconds. A final blow from the Kreeghor shatters his force field afterwards, but Icky just thanks his lucky stars he’s still standing- unfortunately, the metal-ghor shows no signs of slowing as it blocks each and every one of Icky’s attempts to get dangerous. However, while Icky keeps him busy Mara manages to dash up from behind and land a devastating strike in the creature’s back, prompting an annoyed grunt from the Kreeghor and another gush of acid- curiously, where the acid strikes her exposed skin, it feels no more dangerous than warm water. Most of Mara’s gear either isn’t hit by the gout, or appears likewise unaffected- but her trenchcoat is soaked in the stuff and melts away in a matter of moments. It can no longer cover the other gear Mara is wearing. Right on cue, the scythe-man slams into Mara again, cutting into the Atlantean several more times. Through the haze of pain and blood, Mara realizes that she needs her last invulnerability shield, and she manages to raise it just before the scythe-man deals a fatal blow.

Meanwhile, Sorrenson retreats to the ruined elevator shaft (realistically, the closest place that offers both cover and line of sight on the combatants), and opens fire at the Kreeghor a number of times. He misses, a number of times, and in the process further exacerbates the damage to the basement-organism. One of the walls collapses outwards with a disgusting slurp, raining pieces of charred flesh and rivulets of some disgusting ichor or other. Beyond, Mara and Starchief both spot a slightly larger (and much, much more conventional) basement room- including a doorway that has what Starchief recognizes as the symbol for an emergency exit. Sorrenson is far too busy dodging shadow bolts from the lab to notice, however. For all the good it does him- soon his latest armor of ithan is gone, and the Drudge’s superstructure begins registering numerous high-damage hits.

Oradro continues his defensive plays, frustrated beyond measure at his inability to hurt the thing after him, and to stop it from hurting him. While the cosmo-knight seems to be getting better at staying out of its attack range, and only feels the shiver of its shadow blade once, his retaliation with his cosmic axe again proves ineffectual, further adding to Oradro’s mounting frustration. Juan rushes towards the cosmo-knight’s side, engaged with his own specter. Likewise fighting a defensive battle, Juan Echo lashes out with his energy beams- hoping more to distract the specter than stop it. In that sense, the attempt works- however Juan is less successful with avoiding the specter’s attack, and its spectral blade pierces him several times. Almost unnoticed, Kaedras flies through the battle, eyes wide and concentration fixed on avoiding his own specter. As he does so, he drops next to Oradro, closes his eyes, and lays his hands on the cosmo-knight. Gratefully, Oradro feels his wounds start to close, slightly ((this is reflected in the below damage total)). Almost as if on cue, the flock of six energy spheres re-emerges from the lab and flies straight for Kaedras. Hyper-aware of his vulnerability, the mind melter performs a flight-assisted flip to leap out of the way, then is forced to concentrate on avoiding the flock. Despite its efforts, it does get one solid zap in. A few second later, Kaedras’ cosmic armor abruptly winks out and the elf falls to the ground.

Some kind of harsh, bizarrely-toned voice barks out from the shadowed lab, ”Nox’shala! Vim’ me, tah!” To those of you wearing a ring of tongues, this translates to ”Hold position! Backup is en route!”, to the rest of you it is merely alien gibberish. What isn’t gibberish is your two visible (and tangible) opponents- both the scythe/ninja and the metal kreeghor pause, then take a few wary steps back towards the lab. The entire exchange is eerie, and happens so abruptly it’s almost as if the two guardsmen had no say in the matter. There is no backward glance, no yearning to continue the fight- only immediate, unquestioning obedience. The specters continue to menace Oradro and Juan, but you can’t help but feel like you might be able to earn a slight reprieve. What you do with it could have very permanent consequences.

Begin Round 9!

Round 8 Summary
Metri: PPE used as intended. Add invulnerability, remove resist magic.
Starchief: Add cosmic armor effect.
Icky: Two armors bizarre destroyed, force field overloaded.
Mara: Destroy trench coat, -367 MDC (before shield raised), -40 PPE.
Sorrenson: -156 MDC.
Oradro: -19 natural MDC.
Juan: -45 natural MDC.
Kaedras: Cosmic armor destroyed.

Current Status
Shadowed area denoted in gray, with black representing shadowy tendrils grasping in your direction. Champion’s glow is denoted in yellow.
Red dots represent the guardsmen, along with an unknown number of combatants within the lab. All PCs are within or near the blue dot.
White-ish area represents the heaviest battle damage, with a green dot denoting the door Starchief and Mara can see.
Attachments
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Why kill a PC when you can torture their player?
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Kaedras Starfall
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Kaedras Starfall »

Perception 42% 1d100 = 79: 79

JIC: 1d20 = 3: 3
1d100 = 87: 87

Conditions:
  • Sixth sense (Triggered)
  • Enhanced Reflexes. +2 P.P.; +1 APM, +3 initiative, +1 Strike, +2 Parry & Dodge, +15% to all physical skills relying on balance/coordination. 0 / 2 min. duration
  • Champion's Bonus (to all who can see Starchief): +3 Strike, parry, & dodge
  • Psionic Force Field: 30/70
As Kaedras plants a hand on Oradro's back, he notes, to his surprise, Oradro is uninjured. The shadow warriors! They're not...

In an instant, Kaedras is seemingly healed of his own injuries, and the shadows fade to a mere echo in his vision.

They're not real!

Without hesitation, he steps in front of Oradro and Jaun, and turns to face them. Speaking in a calm and loud manner, he states, "The shadow warriors are not real - they are an illusion. They can neither hurt nor be hurt by you. They are no concern of ours."

He points at the Kreeghor. "He, however, is a concern."

Kaedras raises his bow and draws an arrow from his nearly-empty quiver, nocking it. Sparing no further glance at the ersatz shadow warriors, he draws down on the Kreeghor and unleashes a volley of Neural disruptor arrows to his back.

If at any point his Psionic Armor is destroyed, he will sacrifice an action to renew it.

Initiative: 1d20+7 = 16: 9

APM: 5

Action 1: Shoot Kreeghor with Neural Disruptor arrow 1d20+12 = 14: 2; save vs. non-lethal toxins or neural shock *
Action 2: Shoot Kreeghor with Neural Disruptor arrow 1d20+12 = 22: 10; save vs. non-lethal toxins or neural shock
Action 3: Shoot Kreeghor with Neural Disruptor arrow 1d20+12 = 13: 1; save vs. non-lethal toxins or neural shock
Action 4: Shoot Kreeghor with Neural Disruptor arrow 1d20+12 = 19: 7; save vs. non-lethal toxins or neural shock
Action 5: Shoot Kreeghor with Neural Disruptor arrow 1d20+12 = 21: 9; save vs. non-lethal toxins or neural shock
Bonus Action: Reserved for Dodge 1d20+14 = 22: 8

Parries: 1) 1d20+14 = 18: 4; 2) 1d20+14 = 21: 7; 3) 1d20+14 = 31: 17; 4) 1d20+14 = 23: 9; 5) 1d20+14 = 17: 3

* Neural Disruptor arrows function as Neural maces. If he fails to dodge, these are the effects:
  • Neural Shock: save vs. non-lethal toxins
  • Success: lose initiative & 1 APM
  • Fail: lose initiative, -8 to all combat bonuses, -50% to spd & APM
  • If struck 5+ times: 01-42% unconscious 2D4 melees
If Starchief calls for a retreat, Kaedras will fall back with the team to the elevator, and make his exit with the group.

Kaedras Butcher's Bill
-5 ME Arrows
-5 HE Explosive Arrows
-2 Paralysis: Lesser Arrow
-1 Energy Bolt Arrow
-5 Neural Disruptor Arrows
-28 ISP
Kaedras Starfall
I.S.P.: 178/178
M.D.C.: 37/37

Psionic Crystal Armor
M.D.C. by Location:
Arms: 15 each
Legs: 22 each
Main Body: 35/35
Psionic Force Field: 70/70 (Can be used 4 times per 24 hour period without I.S.P. cost to user)
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Sorrenson
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Sorrenson »

Perception: 1d100 = 7: 7 34% +15 Magical / Mechanical
JiC d20/d100: 1d20 = 8: 8 / 1d100 = 12: 12

Drone Locations:
Spy - Safe-house watching Kaboom (silent comms until pinged for location)
Combat A - Front gate of compound
Combat B - Dead. Really dead.
Destructo A - Also dead.
Destructo B - This one too, is also dead.

Once activated:
Magical Adrenal-Rush feature is activated wearers P.S. becomes Supernatural, +2 attacks per melee, +50% speed, Wearers S.D.C. is tripled, Wearer receives the following combat bonuses: +3 to Initiative, +1 to Strike, +1 to Dodge, +1 on all Saving throws. The wearer becomes impervious to drugs, mind control, possession, illusions, pain, and horror factor. Duration: 4 Melee Rounds per activation. Current round is round 4 of the second activation within 24 hours.
OOC Comments
PPE: 13/151
ISP: 23/48
HP: 38
SDC: 30
NE PA003 "Drudge" Industrial PA
M.D.C. by Location.
Arms (2) - 200 each
Hands (2) - 100 eacho
Legs (2) - 200 each
Sensor Cluster (head) - 50
Main Body - 166/400
TW Armor of Ithan - 10/100 - 9.75 minutes remain
Starfire Cannon ammo 31/32
NE-800 ammo - 0/16 smart missiles available, 0/16 dumb missiles
Fusion Blocks 5/5


Drone M.D.C
-80 from main body of Combat Drone #A
-5 from from main body of Spy Drone


Gear on person:
Amulet of Understanding
Amulet of Understanding ISP: -22

Light mage armor: (Worn)
M.D.C. by Location
• Hood: 20
• Arms: 15 each
• Legs: 30 each
• Main Body: 50
• Armor of Ithan: 60/60 - 5 minutes remain
Modifiers: -5% to physical skills
TW enhancements (at 6th level): armor of Ithan (10), Fly as Eagle (25), Breathe without Air (5), Impervious to Energy (20)

PH 21 Phase Beamer (Worn in shoulder holster)
Damage: 3d6 s.d.c. to s.d.c. creatures, 4d6 m.d.c. to m.d.c. beings and force fields, no damage to armor.
Rate of Fire: equal to HTH
Range: 400ft
Payload: 10 shots.
3 e-clips

TW Lightblade (shaped like a long knife, worn on belt)
Damage 1d4x10 +3 m.d.
Duration: 3 minutes
p.p.e. cost to activate: 20
Double damage to Vampires and those vulnerable to light.

Mr. Sorrenson’s Harness of Awesome V 1.0

TW Converted NE-202 Slim-Line "Widow-Maker" Heavy Plasma Cartridge Pistol
• Range: 60'
• Damage: 1D4x10 M.D. (Particle Beam)
• Rate of Fire: Single shots only.
• Payload: 4 (12 P.P.E. per Shot)

Splugorth Mega-Blade

Bone Fetish

Utility/Tool Belt
In the space between seconds that the Magic Adrenal Rush has made accessible he has a conversation with the Amulet.
Sorrenson feels the amulet survey the situation. Oh good! I am most entertained. This is the Sharp End Mr. Sorrenson. YES! Fucking YES! We went into the breach once more, dear friend, and yet here we are! Here we remain. How long though...? we will see! Much pursing of lips, drying of pallettes, clenching of jaws, fists and buttocks has occurred. Teeth have been ground. Enemies have been smite! Curses have been spat. The universe has spoken and we're, oh and when I say 'we're' I most definitely mean 'you', are almost certainly fucked... The Amulet really leans into that last word, giving it a truly unpleasant visceral edge. It seems to Sorrenson that The Amulet doesn't really cuss that much, so when it does it really does add an extra somethin' special. Whatever shall we do? It asks cheerily. Strangely Sorrenson gets the impression that The Amulet is disrobing.

Sorrenson starts to roll his eyes at the Amulet, then a thought occurs. Entertained? Fucking... Entertained... The last time you said that was when Juan tossed me a grenade I though was real...
Sorrenson starts taking action. Somewhere in the back of his mind he notes that he isn't sure where this is going but it'll be interesting to see where this leads. He feels The Amulet slip from his thoughts, but it's attention seems firmly placed on his actions.

Sorrenson reactivates his Armor of Ithan. Protection, always wear protection. Sorrenson thinks in his dad's voice. A memory from a chat, not all that long ago, about teenage pregnancy. He backs away moving towards the exit, assuming that is what the team is doing. He lifts his PA's arm and takes a pot shot with the Magic Net stored in Jalus' Rod. Using Telemechanics to save time he sets all 5 fusion blocks to detonate in, roughly - time is of the essence here, 17 seconds.

The Amulet mentally shouts from the sidelines Yes! Yes My Boy! BOLD STRATEGY. That's the spirit! Let's see how it works out...

Sorrenson radios the team: "Juan! Think fast and do good sports ball!" He deftly activates the Dispenser of Justice's quick-release. the whole thing slides off the back of his PA and lands on the fleshy ground with a thud. Sorrenson, still moving backwards, steps over it and picks it up. He checks all 5 blocks are live. Sorrenson then lobs the Dispenser of Justice to Juan. Juan will probably note there is something(s) inside beeping.

The Amulet squeals with delight in Sorrenson mind. 'Do good sports ball!' Is that the best you could come up with? Ha ha ha ha! No matter, such delightful Chaos. What will the ever unpredictable Juan Echo do with that? Oh Mr Sorrenson, this is a treat! The Amulet, somehow, seems fully disrobed.

"FIRE IN THE HOLE!" Sorrenson sends over the radio to the rest of the team. He takes a couple of shots with his starfire and tries to exit the basement. The effects of the Magical Arenal Rush enchant fading make him feel prematurely tired. He finds his focus fading. I'm tired now and I just want to go home...

All the while it really does feel like The Amulet is fully present in his mind. It's not talking to him though. The Amulet's eye and every other sense it may or may not possess are glued to current events, whilst it's tweaking its own nipples really really hard.

Initiative: 1d20+3 = 23: 20
Actions:
1 - Re-up Armor of Ithan while moving towards the exit.
2 - Activate Telemechanics and set all 5 fusion blocks in the Dispenser of Justice to explode in, roughly, 17 seconds.
3 - Fire Magic Net at most relevant / threatening Ugly. (Needs a 16+ to dodge)
4 - Activate Dispenser of Justice quick release system so it drops to the ground. Radio Juan.
5 - Pick up Dispenser of Justice, confirm all 5 blocks will go boom soon.
6 - Toss Dispenser of Justice to Juan in the hop that he'll biff it at the baddies. Will he though? Time will tell. Strike roll for the 'perfect' pass: Strike 1d20+9 = 19: 10
7 - Radio warning to team while backing up.
8 - Back up and shoot Starfire at Ugly, 1d20+2 = 18: 16 2d6*10 = 60: 3, 3 M.D.
9 - Back up and shoot Starfire at Ugly, 1d20+2 = 8: 6 2d6*10 = 100: 5, 5 M.D.
10 - reserved for dodge 1d20+9 = 21: 12
11 - reserved for dodge 1d20+9 = 26: 17
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Juan Echo »

Perception (27%): 1d100 = 9: 9
JiC: 1d20 = 20: 20/ 1d20 = 13: 13/ 1d100 = 27: 27
Gear
Armor
NE-BA-26 Special Body Armor
Armor by location:
  • Main body: 47/140
    Head: 60/60
    Arms (each): 50/50
    Legs (each): 60/60

Armor of Ithna (activated twice): 93/100 M.D.C.
Weapons
2 Magical Clubs
NE-74GL Grenade Launcher (Ammo 0/48)
Abilities
Relevant Skills
Nightvision
Active Effects
Intuitive Combat (-10 I.S.P; 10:15) -- +3 initiative; +1 strike; +1 parry; +4 dodge; +4 pull punch; +2 roll with punch, fall, or impact; +2 disarm
Total I.S.P. expended: -10
Actions
APM: 6
Initiatve - 1d20+9 = 27: 18
Actions
1. Energy blast at the metal Kreeghor: 1d20+8 = 23: 15/damage - 3d6 = 9: 1, 3, 5 M.D.
2. Energy blast at the metal Kreeghor: 1d20+8 = 11: 3/damage - 3d6 = 9: 5, 3, 1 M.D.
3. Put away Magical Clubs
4. Catch Dispenser of Justice
5. Throw Dispenser of Justice: 1d20+8 = 10: 2/damage
  • Fusion Block 1: 4d6*10 = 120: 1, 3, 4, 4 M.D.
    Fusion Block 2: 4d6*10 = 150: 5, 5, 4, 1 M.D.
    Fusion Block 3: 4d6*10 = 140: 5, 1, 4, 4 M.D.
    Fusion Block 4: 4d6*10 = 130: 3, 4, 2, 4 M.D.
    Fusion Block 5: 4d6*10 = 60: 2, 1, 1, 2 M.D.
6. Fly out of the room
Contingencies
1. One more energy blast at the metal Kreeghor, if Juan doesn't need an APM to fly out: 1d20+8 = 18: 10/damage - 3d6 = 11: 5, 3, 3 M.D.
2. Replace an energy blast to dodge any significant attack - 1d20+9 = 18: 9
3. Replace an energy blast to dodging any significant attack - 1d20+9 = 19: 10
4. Replace an energy blast to dodging any significant attack - 1d20+9 = 21: 12
Juan darts around the basement in a fruitless attempt to dodge the shadow knight's attacks. He doesn't want to consider retreating, but there is little left to do here. He is frustrated by how useless he is in the battle. It is impossible that the mightiest warrior in the Yayamama Pantheon (eeeeh, sure you can think that, brother) is so helpless against a specter. He catches Kaedras words, and it all makes sense.
Urqos Kaedras wrote:"The shadow warriors are not real - they are an illusion. They can neither hurt nor be hurt by you. They are no concern of ours. He [the Kreeghor], however, is a concern."
I knew that nothing could harm me like that! Yeah, except everything else in this room.

Juan pulls up his magical clubs and fires an energy blast at the the metallic invincible guardsman. Retreat is still the best option. I hate it. I know, Jonny, but buy the rest of your team time to fall back. He flies back to the elevator shaft. He pulls next to Sorrenson and continues to fire at the Kreeghor.
Urqos Sorrenson wrote:"Juan! Think fast and do good sports ball!"
Putting his weapons away, Juan takes fusion blocks in his hands. He takes a beat to look at the Dispenser of Justice, a name that he wholeheartedly would support if he had time to consider it. A big ball for a big play.

He shouts a traditional Yayamama war cry:
"BORTLES!"

He takes a quick shuffle step back before heaving the Dispenser forward, his body lurching forward as he propels the giant stack of blast, his arms fully extended. His form is exquisite, his aim is what you would expect from a guy whose war colors are teal, black, and gold. Thankfully, with the game clock is almost up, Juan throws for the sideline. The ball doesn't have to hit a target, it just has to stay away from the thick of the fighting. He doesn't look back to watch the Dispenser crash into a wall, he just flies away as fast as he can.
Last edited by Juan Echo on Tue May 05, 2020 9:02 am, edited 2 times in total.
Status: Juan Echo
M.D.C.: 300/300
P.P.E.: 50/50
I.S.P.: 76/76

May the rest of the Yayamama Pantheon have mercy on our SOULS!
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Starchief »

Perception: 1d100 = 1: 1/59%
JIC: 1d20 = 19: 19/ 1d100 = 14: 14
Conditions
Champion:
  • 60/150 ISP
  • Damage: 6D6
  • Inspiring Aura:
    • +3 to Strike, Dodge and Parry
    • Multi-Phase:
      • 3 extra copies of Starchief.
      • 9:30/10 minutes
Starchief Costume:
  • 0/20 MDC
MDC:
  • 187/443 MDC
[*]Cosmic Armor. 160.00 min. 800/800 MDC. Breathe for spell's duration. Constant internal temperature, protected from cold, radiation and extreme blasts of heat. Hover and fly at a speed of 380 mph. 1/2 damage from: Magic and MD cold and heat/fire/plasma. -5% to all Physical Skills such as Acrobatics, Climbing and similar. -10% to Palming, Pick Pocket, Prowl, and other Rogue, Medical and Technical skills that require a delicate touch.
With Metri in tow, Starchief takes quick stock of the situation. "We're getting hammered here. They just called for reinforcements. It's time to leave!" He points out the Emergency Exit that he notices. "Everyone through that door now! Get to the transport!" Who's voice is that commanding them?

Starchief carries Metri while heading toward the exit. He maintains his phase duplicates and defends with Champion if necessary.

Initiative: 1d20+9 = 24: 15
APM: 10

Actions 1-10: Carry Metri/Reserved for Dodge.


Parries: 1d20+18 = 32: 14 1d20+18 = 37: 19 1d20+18 = 19: 1 1d20+18 = 31: 13 1d20+18 = 26: 8 1d20+18 = 36: 18 1d20+18 = 31: 13 1d20+18 = 25: 7 1d20+18 = 22: 4 1d20+18 = 29: 11
Auto-Dodge: 1d20+13 = 19: 6 1d20+13 = 21: 8 1d20+13 = 24: 11 1d20+13 = 31: 18 1d20+13 = 24: 11 1d20+13 = 21: 8 1d20+13 = 23: 10 1d20+13 = 21: 8 1d20+13 = 16: 3 1d20+13 = 21: 8
Dodges: 1d20+15 = 32: 17 1d20+15 = 21: 6 1d20+15 = 21: 6 1d20+15 = 24: 9 1d20+15 = 27: 12 1d20+15 = 28: 13 1d20+15 = 22: 7 1d20+15 = 20: 5 1d20+15 = 34: 19 1d20+15 = 30: 15
Starchief
Andra "Starchief" Sekona
the Shield of Seeron

MDC: 439/439|Costume: 20/20

Saving Throw Bonuses:
Vs. Insanity: +9|Vs. Magic: +10|Vs. Possession: +7|Vs. Psionic: +7
Vs. Poison: +7|Vs. Mind Control: +6|Vs. Disease: +6|Vs. Illusion: +5
Vs. Horror Factor: +8|Vs. Coma/Death: +51%|Perception: +3


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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Mara »

Perception: 1d100 = 55: 55 / 65% (95% when dealing with vampires or undead)
JiC: 1d20 = 11: 11 1d100 = 83: 83

Conditions:
-Eyes Three (20)-- 58 min duration, Nightvision 1200', See the Invisible, See Aura, +1 to strike, +1 to Initiative;
-Heart with large wings (20)-- 2 hours 58 minutes duration, fly at 70mph, up to 4,000 ft; +1 to strike and dodge;
-Enhanced Reflexes (10)--10 min duration, +1 APM, +3 to Init, +1 to Str, +2 to par and dod, +2 to PP, +15% to physical skills
-Black Sun (40)--30 min duration, Nightvision 600’; See in Magical Darkness; can recognize shadow beasts and other shadow-linked creatures even in shadows; shadow meld as spell; cloak of darkness as spell

Mara's t-shirt and jeans are soaked in her own blood, but at least her force field came up and is still up. She nods to Starburst as he leads the team out. Hate leaving this unfinished. She looks at the two controlled Guardsman, "Sorry we didn't put you out of your misery this time. Maybe later." She just smiles as Juan throws the explosive device. I remember that thing.

APM: 8
Init: 1d20+7 = 25: 18

Parry: 1d20+17 = 22: 5 1d20+17 = 24: 7 1d20+17 = 33: 16 1d20+17 = 24: 7 1d20+17 = 18: 1 1d20+17 = 24: 7 1d20+17 = 26: 9 1d20+17 = 37: 20
Dodge (if Needed): 1d20+15 = 29: 14 1d20+15 = 31: 16 1d20+15 = 34: 19 1d20+15 = 26: 11 1d20+15 = 31: 16 1d20+15 = 32: 17 1d20+15 = 16: 1 1d20+15 = 18: 3
Mara Archerean

PPE: 198 / 288
ISP: 75 / 85
MDC: 381/381
H.F.: 14
Heart in Chains Tattoo: 450/450 MDC(inactive)

Constant: Sixth Sense

Soundtrack:
''Zombie'' by Damned Anthem
Evanescence - Bring Me To Life (Ghost in the Machine Remix)
Adele vs. Linkin Park - Set Fire To The End
Tomorrow We Fight
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Chef Icky »

Perception: 1d100 = 53: 53/43%
JIC: 1d20 = 2: 2/ 1d100 = 91: 91

Conditions
- CAF Heavy Battle Armor: 88/120 MDC
- Integrated N-40B Force Field: 00/110 MDC
- ISP: 44/48
- Nightvision – 100’/30.5 m (can see in total darkness)
- EP-5 Energy Pulse Pistol: 3/9 shots remaining in current e-clip
- See the Invisible: 7.5 minutes (30 melees) remaining; 120' (36.6m) range


"Dere ya go, Tiny..." Icky smirks despite the hammering he's taken from the Kreeghor. "It ain't a proper scrap 'till ya chuck out some smack talk. I was 'bout ta start takin' it personally." Boog, hope you're feeling better quick... he casts a quick glance over at Metri. We're going to need your armor spells if we're going to play 'pat-the-cake' much longer.

He's about to summon his third and final Armor Bizarre when the booming voice comes out of nowhere and their opponents freeze. "Frag almighty, wish I'da known dem magic words sooner..." he mutters under his breath. Unless they're waiting for something... like the standard villain's monologue, maybe?
Kaedras Starfall wrote:"The shadow warriors are not real - they are an illusion. They can neither hurt nor be hurt by you. They are no concern of ours."

He points at the Kreeghor. "He, however, is a concern."
Icky resists the urge to roll his eyes. Barely. Geez, beanpole, you reckon? "Oi yah, da only part dat's thicker dan his noggin's his arse -- I'm gonna 'ave ta get me blades re-sharpened after--"

His eyes grow wide as Sorrenson tosses the explosives to Juan who in turn tries to do his best 'combat proctologist' impression. FEETAL'S GIZZ!!!!!
Starchief wrote:"We're getting hammered here. They just called for reinforcements. It's time to leave!" He points out the Emergency Exit that he notices. "Everyone through that door now! Get to the transport!"
Uhm... yeah. Good plan. Icky begins making for the exit. "Sorry Tiny, mum says I gotta come in fer dinner. Same time next week, yah?"

He takes up a rear guard as much as he can, just in case. Well... that could've gone better. Could've gone far worse too.
Combat Tomfoolery if Needed
Initiative: 1d20+4 = 18: 14
APM: 8

Notes:
- While wielding Darkwing, Icky’s strength is SN 42 (6D6 punch damage)
- Darkwing inflicts double damage to beings of an evil alignment
- W.P. Paired Weapons
- Critical Strike on an unmodified roll of 18, 19, 20.
- Armor Bizarre: 10th level proficiency; 10 minute duration (as if it'll last that long); 150 MDC; Opponents are -1 to initiative and must make a save vs H.F. 14 at the beginning of every melee round. A failed roll means the usual Horror Factor penalties.

Actions:
1. Book it to the exit...
2. Book it to the exit...
3. Book it to the exit...
4. Book it to the exit...
5. Book it to the exit, Reserved for dodging if need be. Dodge: 1d20+15 = 35: 20
6. Book it to the exit, Reserved for dodging if need be. Dodge: 1d20+15 = 22: 7
7. Book it to the exit, Reserved for dodging if need be. Dodge: 1d20+15 = 31: 16
8. Book it to the exit, Reserved for dodging if need be. Dodge: 1d20+15 = 27: 12

- NOTE: Icky will summon his 3rd Armor Bizarre if the bad guys decide to pursue.

Auto-Parries with Giran's Green-Glowing Magic Sword: 1d20+14 = 17: 3, 1d20+14 = 27: 13, 1d20+14 = 26: 12, 1d20+14 = 32: 18, 1d20+14 = 19: 5, 1d20+14 = 17: 3, 1d20+14 = 25: 11, 1d20+14 = 27: 13
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


------------------------------

- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Metri »

-----------------------------------
Perception: 1d100 = 20: 20 | 54%
JIC: 1d20 = 1: 1| 1d100 = 84: 84%
Initiative: || ((Ignore. Flu-like illness, no initiative.))
APM: 3 (flu-like illness & fever)
-----------------------------------
Status
PPE: 159/159
ISP: 159/260
MDC: 72/72
MTB1_PPE: 21/180
MTB2_PPE: 13/180
MTB3_PPE: 28/180
Current Saving Throw Bonuses:
Coma/Death: +4%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +1
Psionics (10+): +1
+7 vs Possession
+2 vs Despair
+2 vs Horror Factor
+2 vs Illusions
Activated Psionics/Magic
  • Enhanced Perception. 68.50 min. R25 pg 78-79: All natural senses +50%. +15% Perception. +1 strike, +2 parry/dodge. +10% to any skill that relies on basic senses.
  • Enhanced Reflexes. 14.25 min. +1 attack per melee, +3 initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all physical skills that rely on coordination or balance.
  • See Aura. 19 melees. Range: 120 ft, must be visible. Estimate general level of experience (low/medium/high). Presence of magic. Presence of psychic abilities. Base PPE (high/low). Presence of possessing entity. Presence of unusual human aberration and/or indicates a serious illness, insanity, or that an individual is not-human, could be mutant or supernatural, but does not specify which.
  • Mind's Eye. 23.50 min. Range: Self, 1000 ft. Radar-like vision, no penalties when blinded or in complete darkness. Base skill: 86%. +3 init, +1 strike, +2 parry and dodge, and cannot be snuck upon or surprised. Heavy rain or smoke greatly hinders this power, negating the bonuses and giving a -30% interpreting ability.
  • Empathy. 23.75 min. Range. 200 ft area. Makes psychic aware of, or feel the emotions of other people, animals and supernatural creatures.
  • Telepathy: Superior. 15.50 min. Grants the ability to hear surface thoughts, or send and receive telepathic messages. However, this superior form of the power gives the character the ability to read deeper or even subconscious thoughts. If the victim fails the saving throw, they psychic will be able to read thoughts on any subjects he wants. This can include passwords, names of contacts, the victim's true name, and even skills. Sometimes (74%) the character will even be able to see or hear parts of memories associated with the thoughts he is reading from the victim. A saving throw should be rolled for each skill/memory/thought that the character tries to read. The character can make one attempt to pull information from the victim for each attack per melee.
  • Flu and fever symptoms: 11.75 min. Reduce all combat bonuses to ¼ normal, attacks per melee to one-half minus one of normal, and speed by half; lose initiative; and -30% on all skills.
  • Invulnerability. 16 melees. Impervious to cold, fire and all energy attacks, impervious to disease, poisons, toxins, gases and drugs. 50/50 MDC. +20 to save vs magic, psionic attacks and HF.
With Skorl in hand and being carried by Starchief, Metri can't do much else except be a 90lb sack of potatoes. He closes his eyes and begins his bubble meditation. What are you doing? Skorl asks. I am not much use to anyone in my current state. The least I can do is get a better lay of the facility as we move through it.

Not knowing where Starchief is taking him, Metri nonetheless trusts his teammate and focuses his mind on settling into the meditation that allows him to see all around him.
-----------------------------------
Actions
Metri
Action 1-3: Bubble Meditation ((for Omni-Sight)) while being carried
================
Contingencies:
None
Status updates
ISP:
PPE:

Code: Select all

[*]Psychic Omni-Sight. 500 ft radius. See all directions at once, see radiation, thermal patterns, the invisible, see any movement including even the wind. Pinpoint locations of electrical outlets/bugs/devices and other energy and heat sources, 80%. Locate secret compartments and trap doors, 65%.
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Dark Lord »

As the frenzy of battle reaches a fever pitch, Kaedras has a startling revelation and announces the shadow knights’ illusory nature to the rest of the team. Juan, after squinting and clearing some cobwebs from his head, watches his spectral opponent melt away and any wounds inflicted by it do likewise. While Oradro remains occupied, the rest of the team is able to recover its equilibrium, and without the illusions disrupting your heavy hitters your opponents pull back. You take advantage of the opening to reassess your chances, and Starchief decides that the team had best get out while the getting is good. Sorrenson, his dander still up, resolves not to leave without a final present for your hosts.

Metri slips into a meditative trance, to leave behind his diseased body and use his mind to guide his comrades. Starchief, having a pretty good idea of the delicate nature of Metri’s condition, grabs the Yhabbayar and leads a strategic withdrawal towards the emergency exit you spotted. Mara follows quickly, the Atlantean barely alive underneath her magical protection and limping slightly as she too withdraws. While Sorrenson re-activates his armor of ithan ((-10 PPE)) and drops some sort of contraption from a housing on the Drudge’s back, and hastily fiddles with it Juan, and Kaedras all provide covering fire, and Icky hurls a few last insults at Tiny as he likewise backs through the exit. Both Tiny and the Ninja easily evade the various energy blasts and arrows hurled their way, and resume their bums’ rush towards you.

Juan stands his ground, protecting Sorrenson’s back while the ninja comes in low to try and stop whatever it is the techno-wizard is doing. While the godling is able to intercept the enemy soldier, those scythes strip Juan’s defenses with terrifying efficiency ((Juan, armor of ithan destroyed, body armor destroyed)); even as he cuts through Juan, the ninja flips around the godling and lands a pair of hits on Sorrenson, nearly disrupting his concentration ((-81 MDC Sorrenson)). Meanwhile, ‘Tiny’ focuses his ire on Kaedras, crushing the mind melter’s psionic force field but not doing any further damage before Kaedras can replace it ((-2 activations Kaedras, deduct 3 arrows only this round)).

While the rearguard buckles under the renewed assaults of such formidable combatants, it holds long enough for Sorrenson to finish priming his fusion blocks, toss the apparatus to Juan, and book it for the exit. Kaedras follows hot on his heels as Juan catches the Dispenser of Justice and, in one fluid motion tosses the live explosives in the direction of the lab, taking care to keep them out of the worst of the fighting. Juan then triggers his flight ability and launches himself towards the exit, and everyone else. There is a danger of a bottleneck as Sorrenson struggles to contort his Drudge into some sort of position that will fit through an exit that is clearly not sized for him, before Oradro rockets into the mix and takes out a sizeable chunk of wall. From there you pile through a short hallway and up a short ramp, sprinting for what looks to be a one-way security door up ahead. Just as the first of you reach it, the fusion blocks explode, and although the explosion is well-contained it still makes a very pretty boom ((Sorrenson, the Dispenser of Justice is destroyed and you are -5 fusion blocks)). The sizzle of gods-know-what organic material in the aftermath also carries with it a certain note of satisfaction, although you have no idea if you actually killed the remaining guardsman, nor how much more damage you did to their lab. Still, as you emerge into the cool twilight air, you are alive (not that Metri feels it); for now, that will have to be enough.

Wet splats on the rooftop above and behind you couple with a renewed twinge from your various danger senses- you are not out of the woods yet. Any attempt to look for the transport parked out front earlier will be met with a reminder (from Sorrenson’s amulet, if no-one else) that Kaboom took it when he evacuated; you will have to evacuate on foot or using your own abilities. With sounds of renewed activity coming from the top of the building, you decide that immediacy is a priority.

Looking back, you catch a couple more… things… dropping onto the building. Large, fleshy sacs easily large enough to hold a half-dozen humanoids are dropping from the sky (presumably space) and exploding upon the top of the facility to disgorge their inhabitants.
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Drop pods- with an added bonus of fumes and effluvia that appear to be beginning the process of dissolving the façade, and as you pull back to you see movement. Those of you with any kind of nightvision will be able to identify red-skinned necrols, and a handful of horrors that look like they’d be right at home in the lab you just escaped. Some of them drop to the ground and scuttle into the building; others look distinctly arachnoid as they begin crawling all over the rooftops and walls. As you put more distance between yourselves and the laboratory of horrors, it becomes apparent that the necrols are not pursuing you- they seem to be content with holding the facility behind you.

With that revelation, your pace slows- but, fully cognizant of your own condition, and the need to avoid any Tarlok patrols while in it, you continue back towards the safehouse. You appear to be in luck- few people are out and about in this neighborhood at this time of day, and with a bit of caution you are able to remain undetected (to the best of your knowledge) all the way back. Should Sorrenson check in with his drones again, he will find that his spy drone detected a brief, short-burst radio transmission initiated from within the safehouse a few minutes after Kaboom returned with the children. You all return to the safehouse some 15 minutes after that- taking your time out of concern for everyone’s condition and the need to remain circumspect ((everyone, feel free to update your adverse conditions accordingly)).

Despite those of you who might be inclined to assume the worst of Kaboom, he welcomes you back warmly (well, for him) and takes you past the children you rescued from within the facility- all three are picking somewhat wearily at what passes for food, in what passes for your dining room. He waves you back, into the kitchen where those of you inclined to talk can do so without disturbing your guests. Once there, to Starchief in particular he will say ”What the hell happened to you guys? You find what you were looking for at least?” Should anyone mention the transmission, inquire what to do with the children, or simply refuse to discuss what transpired Kaboom will add ”I radioed the resistance to request a pickup for these four. Should be here once it gets dark- you know what your next move is?”

You have another 10 minutes to rest, talk, plan, and repair your gear- then there’s a thunderous knock at the door. Before you can even decide whether to answer it, some powerful force from the other side tears it open, knocking it to the floor with a great hue and cry. Through the entrance comes a squad of Skraypers- led by none other than Priestess Haad. Behind her, you can see Waldo, and a few other familiar faces from earlier. At the same time, a handful of figures teleport into the center of your safehouse- it takes you but a moment to recognize D man, and Mindlock- leading another half-dozen men. Unlike the Skraypers with Haad and Waldo, this lot is decidedly shady-looking.

The abrupt entrances cause some tension, reflexive grabbing of weapons and whatnot, but the lack of an immediate danger reassures those of you with such capability. As the various super-humans file in, you quickly conclude that you are out-numbered- and likely out-gunned, if your new foes are fresher than you are. Haad holds up a hand to her retinue, then nods at the psychic leading the criminal goons. ”Mindlock- always a pleasure. Who’s your friend?” she says, motioning to D-man. Mindlock grunts, ”Nobody.” and D-man repeats in his best, space-cadet voice ”Yes, nobody…” Haad then turns to Kaboom. ”You have done well, Kaboom. We did not realize the… extent of these aliens’ plans for our children. However, our allies in the Burning Scythe have assured me that this work is critical to our success against the oppressors. With just a little more time, we can claim their bio-tech for our own, and raise an army of super-powered beings in super-powered armor! None in the galaxies would dare lay claim to us again!”

Then she points imperiously to the children. ”Simply hand them over, and the work will resume. I don’t like it either, but it’s for the greater good. We all must sacrifice in our own way. Don’t trust these Splugorth allies to know what’s best for our people.” Kaboom watches her and hesitates, clearly surprised by the arrival of so many supers and none-too-trusting of the Scythe personnel.

What are you doing?
Why kill a PC when you can torture their player?
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Mara
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Mara »

Perception: 1d100 = 3: 3 / 65% (95% when dealing with vampires or undead)
JiC: 1d20 = 20: 20 1d100 = 7: 7

Conditions:
-Eyes Three (20)-- 28 min duration, Nightvision 1200', See the Invisible, See Aura, +1 to strike, +1 to Initiative;
-Heart with large wings (20)-- 2 hours 28 minutes duration, fly at 70mph, up to 4,000 ft; +1 to strike and dodge;
-Heart in chains (40)-- 30 min duration, 450 MD
-Enhanced Reflexes (10)--10 min duration, +1 APM, +3 to Init, +1 to Str, +2 to par and dod, +2 to PP, +15% to physical skills

As they exit the building, Mara looks at the drop bags, Okay, that is a new one for me. disgusting as everything else here, but new. She limps back to base, "If anyone has a bit of healing I am about as drained as I have ever been. Of both life and magical energy."

When they are back she will take some food. In between bites she says to Kaboom, "Ugly fight . . . got a couple of the ones we were looking for . . . experimenting on Seeronians . . . disgusting . . . war crimes . . . and others seem to be slaves . . . that whole site should be nuked . . . More coming from space . . . horrifying . . . you saved those kids from a fate far worse than death." She will listen as others fill in the details.

Mara pulled her sword as they entered the room and as Haad demanded the children Mara again activated Enhanced Reflexes. Good thing some of my Tattoos were still active. She limps over in her blood soaked clothes and looks over the group with her See Aura still active. She is looking for the most dangerous beings close to Haad. She stops when she is standing between Haad and the children. She waits another second, then stares at Haad. "I knew you were evil, true hard core evil." She shakes her head, "F**k you B**ch. By Apollos abs, the only way you touch these children is over my dead body." She then looks at Starburst and Kaboom after, "If your resistance depends on the torture and mutilation of innocent children, then it must fail. It will fail! And worse, if you are okay with this then I am ashamed that the blood of the Atlanteans flows through your doomed Seeronian veins." Sadly I don't even have enough energy to activate my my Charm gem's strongest feature, but I can still use the spell charm. She reaches up to run her hands through her hair, but touches her Charm Gem and gives it the last of her magical energy (-8 ppe) to activate charm twice on the two beings that are close to Haad that look like they are most dangerous, "'Protect those Seeronian children from harm." She is not moving to start the fight, but she is ready. She will try to dodge blasts and try to get to Haad if the fighting starts. She will not let the children leave with Haad or Haad's people while she is alive.

Continent on if combat starts
APM: 8
Init: 1d20+7 = 11: 4

Attack 1: Attack with Stoney Dragon. Attack: 1d20+16 = 20: 4; Damage: 10d6+12 = 53: 6, 2, 5, 5, 2, 6, 6, 4, 4, 1 x2 if Evil
Attack 2: Attack with Stoney Dragon. Attack: 1d20+16 = 31: 15; Damage: 10d6+12 = 48: 5, 1, 3, 6, 5, 5, 1, 5, 4, 1 x2 if Evil
Attack 3: Attack with Stoney Dragon. Attack: 1d20+16 = 33: 17 CRIT!; Damage: 10d6+12 = 41: 4, 1, 6, 3, 3, 2, 6, 1, 1, 2 x2= 82 x2 if Evil
Attack 4: Attack with Stoney Dragon. Attack: 1d20+16 = 28: 12; Damage: 10d6+12 = 40: 1, 4, 6, 2, 1, 1, 4, 2, 1, 6 x2 if Evil
Attack 5: Attack with Stoney Dragon. Attack: 1d20+16 = 24: 8; Damage: 10d6+12 = 42: 1, 4, 6, 1, 1, 1, 1, 6, 6, 3 x2 if Evil
Attack 6: Attack with Stoney Dragon. Attack: 1d20+16 = 23: 7; Damage: 10d6+12 = 43: 4, 1, 5, 3, 2, 4, 2, 5, 3, 2 x2 if Evil
Attack 7: Attack with Stoney Dragon. Attack: 1d20+16 = 20: 4; Damage: 10d6+12 = 41: 1, 2, 3, 5, 2, 2, 1, 4, 3, 6 x2 if Evil
Attack 8: Attack with Stoney Dragon. Attack: 1d20+16 = 20: 4; Damage: 10d6+12 = 44: 3, 5, 4, 2, 5, 1, 3, 5, 1, 3 x2 if Evil

Parry: 1d20+17 = 24: 7 1d20+17 = 26: 9 1d20+17 = 24: 7 1d20+17 = 21: 4 1d20+17 = 22: 5 1d20+17 = 20: 3 1d20+17 = 31: 14 1d20+17 = 33: 16
Dodge (if Needed): 1d20+15 = 17: 2 1d20+15 = 25: 10 1d20+15 = 27: 12 1d20+15 = 34: 19 1d20+15 = 27: 12 1d20+15 = 24: 9 1d20+15 = 21: 6 1d20+15 = 25: 10
Mara Archerean

PPE: 198 / 288
ISP: 75 / 85
MDC: 381/381
H.F.: 14
Heart in Chains Tattoo: 450/450 MDC(inactive)

Constant: Sixth Sense

Soundtrack:
''Zombie'' by Damned Anthem
Evanescence - Bring Me To Life (Ghost in the Machine Remix)
Adele vs. Linkin Park - Set Fire To The End
Tomorrow We Fight
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Juan Echo
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Juan Echo »

Perception (27%): 1d100 = 98: 98
JiC: 1d20 = 17: 17/ 1d100 = 11: 11
Gear
Armor
Armor of Ithan (activated three times): 100/100 M.D.C.
Tank top
Cargo shorts
Combat sandals
Weapons
2 Magical Clubs
NE-74GL Grenade Launcher (Ammo 0/48)
Contingency Actions that I hope we never need to use
APM: 6
Initiatve - 1d20+9 = 18: 9
Actions
1. Activate Talisman of Armor of Ithan for third/last time in 24 hours
2. Twin strike with Magical Clubs on D-Man
right club, strike - 1d20+11 = 18: 7/damage - 11d6 = 32: 1, 5, 3, 2, 3, 1, 4, 3, 5, 2, 3 M.D.
left club, strike - 1d20+11 = 17: 6/damage - 11d6 = 40: 5, 3, 2, 6, 6, 4, 1, 3, 5, 3, 2 M.D.
3. Twin strike with Magical Clubs on D-Man
right club, strike - 1d20+11 = 25: 14/damage - 11d6 = 31: 2, 5, 4, 3, 1, 5, 1, 4, 3, 1, 2 M.D.
left club, strike - 1d20+11 = 25: 14/damage - 11d6 = 40: 5, 1, 5, 6, 4, 3, 2, 6, 6, 1, 1 M.D.
4. Twin strike with Magical Clubs on the D-Man
right club, strike - 1d20+11 = 19: 8/damage - 11d6 = 29: 5, 3, 3, 1, 3, 1, 1, 3, 4, 4, 1 M.D.
left club, strike - 1d20+11 = 20: 9/damage - 11d6 = 39: 1, 4, 4, 6, 1, 6, 2, 6, 3, 3, 3 M.D.
5. Twin strike with Magical Clubs on the D-Man
right club, strike - 1d20+11 = 26: 15/damage - 11d6 = 41: 3, 2, 5, 6, 6, 1, 4, 4, 5, 2, 3 M.D.
left club, strike - 1d20+11 = 31: 20/damage - 11d6 = 38: 1, 6, 3, 3, 3, 6, 1, 2, 5, 5, 3 M.D.
6. Twin strike with Magical Clubs on the D-Man
right club, strike - 1d20+11 = 23: 12/damage - 11d6 = 35: 3, 2, 2, 2, 5, 3, 6, 4, 6, 1, 1 M.D.
left club, strike - 1d20+11 = 19: 8/damage - 11d6 = 34: 3, 1, 4, 6, 2, 4, 4, 2, 3, 3, 2 M.D.
Contingencies upon contingencies
1. Reserved for dodging any attacks because everything is terrible - 1d20+9 = 13: 4
2. Reserved for dodging any attacks because everything is terrible - 1d20+9 = 28: 19
3. Reserved for dodging any attacks because everything is terrible - 1d20+9 = 29: 20
4. Reserved for dodging any attacks because everything is terrible - 1d20+9 = 12: 3
5. Reserved for dodging any attacks because everything is terrible - 1d20+9 = 27: 18
Juan Echo dashes from the Burning Scythe facility so fast he doesn't notice, nor care that much, that his new Power Armor has been destroyed. He flies out to the parking lot, over the perimeter wall and back into the woods. Jonny, wait for the others.

He turns around just in time to watch in horror as the Necrols bombard the building. It's worse than explosives, horrific space zombies of assorted shapes are consuming the building as it were. This isn't one of your normal adventures anymore, is it Jonny?* When Juan spots the others he heads back to the safe house with them. There isn't much to say on the trip back. That's not true, there is a lot to discuss, but it is not safe in the woods; Tarlok patrols are probably looking for whoever unleashed a techno-organic hell on that facility.

Back at the safe house Juan walks past with the children without a glance. He is about to ignore Kaboom until the mortal opens his mouth,
Urqos Killjoy wrote:"What the hell happened to you guys? You find what you were looking for at least?"
The Wanderer stops, "I've seen things. In over seventeen centuries, I've seen things." Pointing his magical club at the sidekick he continues, "But what we saw tonight... I can't believe Haad, or anyone, would be stupid enough to dabble in something that evil."

He walks away ignoring Kaboom's reply. Of course the resistance is coming. But do they know what is going on in there own planet? Juan looks at Mara stewing over her Frisetian condor stew, and his teammates. Metri is not-surprisingly the calmest on the team, and that seems to be in part because he has encountered Necrols before. That does not reassure Juan.

He draws his clubs from his cargo pants pockets when the Skraypers and the bio-freak traffickers, separate groups at the moment, make their thundering arrival. He watches as the scene plays out, and he would have held his tongue if Haad hadn't attempted to have the final word.
False Priestess Haad wrote:"... Don’t trust these Splugorth allies to know what’s best for our people."
"Again with the Splugorth," the Wandering God snaps back. "We don't work with evil. And even by those standards, you are really something else-
Urqos Mara wrote:"Fuck you Bitch. By Apollos abs, the only way you touch these children is over my dead body... Protect those Seeronian children from harm."
Standing next to Mara but looking straight at Haad, he replies, "I don't think that will be a problem, Urqos Mara. The Burning Scythe building was destroyed by... drop ships full of what I can only describe as space zombies. You wouldn't happen to know about that, would you Urqos Haad?"

* High on the Chirpa Plateau, the Hostess fumbles out of her bed, breaking free from the steely grip of a nightmare. She shakes her head trying to remember what she can, but there is nothing. It is all gone. What would the end of the Megaverse look like?
She slowly staggers to the window to look down at mountains below, a landscape painted in varying tones of inky black; peaks overshadow peaks, sharp ridges underline the summits, valleys ripple between the ranges like velvet. The only break in the darkness, aside from the night sky, are the outcrops of bauxite and other rare minerals that are like grounded stars. Can you imagine it, sister? The infinite churning of existence snuffed out by entropy itself?
"Oh, Jonny, where are you?"
When she was younger the Hostess had terrible insomnia. The only cure was to sneak to the Wanderer's chamber, wake him up, and talk about the abstract powers of the Megaverse until she started to nod off. But he was gone, again. He couldn't tell her about the Cosmic Forge until she started to dream about it. And instead his voice, in the back of her head, made it sound like this trip was different. If it is still there you will have to see it with me. Everything. All Three Galaxies! And Phase World! And the black abyss of space itself. Well, the abyss will always be there, even if I fail. But it won't be worth it when-
"Shush!"
"Was I talking in my sleep again?" someone says from under the sheets.
"Every night," another voice replies. "And always about kittens."
A fourth, "I'm allergic to kittens."
"We know! everyone responds in unison, even the Hostess before curling back to bed.
Status: Juan Echo
M.D.C.: 300/300
P.P.E.: 50/50
I.S.P.: 76/76

May the rest of the Yayamama Pantheon have mercy on our SOULS!
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Sorrenson
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Location: Phase World (Rogues)
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Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Sorrenson »

Perception: 1d100 = 3: 3 +15 Magical / Mechanical /34%
JiC d20/d100: 1d20 = 15: 15 / 1d100 = 44: 44
Drone Locations:
Spy - Safe-house watching Kaboom
Combat A - Safe-house
Combat B - Dead. Really dead.
Destructo A - Also dead.
Destructo B - This one too, is also dead.
OOC Comments
Magical Adrenal-Rush has been used twice in the past 24 hours.
PPE: 3/151
ISP: 13/48
HP: 38
SDC: 30
NE PA003 "Drudge" Industrial PA
M.D.C. by Location.
Arms (2) - 200 each
Hands (2) - 100 eacho
Legs (2) - 200 each
Sensor Cluster (head) - 50
Main Body - 166/400
TW Armor of Ithan - 0/100
Starfire Cannon ammo 24/32
NE-800 ammo - 0/16 smart missiles available, 0/16 dumb missiles


Drone M.D.C
-80 from main body of Combat Drone #A
-5 from from main body of Spy Drone

Gear on person:
Amulet of Understanding
Amulet of Understanding ISP: -22

Light mage armor: (Worn)
M.D.C. by Location
• Hood: 20
• Arms: 15 each
• Legs: 30 each
• Main Body: 50
• Armor of Ithan: 60/60 - 5 minutes remain
Modifiers: -5% to physical skills
TW enhancements (at 6th level): armor of Ithan (10), Fly as Eagle (25), Breathe without Air (5), Impervious to Energy (20)

PH 21 Phase Beamer (Worn in shoulder holster)
Damage: 3d6 s.d.c. to s.d.c. creatures, 4d6 m.d.c. to m.d.c. beings and force fields, no damage to armor.
Rate of Fire: equal to HTH
Range: 400ft
Payload: 10 shots.
3 e-clips

TW Lightblade (shaped like a long knife, worn on belt)
Damage 1d4x10 +3 m.d.
Duration: 3 minutes
p.p.e. cost to activate: 20
Double damage to Vampires and those vulnerable to light.

Mr. Sorrenson’s Harness of Awesome V 1.0

TW Converted NE-202 Slim-Line "Widow-Maker" Heavy Plasma Cartridge Pistol
• Range: 60'
• Damage: 1D4x10 M.D. (Particle Beam)
• Rate of Fire: Single shots only.
• Payload: 4 (12 P.P.E. per Shot)

Splugorth Mega-Blade

Bone Fetish

Utility/Tool Belt
All the way back to the safehouse Sorrenson fights the urge to nod off and take a little nap. Man, the come down of the Adrenal Rush is no joke. He thinks to himself while yawning. Between focusing to staying awake and avoiding Tarlok patrols he doesn’t pay much attention to The Amulet. The Amulet is far from sleepy. It’s positively buzzing with excitement in the afterglow of the firefight. To it’s delight it has remembered that it keeps a league table with the rankings of various battles that it has witnessed. Apparently, this fight scores well on desperation, explosions, general absurdity, but loses points because of it was over rather quickly. Sorrenson could not care less, he is just happy to still be alive and in one piece. He asks The Amulet to get the remaining combat drone to tag along with them, on silent comms mode, back to safe house.

Once back he gets out and surveys the damage to his Drudge, muttering under his breath as he does so. When Kaboom asks about the fight Sorrenson nods when the others give their accounts. “Yeah, from what we could tell they were - somehow – draining the bio-freaks and feeding them to some sort of organic power armor. Or making them into the organic power armor itself… Dunno, could be either, or both. How do they do It? I have no idea. The guys we fought were all wearing bio-freak suits, skins, whatever they are. Made them super tough, super fast… really hard to deal with. We killed two but the others held us off. We had to bail when we heard reinforcements were coming. Oh, it also seems like the bio suits give something or someone else total control of the wearer. Whatever is going on in that compound is BAD. Like, it is mind bogglingly bad. It is way out there beyond evil. Demons are amateurs in evil compared to whatever we just fought.” He adds to the conversation.

Then he gets back into the cockpit and leaves it open while he runs some diagnostics on the Drudge. Apart from the damage to its armor, everything else seems fine. Well, except for the Dispenser of Justice… Pity about that. Although, to be honest I hardly ever used it. I seem to get in knife fights more often than not with this crew. Not an ideal situation for sending indirect fusion block presents. When the door opens suddenly Sorrenson closes up his cockpit without thinking about it. Oh no, here we go again! He thinks to himself. Already! I say you lead a rather exciting existence Mr Sorrenson. The Amulet chips in. Then The Amulet assesses the situation and seems disappointed. Well, let me know when the festivities kick off. Far too much talking for my taste.

Sorrenson lets the others do most of the taking, but does message his team. "I'll need Line of Sight on Haad, please. I've got an itchy trigger finger."

Sorrenson then waits to see what happens. He won't start a fight, but if one breaks out he'll certainly get involved.

Initiative: 1d20 = 5: 5 - if Combat starts.
Actions:
1 - shoot Starfire at Haad. Strike 1d20+2 = 5: 3, Damage 2d6*10 = 80: 5, 3
2 - shoot Starfire at Haad. Strike 1d20+2 = 15: 13, Damage 2d6*10 = 100: 5, 5
3 - shoot Starfire at Haad. Strike 1d20+2 = 3: 1, Damage 2d6*10 = 70: 4, 3
4 - shoot Starfire at Haad. Strike 1d20+2 = 12: 10, Damage 2d6*10 = 90: 4, 5
5 - shoot Starfire at Haad. Strike 1d20+2 = 14: 12, Damage 2d6*10 = 60: 1, 5.
6 - shoot Starfire at Haad. Strike 1d20+2 = 18: 16, Damage 2d6*10 = 50: 4, 1
7 - shoot Starfire at Haad. Strike 1d20+2 = 20: 18, Damage 2d6*10 = 110: 6, 5
8 - shoot Starfire at Haad. Strike 1d20+2 = 19: 17, Damage 2d6*10 = 40: 2, 2.
9 - shoot Starfire at Haad. Strike 1d20+2 = 10: 8, Damage 2d6*10 = 60: 1, 5.
10 - reserved for dodge 1d20+8 = 10: 2
11 - reserved for dodge 1d20+8 = 20: 12
Last edited by Sorrenson on Mon May 11, 2020 10:55 am, edited 1 time in total.
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Kaedras Starfall
Posts: 95
Joined: Mon Jun 24, 2019 1:47 pm

Re: [GA] The Enemy of my Enemy of my Enemy is my...?

Post by Kaedras Starfall »

Perception 42% 1d100 = 83: 83 (FAIL)

JIC: 1d20 = 20: 20
1d100 = 9: 9

Kaedras hazards a look backward as they retreat from the Burning Scythe facility, and with his keen elvish vision sees the organic drop pods disgorging the alien necrols. He idly wonders if their bio-tech was linked to what they'd found in the facility, before turning and focusing anew on getting to the security fo the safehouse.
Mara wrote:"If anyone has a bit of healing I am about as drained as I have ever been. Of both life and magical energy."
Kaedras reaches out and places a healing hand on Mara's shoulder twice. (-12 I.S.P., Healing touch. Healed for 2d4 = 3: 2, 1 MDC and 2d4 = 3: 2, 1 MDC)

Once at the safehouse, Kaedras pulls his last two arrows out of his now empty quiver, and tosses the now-empty container on his bed with disgust. He jams the arrows into his other quiver and slings it on his back, before returning his attention to the debriefing about to happen.
Kaboom wrote:”What the hell happened to you guys?"
"The hell." Kaedras intones, trusting that the intent of those words will be clear. He listens as the others provide more in-depth accounts, but feels the weight of his personal responsibility grow with each word. The site was an abomination... but at least we got the children to safety. If I had only been more careful, we might have had the element of surprise on our side. A mistake I shall not make twice.

When Haad enters with her retinue of fighters, Kaedras grips his bow ever so slightly tighter. "What fresh hell is this?"

As Haad monologues, Kaedras listens in disbelief.
Haad wrote:”Simply hand them over, and the work will resume. I don’t like it either, but it’s for the greater good. We all must sacrifice in our own way."
"Are you saying... In the face of all present... you approve of the atrocities they were committing?"

Kaedras takes stock of the situation. Haad is here, with her goons - some of these I recognize from the facility. Kaboom said he'd radioed for pickup of the children... do we have reinforcements coming... or are they who Kaboom radioed? In the worst case scenario, we are alone here, with children to defend. Again. Still... this one... he'd seemed uneasy with everything at the facility, and abandoned it quickly. Perhaps he can be turned.

Kaedras looks at D-man, who he recognizes from the facility. "Do you approve of this... evil?" He looks at the others. "Do you? If you corrupt what you are... are you really saving yourselves at all? Stand with us... end this."

Charm: 45% 1d100 = 4: 4 (CRIT. SUCCESS!)
worst case scenario
If worse comes to worst and Haad attacks:

NOTE: Kaedras' Sixth Sense will trigger. Bonuses factored in. +6 to initiative, +2 to parry and +3 to dodge

Kaedras will target Haad exclusively, and specifically.

Initiative: 1d20+13 = 26: 13

APM: 5

Action 1: Trigger Enhanced Reflexes
Action 2: Place TK force field between combat and children (-30 ISP)
Action 3: Activate Psionic Force Field
Action 4: Shoot Haad with Energy Bolt Arrow 1d20+16 = 36: 20 (Nat. 20!); Damage 4d6 = 13: 3, 6, 3, 1 X 2 = 26
Action 5: Shoot Haad with Energy Bolt Arrow 1d20+16 = 31: 15; Damage 4d6 = 7: 1, 1, 4, 1

Bonus Action: Reserved for Dodge 1d20+14 = 32: 18

Parries: 1) 1d20+13 = 19: 6; 2 ) 1d20+13 = 15: 2; 3) 1d20+13 = 33: 20; 4) 1d20+13 = 28: 15; 5) 1d20+13 = 32: 19
Kaedras Butcher's Bill
-5 ME Arrows
-5 HE Explosive Arrows
-2 Paralysis: Lesser Arrows
-3 Energy Bolt Arrows
-3 Neural Disruptor Arrows
-3/4 activations of Psionic Force Field
-70 ISP
Kaedras Starfall
I.S.P.: 178/178
M.D.C.: 37/37

Psionic Crystal Armor
M.D.C. by Location:
Arms: 15 each
Legs: 22 each
Main Body: 35/35
Psionic Force Field: 70/70 (Can be used 4 times per 24 hour period without I.S.P. cost to user)
Locked

Return to “Phase World: The Three Galaxies”