[GA] Part Deux: Duuk Hunt!

The Anvil, Corkscrew, and Thundercloud galaxies.

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Exe
Posts: 71
Joined: Sun Jun 06, 2021 7:10 pm

Re: [GA] Part Deux: Duuk Hunt!

Post by Exe »

Perception: Exe is as perceptive as a teenager at a party full of important powerful people would be. He's looking at everyone except who's actually holding the mic.

Conditions: Sense Rifts [110 miles] | Res to Cold/Fire (1/2) | Bio-Regen 1d6*5/min | Sixth Sense [Inactive]

MDC: 147/147 PPE: 282/282 ISP: 35/35
| See Aura | Telepathy | Invis: Sup


Post

Sitting at the table with all the delegates now talking and introducing themselves makes the teen a little fidgety as he just looks between conversations while poking at his food. I literally have nothing to say to these people. I wonder if this is how mom felt at all those dumb functions. Exe reminisces but moves on as quickly as he was distracted. He looks between the delegates, trying to identify them. Okay! Uh, so. A large, uh, slug? A tentacle monster and a conehead... wow that's a bad joke waiting to happen. Exe shakes his head, avoiding laughing at his own silly humor. I can't really sense anything off the tentacle balloon thing, Sshira. Exe thinks to himself, blinking between checks. That is, until the warning of the Zembahk attendant prompts Exe to use See the Invisible as well. Oh, cool. He thinks to himself watching the astral form of Ms Lee float away. Astral Projection, huh. Not a bad idea. Exe mentally nods in approval at his own plan.

Exe turns to his ariel while taking a bite out of something sweet. "Well, is this not the worst job you've ever had or what?" Exe asks rhetorically, jokingly, and hoping for anything but an honest answer from the powerful creature eating crackers besides him just to play the part. While the adults are locked in conversation and utterly ignoring Exe, Exe continues looking around. Like, I wonder if they'd even notice me missing? Doubt it. Exe muses and a glint appears in his eye. Exe turns to Matthew "Stay here. If anyone asks for me, make up something." Exe says in a particularly hushed tone. When Matthew asks where Exe is going, the Demigod smirks and shrugs. "I'll be right back. Seriously. Just wait here." Exe says in what could be observed as the least convincing attempted persuasion ever however the Ariel simply nods.

Exe will then continue people watching until he thinks he has an opportunity to slip down his seat and land underneath the table. He touches his forehead and activates his telepathy. Focus my mind, listen to the surface thoughts of those around you. Don't focus on them all, focus on none of them and hear all of them. Listen for what you are listening for. What No, no. Listen for the softest thought with the loudest message. Exe thinks to himself. Trying to walk himself through the lessons Matthew has given him.

Exe will activate his invisibility: superior spell and begin one of three ventures, in order of importance.

Exe hears something that picks up his attention enough to draw him away from the party. Either through telepathically picking a line off someone's head or hearing it, some other means. Exe will be prepared to D-Step through walls as needed to follow, and could also astrally project to follow. The teenager will do everything in his power to remain as covert and close as possible. Exe will telepathically reach out to Corus and tell his familiar to be ready to come get him if he needs a quick getaway. He will warn Matthew if he feels he is in any danger.

Everyone at the party, at least on the surface, is good people and dull. Exe is curious enough about that Zembahk to find a place to sit where he won't be stepped on, to astrally follow the Zembahk.
If he finds Ms Lee, he'll float up. "Oh, uh, sorry. I, uh, didn't care much for dinner table talk either. Or the food really. Um, Hi, I'm Exe!" Exe stammers awkwardly.

Everyone at the party, at least on the surface, is good people and boring, Exe can't find the Zembahk/doesn't want company, so Exe starts having a bit of fun with the festivities. Exe will telepathically reach out to Corus and tell his familiar to be ready to come get him. A little telekinesis (8 PPE) here, some Heavy Breathing (5PPE) over there and maybe some Seasickness (5PPE) over there. Note: Exe would never directly insult our hosts, maybe just some unfortunate passerbies. Hopefully doesn't get caught.
Please Do Not PM This Account, PM Underguard Instead

Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
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Draggor
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Re: [GA] Part Deux: Duuk Hunt!

Post by Draggor »

Perception: | 27% : 1 Crit Success
JIC: 1d20: 12 | 1d100: 23
Drok'tar, the Rulian wrote:”Oh, yes. Isn’t it wonderful? Just one of the package of benefits that comes with Associate status. I always find it so fascinating how the free flow of information will change the culture and society when it first comes into contact with a new world, don’t you agree? And the UWW’s infrastructure just makes it so easy- the size of a briefcase. You just set it up at one of your ley line nexuses and it uses a micro-rift to maintain the connection. Doesn’t even interfere with pyramid operations! Oh, what a time to be alive.”
The information comes hard and fast, and Draggor finds themselves leaning in towards the Rulian. "Associate status? Other statuses?" They crudely interject to ask wherever they can. Regardless, at the end, they inquire more about the magic box, "What if.. no nexus nearby? Some of us, far reaches in three galaxies." The other conversations mostly give those other voices things to do. Rebellions! Ancient gods! How many have we been in? This one could be in another... Draggor otherwise continues to converse with Drok'tar, seeing if there's anything more valuable to extract about the 'net setup. "Any protests?"


Contingencies

The Dwarves
Draggor keeps an eye on the Dwarves, especially their hands in relation to their firearms. Sloshed to the point of oblivion? No worry. Hand on a holster? Draggor will excuse themselves and swiftly join in, reaching for any container of inebriant available, and really letting the dress and robes flow, "FRIENDS! Not met worthy drinking partners in ages!" The beast grins at the table in hopes this helps diffuse, and leans into it, "A toast! To our hosts with the mosts!" They down whatever they have grabbed, and are ready to grapple and subdue anyone looking to cause a shooting scene.

Members of the Party are leaving the Banquet
If at one or more times party members are leaving the banquet, if Draggor is addressed, they will bid their companions goodnight, as the creature intends to stay in the guest quarters again. If pressed, they will follow someone into a hall or room to speak privately, but otherwise is not yet ready to go back to the ship.

End of the evening
Should things ultimately end up quiet, Draggor intends to strap on ye olde jetpack and zoom on over those three valleys, see if they can at least make some kind of contact with that portal-magic-wielding-cousin.
Draggor | Ledger
M.D.C.: 1,694 / 1,694
P.P.E.: 89 / 89

Draggor's current life inner voice is like this.
Any of Draggor's past lives' inner voice is like this.

Events of Note
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Juan Echo
Posts: 281
Joined: Tue Apr 24, 2018 3:42 pm

Re: [GA] Part Deux: Duuk Hunt!

Post by Juan Echo »

Perception (33%) 1d100<33: [64] = 0
JiC 1d20: [6] = 6 / 1d100: [63] = 63

Armor
Black and white pleather suit
Black and white oxford shoes
HPC bracelet

Weapons
Magical clubs with the Rings of Sha Los (2)

Skill rolls
Seduction (28%) 1d100<28: [96] = 0 - Feeling frisky

The banquet is a traditional Yayamama affair, very booze forward. Those sitting closest to Joan Echo even get a special treat, as the Hostess pairs every course with a shot of shot of rakia. As the first course, a spiced gazpacho, is served, Joan pulls a small glass flask from under the table and fills a half dozen glasses with a healthy pour. Juan knocks back the fiery persimmon brandy and then takes a sip of the soup. The balanced contrast fills him with emotions he cannot fully express. Also, he's incredibly drunk. He puts his arm around his sister and gives her an affectionate kiss on the side of her head. Meals like this make me wonder why I travel so much.

Also because Juan's drunk, he gathers the people sitting around to listen to stories of his adventures on the Dime Store Magic. Aside from the dwarves sitting across from him, he pulls in two handurqos that were refilling his beer mugs (because of course he is double-fisting), and at least one lower aide in the UWW delegation (someone that is just happy to be here, but thankful they don't have to speak to anyone) to listen as he tells them about the second time he died. "... Then I said, 'I'm sorry Space Whale-"

"Not a space whale," Joan reflexively chimes in.

"'- I don't want you to die like this either.' Just as I said that the engines explodes consuming everything and the timeline restarted." Then without missing a beat he turns back to his sister and quips, "And how do you know that it wasn't a space whale?"

Joan smiles as she picks up another shot glass. She knocks it back and replies, "Go ahead and tell me it was a space whale."

With a loud snort, Juan turns around and goes back to entertaining the two handuqros. The politely nod as he tells them of another epic fight with the forces of evil. As Juan is about to get to the part where he saves the single mother and her two children from the deranged cultists, Joan pokes at him with a chopstick. Now I remember why travel in the first place. To woo handurqos when you get back? No, so you won't ruin my pull.
Joan Echo wrote:"Your friend told me about that website you’ve been having trouble with- whatsit, Rate-A-Deity? Maybe Torvin here knows something."
Torvin wrote:"Rate-A-whas???"
"The popular review app for religious pantheons," Juan explains pulling it up on his HPC. He scrolls through some of the reviews for members of the Yayamama Pantheon. "Joan and I occasionally like to post negative reviews for our brother Lo."

"Huh, what? I don't ever use apps on my HPC?" Joan says turning her attention one of the handurqos.

Ignoring his sister, Juan continues, "While review bombs are not abnormal, this all feels different. You can see that it's not just a few pantheons being targeted. And it is not simply bots posting the same bad review over and over again. They found armies of weirdos who are posting truly slanderous claims.*" He drunkenly goes on, telling Torvin that review bombs began just before demons attacked the center, that his rating is really somewhere in the mid 7's, how the Adventurers found the headquarters for Rate-A-Deity while chasing one of those demon hordes, and even mentioning Yiggins and his team who seemed to be scoping out the building as well.

Assuming that nothing especially dramatic interrupts dinner up to this point, Juan keeps drinking with his sister and the dwarves, and whoever else passes by. While the list of non-sequiturs that Juan uses to 'seduce' pretty much everyone at his section of the table, let's record just one, to several dwarves: "So why don't we go up to my wardrobe and see how many of you we can fit into one of my trench coats."

*Per Rate-A-Deity
Bella Lush wrote:Juan Echo
Yayamama Pantheon
1 out of 10
Juan's cute, with muscles and the long hair, telling me that Yaya are superior to men. He talks for hours about about his sensitive soul, and his favorite subject is sex. I don't even think he really wanted it. But, Christ this guy's too much.
Status: Juan Echo
M.D.C.: 300 | P.P.E.: 50 | I.S.P.:82
May the rest of the Yayamama Pantheon have mercy on our SOULS!
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Dark Lord
Dimension Master
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Joined: Thu Feb 02, 2006 9:36 am
Location: DIMENSION MASTER: PHASE WORLD

Re: [GA] Part Deux: Duuk Hunt!

Post by Dark Lord »

As the banquet continues, several of you find yourselves so enraptured by the food that you can do nothing but eat for several minutes. The rest of you are able to tear yourselves away from eating (and, in most cases, drinking- lots of drinking) to engage the other delegates around you. With one exception.

Exe continues to feel out of place, and stays silent throughout the evening. He makes a brief remark to Matthew about the job, prompting a mildly sanctimonious mini-speech about how good deeds are their own reward and the mission is what matters. Exe stops listening about a minute in, and starts listening to other people in other ways. He doesn’t find any leads from the conversations, nor from surface thought scans- everyone who isn’t talking is thinking about how delicious the food is. There are a couple of mind blocks up but that’s probably not that unusual for a diplomatic function. Having concluded that there’s nothing juicy to be gotten by staying, he decides to follow the Zembahk’s lead. Exe abruptly vanishes after a quick spell, then meditates for 4d4: [1, 2, 1, 2] = 6 minutes to project his astral form. The Zembahk’s cord is easy enough to trace, and it heads straight up through the ceiling. Following it, Exe passes through the building and out into the open sky- featuring a pretty fantastic view. Apparently, the Zembahk was admiring it for a time, but the cord continues off to the side. Following it visually, you eventually spot Lee’s astral form moving at a brisk clip towards the other end of the citadel. The guest quarters, if you remember correctly. You can intercept her if you move quickly, but she doesn’t appear to have noticed you so post your dialogue if you do.

Back in the hall, Ghast engages in an animated conversation with his Atlantean neighbor.
Ghast wrote: Tue Dec 13, 2022 6:28 pm"Alexandria, huh. Been a few years since I last saw that fine planet. I was working for different employers at the time though. What brings Alexandria out to the Yayamama? Trade I would assume, but my client hasn't exactly been rich with details the past few days."
Thorsgil snorts, and looks around the room with an air of haughty disdain. ”My people are self-sufficient, and do not have much use for trade outside of advanced goods. Certainly not with… underdeveloped worlds such as this.” You can almost feel him fighting to keep the sneer off of his face. ”But… Alexandria is mandated to send delegations to some of these missions. Many worlds are seeking the protection of the UWW in response to recent events, and my people have a duty to rigorously evaluate the suitability all potential allies. Too many Dark Covens have been allowed to join us. In addition, we- in particular, I myself- seek information. We travel to the far corners of the Three Galaxies to identify new threats and worthy causes, that we might stand against them before they become a full Galactic Crisis. But I don’t imagine that the bodyguard of a pampered Godling would know much about that, beyond some… interesting tales.” There’s that sneer. He held it back as long as he could.

Meanwhile, Draggor is finding their companion to be a useful (and quite willing) source of information.
Draggor wrote: Mon Dec 19, 2022 11:07 pm"Associate status? Other statuses?" They crudely interject to ask wherever they can. Regardless, at the end, they inquire more about the magic box, "What if.. no nexus nearby? Some of us, far reaches in three galaxies." The other conversations mostly give those other voices things to do. Rebellions! Ancient gods! How many have we been in? This one could be in another... Draggor otherwise continues to converse with Drok'tar, seeing if there's anything more valuable to extract about the 'net setup. "Any protests?"
Drok’tar stops his latest rambling explanation, blinks once, and then says ”Oh yes, well, I don’t know the specific diplomatic protocols but the UWW offers multiple levels of membership to new prospects. Gives us time for a proper vetting, you know. Those Dark Covens, nasty business.” Eventually, Draggor redirects to the subject of the special UWW internet. ”The devices are quite ingenious, or so I am given to understand- proprietary techno-wizardry, you know how it is. Once active the connections are self-sustaining- my guess is they draw power from the micro-rift somehow, but your guess is as good as mine. The point is, they’re designed to function in all kinds of magical environments. Even planets with abnormally low mystic background, like the Seljuk homeworld, could be connected. A true, secure, tri-galactic internet. I suppose if you’re trying to link up an asteroid colony or some Dominator-devastated area with few ley lines it could prove difficult, but in the worst case they can always link up the closest interplanetary nexus and then use conventional tech relays deployed in space. The speed of light won’t be much of a limiting factor over such small distances.” This could go on awhile. You keep an eye on the Dwarves but everything is jovial- no signs of any itchy trigger fingers, and some of them might even be almost as interested in Juan’s tales as in their drink. No small feat of storytelling, that.

At the upper table Icky opens the dinner by introducing Alison to Peg (who shows no signs of being scared off by single fatherhood) and teaching the girl a bit about the other delegates. She responds- sullenly, but ably enough. It gives both of you a chance to try the grub, and Icky makes a professional inquiry to Peg. She licks her lips in response. ”Jeb won’t be out of the kitchen until dessert is finished, but he’s always happy to talk shop with a fellow connoisseur. I’ll introduce you tonight… Maybe tomorrow morning. Either way, make sure you get the recipe for dipping sauce.” She adds with a wink. Then, in-between Peg’s flirtations, Icky notices the Warlock.
Chef Icky wrote: Fri Dec 16, 2022 8:57 pm"Oi, chum, I can tell ya got somethin' 'bout ta boil over dere... Ya wanna vent some steam later, I'm game ta listen to ya gettin' it off yer chest -- but not 'ere, kay? She's been through 'nuff fer a while."
The man arches one eyebrow and responds in the same even tone. ”My apologies, I intend no offense. My only purpose is to inquire, not to instigate. You see, some associates of mine were recently in the lower levels of Center when they encountered some difficulty. You and some of your, ah, associates match the description of a team that assisted in their evacuation. I am interested in finding these people so that I might tender my… our thanks, and offer any appropriate recompense that we might agree upon. Does any of that sound familiar to you?”

Then, at the center of the table Juan leads a lovely, traditional (boozy) Yayamama feast. While he regales most of the main table, and the Zembahk’s aide who politely listens in, with the Tale of the Time Loop: Featuring the Many Deaths of Juan Echo his efforts to impress any unrelated women in the audience are compromised by a couple of spilled drinks, a generous bit of partially-chewed food that Juan was a little too slow (drunk) to notice, and finally some wayward spittle spray crescendoing in time to Juan’s enthusiasm for his tale. Still, a fun time was had by all (with a few snickers at Juan’s expense dutifully concealed behind hands and/or napkins). When he’s done, Joan directs the conversation to more serious matters. At his sister’s prompting a drunken Juan lays it all out on the table- Rate-A-Deity, the massive backlash against all kinds of deities, and the riot/demonic transformation in which it culminated. Including the team’s battle at RaD’s HQ. Partway through Torvin sits up (or at least, un-slouches a little) and bellows ”BEKK! Y’GETTTTIN’ ALL THISS?” The younger, female (you think?) dwarf at the end of the table two feet away jumps at the bellow, leans forward, and nods. As Juan continues, Bekk begins typing away at her personal computer. Once the godling is done, Bekk coughs and says ”They’re a subsidiary of PPLLC, sir.” At this, Torvin bellows out a laugh. ”Well, now y’ve done stepped in it lads. People Power is the UWW’s hottest export right now. Their dimensional internet has bound the worlds of the UWW together in a way we’ve never had before- and just in time, by th’ look of how things’re goin’ out there. They’re half the reason we’re even here, and rich enough to buy a couple dozen balls of rock just like this one. But I dinnae think they had expanded to Center much?” Bekk leans forward again. ”No, sir. In fact, they completed their headquarters building last year. To some controversy. It’s on Kron Omega.” Torvin frowns, mutters ”Kron…” takes a drink, then promptly spits it out as his eyes widen and he spins to face his aide. Now he’s sitting up straight, and he sounds sober as a judge. ”Y’mean?!? That th’ planet with the insane” just in time he remembers to lower his voice to a stage whisper, with a quick glance at the warlock side of the table ”warlocks?” Bekk nods in conversation, and Torvin’s laughter booms through the hall and threatens to dislodge some of the more tenuous works of art hanging. Back to drunk Torvin, looks like. He's too busy laughing hysterically to get anything else out of him, but Bekk helpful adds ”Kron Omega is home to a warlock cult that, ah, wants to blow up their world. Generally thought to be harmless and impractical, but the CEO stated that he believed his operation would bring much-needed stability to the world and admittedly the A/E have been quieter lately. At least according to this.” She gestures with her computer. Then sighs and something almost like awe creeps into her voice. ”That Mork Fingerling is something else. Developed revolutionary trans-dimensional techno-wizardry and reshaped the UWW in the process. Do you know” she leans forward and whispers, heedless of Torvin ”some people are saying he should run for Consul in the next election. King Silverlight is getting old, after all. MF’d never do it, of course.” Does she sound disappointed?

What are you doing?
Why kill a PC when you can torture their player?
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Juan Echo
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Re: [GA] Part Deux: Duuk Hunt!

Post by Juan Echo »

Perception (33%) 1d100<33: [52] = 0
JiC 1d20: [2] = 2 / 1d100: [4] = 4

Armor
Black and white pleather suit
Black and white oxford shoes
HPC bracelet

Weapons
Magical clubs with the Rings of Sha Los (2)

Skill rolls
Seduction (28%) 1d100<28

The Wandering God makes sure to include every epic and heroic detail of his adventures in the lower levels of Center to his dwarf audience. He adds even more details when Torvin calls Bekk over, even more epic and heroic than the details he told Torvin. He adds flashbacks to other epic fights involving the Galactic Adventurers.

Midway through one of those detours, Joan tries to interrupt, "Uh, Jonny, maybe you shouldn't share every adventure with these attentive delegates. Some might call this highly valuable intel, and-"

"Joan, I think I know how to recount my adventures for posterity. If I need advice how to ply people with alcohol I will ask you. Now, where was I? Oh yes, every one of those elves looked like professionals, even the one that had been incapacitated by trying to hack that console. In fact, that's why we think that there was something truly wicked in that hard drive. The Waterboy scanned..." And so Juan continued his story.

After he finishes, he pays equal attention to what Torvin says. Interesting. I had never thought about the company that operated Rate-A-Deity. It is a valuable property. Juan, I think that the technology itself is more valuable. Sure Joni, but even the app alone. Jonny, finish your pear brandy and fish.
Urqos Torvin wrote:"Kron... Y’mean?!? That th’ planet with the insane warlocks?"
That's a strong reaction. So Juan asks Torvin, "Warlocks? What do they have to do with Rate-A-Deity?"

Unfortunately for Juan, the dwarf is having a mixed drink poured directly into his mouth by Joan. Don't blame me good at plying people with alcohol. If I need advice on how to regale a pack of drunks with my ridiculous adventures I will ask you. At least Bekk is there to provide more information.
Urqos Bekk wrote:"Kron Omega is home to a warlock cult that, ah, wants to blow up their world. Generally thought to be harmless and impractical, but the CEO stated that he believed his operation would bring much-needed stability to the world and admittedly the A/E have been quieter lately. At least according to this."
"Can a single successful business stabilize a planet like that?" Juan asks as he takes a pitcher from a handurqos and serves himself and Bekk. "This company must be headed by some powerful figures."

Urqos Bekk wrote:"That Mork Fingerling is something else. Developed revolutionary trans-dimensional techno-wizardry and reshaped the UWW in the process. Do you know some people are saying he should run for Consul in the next election. King Silverlight is getting old, after all. MF’d never do it, of course."
"You don't say," Juan says as he moves his chair closer to the young dwarf. "It sounds like this MF Urqos is the type of mortal to attract powerful enemies. Perhaps those cultists are sabotaging his company as part of a larger scheme.

Juan rests his shoulder on the back of his chair as Bekk responds. He smiles and regardless of what she says, he replies, "I would love to hear more. Why don't we take these discussions to my private chambers. We can also talk about how you are the one with the good hair." If Bekk isn't skeezed out by the Jonny yet, he will even run his fingers through the whiskers on her chin.
Status: Juan Echo
M.D.C.: 300 | P.P.E.: 50 | I.S.P.:82
May the rest of the Yayamama Pantheon have mercy on our SOULS!
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Ghast
Posts: 80
Joined: Thu Jan 28, 2021 7:31 pm

Re: [GA] Part Deux: Duuk Hunt!

Post by Ghast »

Perception: 1d100: [28] = 28 /52%
Just in Case: 1d20: [20] = 20 ; 1d100: [9] = 9
Conditions: Sixth Sense (Inactive)
H.P.: 27/22
S.D.C.: 70/70
I.S.P.: 239/239
Current Outfit: Clothes (White Dress Shirt, Black Dress Pants, Black Vest, Black Long Coat, Dress Shoes), Red Scarf, Weapon Harness.
Weapons & Armor
Armor: None.
Weapons: NE-4 Plasma Cartridge Pistol Ammo: 10/10
Slicer GR-Gun Ammo: 12/12

Dark Lord wrote:Thorsgil snorts, and looks around the room with an air of haughty disdain. ”My people are self-sufficient, and do not have much use for trade outside of advanced goods. Certainly not with… underdeveloped worlds such as this.” You can almost feel him fighting to keep the sneer off of his face. ”But… Alexandria is mandated to send delegations to some of these missions. Many worlds are seeking the protection of the UWW in response to recent events, and my people have a duty to rigorously evaluate the suitability all potential allies. Too many Dark Covens have been allowed to join us. In addition, we- in particular, I myself- seek information. We travel to the far corners of the Three Galaxies to identify new threats and worthy causes, that we might stand against them before they become a full Galactic Crisis. But I don’t imagine that the bodyguard of a pampered Godling would know much about that, beyond some… interesting tales.” There’s that sneer. He held it back as long as he could.
Bodyguard indeed. Wonder how Sir Thorsgil would react to know I am a killer and not a bodyguard. Ghast thinks, but shakes the thought away as Ghast nods and sips from a glass of water. "A worthy task. It certainly would make it so that groups like the Galactic Adventurers wouldn't have to lose members to massive demon invasions of Center." Ghast says, inwardly disliking the inferral of the Adventurers being useless.

"Dark Covens are certainly an issue. I accidentally got involved with one while in other work. I was tasked with dealing with some manner of Demagogue. My superiors didn't apparently know he was leader in such an organization. I spent several weeks in the city of Ostenburg, eluding and eliminating coven members who didn't like that their leader was killed. Such a mess, a bunch of collateral damage, and I'll be honest I do not know if I got rid of them all." Ghast says, before sipping again from his glass of water.

"While I know the UWW has it's fair share of demigods, I think you may find the folk of the Yayamama to be useful for a variety of reasons. Information being one of them." Ghast says before taking a bite from the dish in front of him.

Dial an Assassin wrote:User: [REDACTED]
Rating: 10 out of 10

Sent agent to eliminate a rebel demagogue, turns out the information was insufficient. Agent eliminated a sizable threat to the local government of Ostenburg. Target was first to be eliminated, in his sleep.
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Metri
Diamond Level Patron
Posts: 291
Joined: Sat Sep 22, 2012 1:52 am
Location: Phase World PC (Adventurers)
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Re: [GA] Part Deux: Duuk Hunt!

Post by Metri »

-----------------------------------
Perception: d%: [70] = 70 | 39%
JIC: 1d20: [2] = 2 | d%: [58] = 58 %
-----------------------------------
Character Sheet
  • Radiate their Nature. Psychics: 100ft. Non-psychics: 12 ft.
  • Sense Supernatural Evil and Magical Energy (3rd eye). 800ft (no-magic). 1800ft (if magic used).
    • Base (detect & ID creature): d%: [50] = 50 | 84%.
    • Track by psychic scent: d%: [14] = 14 | 90%.
  • Sense Supernatural Evil (mystic). 450ft. d%: [44] = 44 | 94%.
  • Sense Life. 300ft.
PPE: 159/159
ISP: 260/260
Psionic Crystal Armor MDC: 35/35 (Psi-FF(4/4): 70/70)
MDC: 72/72
MTB1_PPE: 180/180
MTB2_PPE: 180/180
MTB3_PPE: 180/180
Saving Throw Bonuses
+1 to all Saving Throws (via rune weapon Skorl)
Coma/Death: +4%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +1
Psionics (10+): +1 (+2 Crystal Armor FF)
+7 vs Possession
+2 vs Despair
+2 vs Horror Factor
+2 vs Illusions
+1 vs Poison and Disease
Conditions

    Early in the party, while most are still sitting at their assigned seats, Metri will try to make the rounds, hopefully mostly blending in with the Urqos help, but trying to build a mental catalogue based on his 'Sense Life', which diplomats fall under "healer or defender of life (lawman, hero, noble CyberKnight, etc.)" or "destroyer of life (assassin or killer)". He will use this recollection to gauge and weight their opinions and future interactions.

    Delicately eating quietly after introductions are made, Metri listens intently to the ongoing discussions.
    Dark Lord wrote: Sat Jan 07, 2023 9:32 am”My people are self-sufficient, and do not have much use for trade outside of advanced goods. Certainly not with… underdeveloped worlds such as this.” You can almost feel him fighting to keep the sneer off of his face. ”But… Alexandria is mandated to send delegations to some of these missions. Many worlds are seeking the protection of the UWW in response to recent events, and my people have a duty to rigorously evaluate the suitability all potential allies. Too many Dark Covens have been allowed to join us. In addition, we- in particular, I myself- seek information. We travel to the far corners of the Three Galaxies to identify new threats and worthy causes, that we might stand against them before they become a full Galactic Crisis. But I don’t imagine that the bodyguard of a pampered Godling would know much about that, beyond some… interesting tales.”
    Despite wanting to challenge Thorsgil's assertion that they are bulwarks against crisis, by asking him their whereabouts during the Galactic Adventurers' recent forays holding back obliteration, the Yhabbayar knows better and holds his tongue, allowing Ghast to continue his discussion with the arrogant Atlantean.

    A small, polite smile forms on Metri's lips as the Rulian waxes poetic while the spotlight is on him.
    Dark Lord wrote: Sat Jan 07, 2023 9:32 amDrok’tar stops his latest rambling explanation, blinks once, and then says ”Oh yes, well, I don’t know the specific diplomatic protocols but the UWW offers multiple levels of membership to new prospects. Gives us time for a proper vetting, you know. Those Dark Covens, nasty business.” Eventually, Draggor redirects to the subject of the special UWW internet. ”The devices are quite ingenious, or so I am given to understand- proprietary techno-wizardry, you know how it is. Once active the connections are self-sustaining- my guess is they draw power from the micro-rift somehow, but your guess is as good as mine. The point is, they’re designed to function in all kinds of magical environments. Even planets with abnormally low mystic background, like the Seljuk homeworld, could be connected. A true, secure, tri-galactic internet. I suppose if you’re trying to link up an asteroid colony or some Dominator-devastated area with few ley lines it could prove difficult, but in the worst case they can always link up the closest interplanetary nexus and then use conventional tech relays deployed in space. The speed of light won’t be much of a limiting factor over such small distances.”
    Could the Rulian have just connected two disparate dots that explain what has been happening with Rate-A-Diety of late? Metri muses to himself.

    What? Whaddya mean? Where's that leggy elementalist we met outside their ship? Skorl counters, clearly disinterested in mission speculation whilst at a party.

    Could the techno-wizard device used to create a secure, tri-galactic internet, have somehow been magically tainted... perhaps by these Dark Covens, resulting in spontaneous transformation of segments of the populace into mindless demonic shock troopers?

    Skorl acknowledges with the equivalent of a mental grunt.

    Yes, you make an excellent point. Why then was the area of transformation so limited? If conventional tech relays distribute the internet locally, and there was a corruption at the hub, then the horde of creatures should have been more widespread. Still, I wonder if this is a piece of the puzzle somehow.

    "With whom to speak, if want a proper introduction to this miracle of techno-wizardry, we do, hmm?" Metri asks, secretly hoping that the Rulian will also disclose a location in addition to a name ((and will probe for a location if one is not given)). Regardless of whether the Rulian answers, the Yhabbayar is given an answer by Bekk at a later point in the discussion: Mork Fingerling. If the planet name Kron Omega was also given by the Rulian prior to Bekk's explanation, then Metri's confidence in needing to investigate the internet link grows even stronger.
    Dark Lord wrote: Sat Jan 07, 2023 9:32 am”Kron Omega is home to a warlock cult that, ah, wants to blow up their world. Generally thought to be harmless and impractical, but the CEO stated that he believed his operation would bring much-needed stability to the world and admittedly the A/E have been quieter lately. At least according to this.” She gestures with her computer. Then sighs and something almost like awe creeps into her voice. ”That Mork Fingerling is something else. Developed revolutionary trans-dimensional techno-wizardry and reshaped the UWW in the process. Do you know” she leans forward and whispers, heedless of Torvin ”some people are saying he should run for Consul in the next election. King Silverlight is getting old, after all. MF’d never do it, of course.”
    Instead of shouting across to the other table, Metri instead engages Drok'tar on the subject, "Unfamiliar I am with intergalactic politics. A rising star, Mork Fingerling is, hmm? Mantle of leadership, others believe he should don?" Tapping his chin thoughtfully, he asks, "Ubiquitous this feeling is, or voices of dissent opposing Mork Fingerling, there is, hmm? Center and Prometheans, a voice of dissent?" The Yhabbayar seems to be wondering aloud if the demonic transformations might be targeted to silence political opponents to the rise of this Mork Fingerling.
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    Re: [GA] Part Deux: Duuk Hunt!

    Post by Chef Icky »

    Perception: 1d100<58: [24*] = 1
    JIC: 1d20: [18] = 18 / 1d100: [16] = 16

    Conditions:
    - I.S.P.: 64/68
    Dark Lord wrote: Sat Jan 07, 2023 9:32 am At the upper table Icky opens the dinner by introducing Alison to Peg (who shows no signs of being scared off by single fatherhood) and teaching the girl a bit about the other delegates. She responds- sullenly, but ably enough. It gives both of you a chance to try the grub, and Icky makes a professional inquiry to Peg. She licks her lips in response. ”Jeb won’t be out of the kitchen until dessert is finished, but he’s always happy to talk shop with a fellow connoisseur. I’ll introduce you tonight… Maybe tomorrow morning. Either way, make sure you get the recipe for dipping sauce.” She adds with a wink. Then, in-between Peg’s flirtations, Icky notices the Warlock.
    Chef Icky wrote: Fri Dec 16, 2022 8:57 pm"Oi, chum, I can tell ya got somethin' 'bout ta boil over dere... Ya wanna vent some steam later, I'm game ta listen to ya gettin' it off yer chest -- but not 'ere, kay? She's been through 'nuff fer a while."
    The man arches one eyebrow and responds in the same even tone. ”My apologies, I intend no offense. My only purpose is to inquire, not to instigate. You see, some associates of mine were recently in the lower levels of Center when they encountered some difficulty. You and some of your, ah, associates match the description of a team that assisted in their evacuation. I am interested in finding these people so that I might tender my… our thanks, and offer any appropriate recompense that we might agree upon. Does any of that sound familiar to you?”
    Yeah. Your 'thanks.' And I'm an uggly's uncle... Icky mutters silently. However, the only outward reactions are a nod and a shrug. "Oi, it's all good den, chum. Yeah, we were down dere in da lower levels recently an' helped evac a fair number o' folks." And wished we could have gotten a lot more out. He rubs his chin. "Who were dese associates o' yers? What did dey look like? As I recall, most o' da folks we got evac'ed went their own way when we got to Level 8 but not all."
    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] Part Deux: Duuk Hunt!

    Post by Draggor »

    Perception: 1d100: [43] = 43 | 27%
    JIC: 1d20: 1d20: [18] = 18 | 1d100: [80] = 80

    Post
    Dark Lord wrote:You keep an eye on the Dwarves but everything is jovial- no signs of any itchy trigger fingers, and some of them might even be almost as interested in Juan’s tales as in their drink. No small feat of storytelling, that.
    Draggor has a small grin, and even lets that portion of their mind release its attention, and hopefully, worry, of the remote situation, and can remain engaged with their immediate one! WE could make a scene you know... Even before me, those days were old.
    Drok'tar wrote:Drok’tar stops his latest rambling explanation, blinks once, and then says ”Oh yes, well, I don’t know the specific diplomatic protocols but the UWW offers multiple levels of membership to new prospects. Gives us time for a proper vetting, you know. Those Dark Covens, nasty business.” Eventually, Draggor redirects to the subject of the special UWW internet. ”The devices are quite ingenious, or so I am given to understand- proprietary techno-wizardry, you know how it is. Once active the connections are self-sustaining- my guess is they draw power from the micro-rift somehow, but your guess is as good as mine. The point is, they’re designed to function in all kinds of magical environments. Even planets with abnormally low mystic background, like the Seljuk homeworld, could be connected. A true, secure, tri-galactic internet. I suppose if you’re trying to link up an asteroid colony or some Dominator-devastated area with few ley lines it could prove difficult, but in the worst case they can always link up the closest interplanetary nexus and then use conventional tech relays deployed in space. The speed of light won’t be much of a limiting factor over such small distances.” This could go on awhile.
    The ancient creature surely doesn't seem annoyed or otherwise threatened: Drok'tar may have never had such an engaged student! Or is it sales pitch target? "Link self sustaining... self healing? Interference? What if blocked?" They pause, then attempt to give a framing context to the short bursts of words, "An attacker... would isolate. How would we defend?" It is, to them, a subtle attempt to learn about what might block or break the signal: anything that might help stop another demonic outbreak, presuming the two are linked. Eventually, however, Draggor can't help but ask about an earlier topic, "Dark Covens? They are on the 'net?"
    Draggor | Ledger
    M.D.C.: 1,694 / 1,694
    P.P.E.: 89 / 89

    Draggor's current life inner voice is like this.
    Any of Draggor's past lives' inner voice is like this.

    Events of Note
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    Re: [GA] Part Deux: Duuk Hunt!

    Post by Dark Lord »

    With Juan’s raucous storytelling to set the tone, the rest of you continue to enjoy the banquet. Most of you stay put, absorbed in your own personal conversations- Juan with the dwarves, Icky with one of the warlocks (and Peg), Ghast with Thorsgil, and Draggor with Drok’Tar. Exe is sitting quietly (for a change), and Starchief seems to be enamored with the Spherian. Metri meanwhile makes the rounds, identifying who in the crowd might be worth keeping an eye on and interjecting when he sees an advantage to doing so. As far as Metri’s life sense is concerned, it doesn’t identify any obvious threats. The Atlantean registers as a defender of life; more surprisingly, all of the delegates from the ex-slave world (excepting Drok’Tar, the Rulian, and the Zembahk who you can’t get a read on) register as destroyers of life. The Spherian- Sshira- has a particularly high body count about her- and not the type Starchief is interested in. Then again, these people fought a war to liberate their world from the Splugorth. It makes sense that it would leave some scars- especially since the rest of the delegates are fairly neutral.
    Juan Echo wrote: Sat Jan 07, 2023 9:28 pm"Can a single successful business stabilize a planet like that?" Juan asks as he takes a pitcher from a handurqos and serves himself and Bekk. "This company must be headed by some powerful figures."
    Bekk shrugs, ”I mean, the economic opportunities provided by an operation that big can serve as a very stabilizing force in a society, but crazy warlock cults are a little outside of my direct area of expertise. Now, you want to talk mineral rights along the UWW border in Thundercloud, I’m your gal.”
    Juan Echo wrote: Sat Jan 07, 2023 9:28 pm"I would love to hear more. Why don't we take these discussions to my private chambers. We can also talk about how you are the one with the good hair." If Bekk isn't skeezed out by the Jonny yet, he will even run his fingers through the whiskers on her chin.
    The dwarf’s eyes widen, and she stammers ”I, ah, Ihaveaboyfriendgottagothankyouforalovelyeveninggoodbye.” And then, she’s off, much to the delight of Torvin and his remaining compatriot. After some more uproarious laughter, Torvin puts one arm conspiratorially around Juan’s (being unable to reach anywhere else) and says ”Wellll, I hope y’got something outtta that because I don’ know Mork Fingerling from any other MF out there.” He hiccups, and then dives back into his plate.
    Chef Icky wrote: Sun Jan 15, 2023 5:03 pm "Who were dese associates o' yers? What did dey look like? As I recall, most o' da folks we got evac'ed went their own way when we got to Level 8 but not all."a
    ”The team was led by a dwarf named Yiggins- in his report, he mentioned one of the Yayamama deities as well as some… colorful characters accompanying them. I take it from your reaction that this was indeed your team.” Icky is about to answer when he notices Alison has started crying again, whimpering about her mom.
    Ghast wrote: Wed Jan 11, 2023 9:57 am"While I know the UWW has it's fair share of demigods, I think you may find the folk of the Yayamama to be useful for a variety of reasons. Information being one of them."
    ”Tell me more of your work against the Covens. They are a most worthy target of my people’s attentions. Were you able to root them out yourself? Surely not- no offense friend, but you do not have the look of such a mighty champion about you. Unless…” He leans in and whispers ”Are you a Knight of the Forge? What information could these… uh, deities offer to one such as you?” He makes a face.
    Metri wrote: Thu Jan 12, 2023 11:52 am"With whom to speak, if want a proper introduction to this miracle of techno-wizardry, we do, hmm?"
    Draggor wrote: Sun Jan 15, 2023 11:05 pm"Link self sustaining... self healing? Interference? What if blocked?" They pause, then attempt to give a framing context to the short bursts of words, "An attacker... would isolate. How would we defend… Dark Covens? They are on the 'net?"
    Metri joins the conversation between Draggor and Drok’Tar for a bit, learning about the mystic internet being deployed in the UWW territories. At the barrage of specific, technical questions Drok’Tar (who is generously into his cups by this point- someone’s not used to Yayamama-caliber liquor) blinks and slurs ”Oh, I dun’no about the tech’nickal asspecs. Comp’ny verrry tight-lipped. Trade secrets, y’know. You’d haveta talk to the company makin’ ‘em, onessa engineers’ ‘r techno-wizzes ‘r something.” A bit later, those of you near the main table are able to glean some more actionable intelligence.
    Metri wrote: Thu Jan 12, 2023 11:52 am"Unfamiliar I am with intergalactic politics. A rising star, Mork Fingerling is, hmm? Mantle of leadership, others believe he should don?" Tapping his chin thoughtfully, he asks, "Ubiquitous this feeling is, or voices of dissent opposing Mork Fingerling, there is, hmm? Center and Prometheans, a voice of dissent?" The Yhabbayar seems to be wondering aloud if the demonic transformations might be targeted to silence political opponents to the rise of this Mork Fingerling.
    With Bekk gone thanks to Juan, Metri has to make do with Torvin as a source of information, but the dwarf just shrugs his shoulders. ”He fancies himself a bit of a celebrity, especially with the young ‘uns.” He shakes his head, chuckles, and downs his drink. ”And all that court intrigue is a bit above my pay grade here in the boonies. I wouldn’a pay too much heed to Bekk’s rumors- she’s probably just a bit star-struck along with everyone else her age. What are the galaxies coming to?”

    Outside, Exe sees the Zembahk’s astral form slip back inside the citadel.

    What are you doing?
    Why kill a PC when you can torture their player?
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    Re: [GA] Part Deux: Duuk Hunt!

    Post by Metri »

    -----------------------------------
    Perception: d%: [56] = 56 | 39% (54% w/ Enhanced Perception)
    JIC: 1d20: [5] = 5 | d%: [10] = 10 %
    -----------------------------------
    Character Sheet
    • Radiate their Nature. Psychics: 100ft. Non-psychics: 12 ft.
    • Sense Supernatural Evil and Magical Energy (3rd eye). 800ft (no-magic). 1800ft (if magic used).
      • Base (detect & ID creature): d%: [50] = 50 | 84%.
      • Track by psychic scent: d%: [11] = 11 | 90%.
    • Sense Supernatural Evil (mystic). 450ft. d%: [14] = 14 | 94%.
    • Sense Life. 300ft.
    PPE: 159/159
    ISP: 260/260
    Psionic Crystal Armor MDC: 35/35 (Psi-FF(4/4): 70/70)
    MDC: 72/72
    MTB1_PPE: 180/180
    MTB2_PPE: 180/180
    MTB3_PPE: 180/180
    Saving Throw Bonuses
    +1 to all Saving Throws (via rune weapon Skorl)
    Coma/Death: +4%
    Magic (varies): +1
    Lethal Poison (14+): +1
    Non-Lethal Poison (16+): +1
    Insanity (12+): +1
    Psionics (10+): +1 (+2 Crystal Armor FF)
    +7 vs Possession
    +2 vs Despair
    +2 vs Horror Factor
    +2 vs Illusions
    +1 vs Poison and Disease
    Conditions
      Dark Lord wrote: Mon Jan 23, 2023 12:48 pmWith Bekk gone thanks to Juan, Metri has to make do with Torvin as a source of information, but the dwarf just shrugs his shoulders. ”He fancies himself a bit of a celebrity, especially with the young ‘uns.” He shakes his head, chuckles, and downs his drink. ”And all that court intrigue is a bit above my pay grade here in the boonies. I wouldn’a pay too much heed to Bekk’s rumors- she’s probably just a bit star-struck along with everyone else her age. What are the galaxies coming to?”
      Somewhat frazzled by the mystery surrounding Mork Fingerling, seemingly an important nexus in the web of motivations behind the Rate-A-Deity conundrum, Metri nonetheless maintains decorum and smiles politely, nodding along with Torvin's assessment.

      Bekk is the one knowledgeable about Mork Fingerling? It would behoove us to repair relations damaged by Juan's boorishness.

      Plannin' on chasing the dwarven lass that rushed out a bit ago? What about the party? We ain't done anything memorable yet! Skorl whines in protest.

      In response, Metri grabs his mug of undrunk mead from his seating, excuses himself, and pads his way toward the exit ((ideally the same one Bekk left through, if the Yhabbayar was fortunate enough to spot it)). Along the way, he unhitches Skorl from his hip and dunks whichever end will fit into the mug (preference head-first, but hilt/grip if not).

      There you go, enjoy. Metri remarks matter-of-factly to his Norse companion and focuses his efforts on finding Bekk. Without being aware of it, the Yhabbayar makes for a very strange look. He treads forward with determination as though a hammer-immersed mug of mead lights his way like a lantern held aloft cuts through the darkness.

      He strengthens his mind for heightened sensitivities ((
      All senses +50%, +15% Perception, +1 strike, +2 parry/dodge, +10% skills relying on basic senses
      . 80.00 min, -10 ISP;
      86% Sense/interpret all directions. +3 init, +1 strike, +2 parry/dodge
      . 32.00 min, -8 ISP)) before reaching out with his psychic senses to try to locate the wayward dwarf ((
      d%: [33] = 33 | 80% (130% w/ Enhanced Perception) find someone within 16 miles
      (Bekk). 80.00 min, -6 ISP)). Should Metri feel the seeking did not lock on, he will expend the mental energy to
      d%: [76] = 76 , d%: [59] = 59 , d%: [3] = 3 , d%: [49] = 49 , d%: [90] = 90 | 80% (130% w/ Enhanced Perception)
      until it does.

      Though he believes it likely that Bekk withdrew to the safety and comfort of their transport, Metri will nonetheless follow his psychic senses where they lead.

      Should he find her (he will knock politely if behind a closed door), Metri will introduce himself, utilizing her formal title out of respect, "Request pardon, I do, First Secretary Gilda Bekk, hmm. Wish to extend a heartfelt apology for Juan's boorish actions, I do. Coarse his behavior often is. Boorish, offensive to many, yess. Offensive, his intention is not. A salve of dialogue, I offer, hmm?"

      Trust. d%: [20] = 20 | 92% <== Try to soothe Bekk and gain her trust.

      If she calms, begins dialogue, the Yhabbayar will discuss Juan for as long as she wishes, but will admit to the dwarven secretary that his secondary reason for speaking with her is to find out more about Mork Fingerling. "Wish to learn more about Mork Fingerling, I do. A great mystery he is, hmm? Able to tell me about his rise, about connection to his many supporters, you can, hmm?" Secretly, Metri hopes to learn a bit of backstory and also simultaneously to learn about if this man behaves like a celebrity well-connected with his fans, and how much influence he has over them. Is there a connection between the fandom and Rate-A-Deity? He pays special attention to Bekk's mannerisms and will politely prod down any avenue of discussion regarding Mork that she is willing to offer.
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Ghast »

      Perception: 1d100: [79] = 79 /52%
      Just in Case: 1d20: [13] = 13 ; 1d100: [43] = 43
      Conditions: Sixth Sense (Inactive)
      H.P.: 27/22
      S.D.C.: 70/70
      I.S.P.: 239/239
      Current Outfit: Clothes (White Dress Shirt, Black Dress Pants, Black Vest, Black Long Coat, Dress Shoes), Red Scarf, Weapon Harness.
      Weapons & Armor
      Armor: None.
      Weapons: NE-4 Plasma Cartridge Pistol Ammo: 10/10
      Slicer GR-Gun Ammo: 12/12

      Dark Lord wrote:”Tell me more of your work against the Covens. They are a most worthy target of my people’s attentions. Were you able to root them out yourself? Surely not- no offense friend, but you do not have the look of such a mighty champion about you. Unless…” He leans in and whispers ”Are you a Knight of the Forge? What information could these… uh, deities offer to one such as you?” He makes a face.
      Ghast sips from the water glass in front of him, and mulls over the idea in his head. Me a knight of the forge... Ha! Ghast thinks as he shakes his head. "No nothing so lofty. I am a specialist in my field. While my initial target was given to me by contract, it was a simple task of deducing their accomplices via clues they left behind. Didi I eliminate them all, I am not sure, but I do believe that their leadership was eliminated, as were dozens of their cultists. I would think a champion such as yourself wouldn't fall into stereotypes, as not all that glitters is gold, not all champions are readily noticeable." Ghast says before taking a few bites of his food and looking over the Atlantean once more. Closed-minded, likely will die trying to right some cause, because he'll rush it head on. Shame. Ghast thinks, before setting down his fork once more.

      "As for specifics, I couldn't speak. That being said, Juan Echo is the Yayamama God of Travelers, he has a thousand friends in every port, his sister Joan is the goddess of hospitality. I don't know about you but the majority of the intel one can get comes from folk who don't even know they're being listened too, or think that no one is minding what they're saying. It gets even easier when they drunk, which look around you." Ghast pauses for effect, gesturing both hands around the table. "I wouldn't be surprised when this is over there will be a wealth of scattered intel to disseminate for clues to a variety of topics and issues. That's what I mean by they could be a wealth of information." Ghast says, before taking another drink of water, and retrieving his fork once more. Whatever avian he was eating, it was delicious.

      After a few more bites. I think one more nudge and he'll likely be on the positive end of negotiations. Ghast thinks, again setting his fork down. "Juan Echo, is a member of the Galactic Adventurers, a known group of champions across the three galaxies. They were almost singularly tasked with stopping the demon planet Cormal in the attack on Center. But if you were to look at them as individuals, they certainly don't seem the type. But here they are, heroes one and all." Ghast says with a small shrug. "But what am I to say how the might Alexandria views it's heroes." Ghast finishes before tucking back into his meal.
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Starchief »

      Perception: 1d100: [3] = 3 /62%
      JIC: 1d20: [6] = 6 / 1d100: [57] = 57

      Starchief's attention is strictly on Counsilor Sshira and her war stories in the struggle to free her people. Ahhh... She's a real life hero. He doesn't notice anything happening with Juan, a certain Dwarven woman or the Warlock pressing Icky for information about them.

      Sshira asks him a question revealing simultaneously his greatest shame and source of pride.
      Counsilor Sshira wrote: Fri Dec 09, 2022 11:37 am”I can sense the emotion behind your interest. What of your people? Have they also retaken their liberty?”
      "We umm..." His bright smile sinks into a determined glower as he replies "We are still fighting for our freedom. Our oppressors, the Tarlok, have perpetuated chemical warfare, enslavement, subjugation and genocide to attempt to get us to kneel. But kneel we will not. We will fight until our dying breath. Seeron is our home and it will be ours and ours alone once again. How does one go about petitioning the United Worlds of Warlock for assistance, membership, whathaveyou?" If we could garner the good will of the UWW, we might have the force we need to rid our planet of the Tarlok once and for all. And countless others would rise up to join the ranks and assist other planets in need.

      His face lightens up a bit as he says "Sidenote, this appendage is much softer than expected. Do you moisturize?" (Seduction: 1d100: [57] = 57 /78% - PASS)
      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] Part Deux: Duuk Hunt!

      Post by Exe »

      Perception: 1d100: [89] = 89
      1d20: [2] = 2 / 1d100: [73] = 73

      Conditions: Sense Rifts [110 miles] | Res to Cold/Fire (1/2) | Bio-Regen 1d6*5/min | Sixth Sense [Inactive]

      MDC: 147/147 PPE: 282/282 ISP: 35/35
      | See Aura | Telepathy| Astral Projection

      Skills
      Invoke Trust: 1d100: [40] = 40 /86% (If caught by Zembahk)

      Post

      It took time for Exe to block out the sound of cantankerous adults, almost being knocked out of it by a random, loud, slurred outburst. No one even noticed the teenager was the quietest one and Exe might be quietly sitting, but nothing is quiet within the mind of the teenager as ventures far away from the ruckus of sloshed adults and flirtatious shenanigans. Matthew sits besides his ward at the table, watching and not interacting with any of the party goers, gladly being nothing more than an afterthought. The ariel is not blind to his master's actions though is somewhat annoyed by them. You'd think he'd at least try to hide it. This boy is going to get himself killed. Matthew sighs to himself. The ariel will continue to belay any attempts to interact with the currently preoccupied teenager, and will telepathically call Exe when the Banquet ends.

      Outside, Exe follows the Zembahk around the Citadel but doesn't cut them off or attempt to disrupt them, instead more interested in what they were doing at all. I mean, I can't blame them, who wants to hang out in there? Exe mutters rhetorically in his astral body. But what are you doing? Exe muses and follows her inside the guest wing, keeping back enough to hopefully remain out of sight. I didn't think you lot had rooms here too? Exe muses through squinted eyes at the slithering apparition. Oh, maybe she's a spy!? Exe says through now wide and possibly far too excited eyes. Game on! Exe says and tucks in the ghostly form of his shirt before shaking his head and continuing further in to follow.

      If Exe is confronted by the slithering ghost of the Zembahk Lee, he'll shrug in response. "I was bored of all the chatter and wanted to float over here to check on my buddy. Rather be flying anyways." Exe shrugs dismissively and will even introduce her to Corus who can see their astral selves.
      If Exe is not confronted and he thinks she is a spy, he will warn Matthew via telepathy for them tell the rest of the team. 'Think this Zembahk is a spy after T-man'.

      Otherwise, if she is unsuspicious, he'll just follow her until something more interesting catches his attention or he is snapped back to the banquet.
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      Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
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      Juan Echo
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Juan Echo »

      Perception (33%) 1d100<33: [70] = 0
      JiC 1d20: [6] = 6 / 1d100: [14] = 14

      Armor
      Black and white pleather suit
      Black and white oxford shoes
      HPC bracelet

      Weapons
      Magical clubs with the Rings of Sha Los (2)

      The Hostess' table is the raucous center of the feast and doubly so when her twin brother wanders back home. Juan has a rather informative chat with one of the dwarf delegates while his sister is teaching the other two dwarves how to make a negroni sbagliato with prosecco, a vibro-knife, and an ice sculpture. Clearly being the most sensible of the three, Bekk politely excuses herself when she realizes where the night is going.

      Joan gets a good laugh out of this along with Torvin and his companion. She finishes the bottle of bubbles and winks at her brother. Thanks Jonny. You make it so easier for me to pull the shy bookish types. Juan clinks his glass in good cheer. There are plenty of fish in the sea, especially when one fishes with dynamite.
      Urqos Torvin wrote:"Wellll, I hope y'got something outtta that because I don' know Mork Fingerling from any other MF out there."
      It's true, all urqos do look the same. Except the ones that are different species, Jonny. Sure, I guess. Juan chuckles to himself as he looks to his sister. Then he moves closer to Torvin and asks, "Does he come from one of those planets where all the urqos look identical to each other?"

      Joan throws a chunk of the ice sculpture at her brother and then gently leans on the ambassador's shoulder. "I think my brother is asking if you know what type of urqos this Fingerling is. A Wolfen urqos? A bird urqos? A hoo-man urqos?" She says that last part with an added huskiness, practically purring.
      Urqos Torvin wrote:"He fancies himself a bit of a celebrity, especially with the young 'uns. And all that court intrigue is a bit above my pay grade here in the boonies. I wouldn'a pay too much heed to Bekk's rumors- she's probably just a bit star-struck along with everyone else her age. What are the galaxies coming to?"
      Interesting. Is it or are you drunk? Juan leans on Torvin's other shoulder eyeing his sister jealously. "So Urqos Torvin, does that mean Urqos Fingerling didn't come up from one of the traditional seats of power in the UWW? He's not some war hero or scion of an urqos dynasty?" After Torvin answers the question Juan leans in closer and says, "You know all this talk about fingerlings is making me hungry. I make a mean wonderful bedside guac that goes well with fried potatoes. Would you two urqos like to help me start the after-party?"

      Joan clears her throat. "I don't know if that's a good idea Urqos Torvy. You might not want to eat heavy foods if you're going to come to my apartments later so we can see who can toss who farther."
      Status: Juan Echo
      M.D.C.: 300 | P.P.E.: 50 | I.S.P.:82
      May the rest of the Yayamama Pantheon have mercy on our SOULS!
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      Chef Icky
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Chef Icky »

      Perception: 1d100<58: [40*] = 1
      JIC: 1d20: [19] = 19 / 1d100: [46] = 46

      Conditions:
      - I.S.P.: 64/68
      Dark Lord wrote: Mon Jan 23, 2023 12:48 pm”The team was led by a dwarf named Yiggins- in his report, he mentioned one of the Yayamama deities as well as some… colorful characters accompanying them. I take it from your reaction that this was indeed your team.” Icky is about to answer when he notices Alison has started crying again, whimpering about her mom.
      Icky sighs as he notices Alison crying. Yep, figured this would happen. He looks back up to the warlock. "Oi yah, we're a colorful bunch alright. Da kinda bunch dat gets attention whether ya want it or not. An' 'ere all I wanted when I signed outta da Corps was ta be a renowned chef -- fightin' tri-galactic evils weren't exactly part o' da plan, y'know?" He gives a semi-nervous chuckle and shakes his head. "But like dey say when playin' Pyramid, ya gotta play da hand yer dealt."

      Speaking of... He reaches over and gives Alison a soft pat on the back. "Alright, Lil' Britches, ya ready ta call it an evenin'?" When he gets a tear-streaked nod, he nods in return. "Alright den, let's gather up our stuff an' head back. I bet Datephus would like ta get a scan o' ya when we get dere."

      As he scoops her up in his arm he gives Peg a grin and a nod. "As much as I hate ta eat an' run... sounds like da lil' nibbler's had enough fer one day. Rain check?" He turns his gaze back to the warlock one last time. "If yer team's da one I'm thinkin' of, den last time I saw 'em was when we left 'em on Level 4. Or rather, dey left us..." He shrugs. "Either way, I ain't seen 'em since."

      With Alison in tow, Icky tries to make his exit as low-key as possible and heads back to the DSM. We would have to get paired up with the one person at the party who wanted to talk about the op where her folks got snuffed.

      "Oi, I'm sorry 'bout dat, darlin'..." he soothes. "Did ya get enough ta eat? Want me ta fix ya somethin' else when we get back to da ship? Oi I know -- we can make some resplendent sweetrolls! I still got some confectioners' moon-sugar in da pantry; I don't think da luurducks ate it all. Whaddya say?"
      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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      Draggor
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Draggor »

      Perception: 1d100: [19] = 19 | 27%
      JIC: 1d20: 1d20: [7] = 7 | 1d100: [90] = 90

      Post
      Draggor is quite obviously pleased when Metri swings by: it's easier to accept the chaos of the group when it bears truly wondrous things with the Yhabbayar's return! "Metri! Learning about the net! This is Drok'Tar," and oh yes the cups are flowing, though Draggor's system is able to process like it were water. The discussion transformed to drunken ramblings, albeit happy ones, allows the creature to hear and follow their companion's lead, especially with questions about this Mork Fingerling person. So many names! We're a name to people in the three galaxies.
      Juan wrote: Interesting. Is it or are you drunk? Juan leans on Torvin's other shoulder eyeing his sister jealously. "So Urqos Torvin, does that mean Urqos Fingerling didn't come up from one of the traditional seats of power in the UWW? He's not some war hero or scion of an urqos dynasty?" After Torvin answers the question Juan leans in closer and says, "You know all this talk about fingerlings is making me hungry. I make a mean wonderful bedside guac that goes well with fried potatoes. Would you two urqos like to help me start the after-party?"
      Ever the anchor of attention, Draggor uses this moment from Juan to excuse themselves, and makes the rounds to any of the remaining companions: a glance to Starchief and that he seems well occupied. To Icky, seeing that he's tending to Alison makes enough sense. With Exe, if he's not responsive, will address Matthew, "Is fine?" and to Ghast, the creature is motioning towards our godling, "We shall indulge?" both as statement of plan as well as an invitation.
      Draggor | Ledger
      M.D.C.: 1,694 / 1,694
      P.P.E.: 89 / 89

      Draggor's current life inner voice is like this.
      Any of Draggor's past lives' inner voice is like this.

      Events of Note
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      Dark Lord
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Dark Lord »

      With the banquet starting to wind down (for those of you with normal alcohol tolerances anyway), Metri notes Bekk’s departure and seemingly in-depth knowledge of this Mort Fingerling and his company. Unwilling to miss out on such knowledge due to Juan’s behavior, Metri mollifies Skorl with some mead and decides to follow the young dwarf. After a few moments’ concentration to sharpen his mind and senses, Metri easily detects Bekk’s presence heading back towards the guest wing. As the Yhabbayar moves along, he notes that he is relatively close to the quarters where Thraxus is hiding out (3-400 feet). It doesn’t take Metri long to locate Bekk in one of the other rooms- a small but well-furnished room. At Metri’s polite knock there is a moment’s hesitation, followed by the young woman answering with a quavering voice. ”Uh… yes?” The relief in her voice after Metri introduces himself (sans Juan) is palpable. She relaxes further when she learns the purpose behind his visit. ”I, uhm, I understand. They prepped us for this in our training- different worlds have different mating rituals and all that. I just… didn’t feel like celebrating much more. What did you want to know about Mork?” Her voice brightens a bit more and she replies to Metri’s question. ”Well, I don’t know very much about his background but he became something of a celebrity a few years ago when he announced the contract for the UWW’s new techno-wizard internet. He very publicly put himself on social media to emphasize its power to bring the Three Galaxies together- really inspiring stuff. He’s an entrepreneur, and he’s young so that frees him of a lot of the political baggage of King Silverlight and most of the old guard at the top of the government. Most of his supporters are young too. Some of them probably spent more time than they should engaging with the internet instead of real life, but who doesn’t these days, right? I can’t see him actually replacing the king, anyways- Silverlight’s old but still in excellent health, even for an elf, and I don’t think MF is particularly interested in the job anyway. Besides, crowing about someone anonymously online is one thing. Actually going out and doing something about it is entirely different.” The conversation continues for several minutes more.

      Nearby, unseen by virtually everyone, Exe follows the Zembahk’s astral form. It’s a good thing he has the silver cord to follow, as Exe loses sight of her many times following the twists and turns. She dips into the compound, and starts going room to room. Straight down one side and then up the other. And she’s not seeing the sights, either- her speed starts to increase as she moves through the ring. Exe doesn’t have the skills or training to recognize it immediately, but as he sees her astral form closing in on the room where Thraxus is hiding Exe realizes that she’s probably looking for something. Sensing danger, Exe sends a telepathic warning to Matthew to relay to the team- something is not right with this envoy. He continues to tail her, though, and realizes that there’s nothing he can do to stop her astral form to enter Thraxus’ room. She does so, and a few moments later the silver cord vanishes with a flash of white.

      Back in the banquet hall, Starchief continues to sweet talk his terrifically tentacled dining companion. You’ve never seen anyone turn mahogany before but you’re pretty sure it’s a blush. At least, she titters like it’s a blush. She raises her glass and breathes ”To you and your people’s struggle for freedom! Would that our world was in a position to aid you directly, but we have many years of rebuilding from Splugorth depredations yet ahead of us. As for the UWW, I fear they would not be much aid either. I know little of these Tarlok of which you speak, but the UWW rarely has the will to involve itself in internal conflicts. I should know, it took us years to procure even civilian aid- and we struggled against the Splugorth, one of the Worlds’ most hated enemies. My advice to you is to make as many friends in the government as possible- eventually you might find someone willing to back channel something you might need. Speaking of back channels…” She drapes one tentacle over Starchief’s shoulder seductively. A few minutes later, the pair is spotted leaving together.

      Ghast, meanwhile, is making fast friends with his Atlantean companion. Between bites he talks up Juan, and to an extent the rest of his family, and he points out the banquet as a good example of a source of information they could provide. Thorsgil snorts, ”I respect your cunning. But I sincerely doubt that anyone living on this backwater can offer more than endless border skirmishes and short-sighted lesser deities engaging in minor squabbling over this boundary or that perceived slight. Your group, however, strikes me as much more interesting. I know well that great deeds can be done by the oddest of bedfellows- many an Undead Slayer from my order has found themselves side by side with a variety of strange and unusual beings. And Cormal! Truly, that must have been a battle worthy of song. These are the kinds of challenges me people most desire to face. Does your team still hunt the demon planet?”

      At the big table, Juan and Joan continue to double-team the hapless dwarves, with the former being equally interested in anything he can get about Mort and anything he can get started about an afterparty (though Joan is more interested in an intimate setting). Torvin answers Juan’s questions with a belch- ”Looks ‘uman. ‘Course y’never can tell with thosse bas’rds.” He takes another drink, a big one. ”’e’s new. Young, I know that much. Dunno where he’s from but he only got famous with this innernet bus’ness. Well, that’n doin’ a buncha social media stuff wit’ it.” At mention of an after-party, Torvin lights up. ”’M always up fer ‘nother drink!” He slurs enthusiastically. Draggor is by this point making the rounds, having a ball and toasting the other team members as they see them. The alien quickly checks on Exe, but at Matthew’s nod that the boy is fine. Draggor then sidles up to Ghast and Thorsgil and invites them to do a little serious drinking.

      Icky spots Alison starting to have a bit of a breakdown and realizes that he probably needs to worry about bedtimes now. He tries to wrap things up with his warlock companion reasonably well, and while the main still maintains his emotionless demeanor there is a whisper of a hint of a smile as his eyes alight on Alison. ”It appears that you have other commitments. I shall not trouble you further, though I had hoped for an opportunity to meet your companions. Please extend to them my thanks as well when you get the chance.” He smiles slightly, and Icky feels a small shiver down the base of his spine. Something about this guy doesn’t feel right. But everyone’s favorite priest of Dionysus has a more important mission to deal with.
      Chef Icky wrote: Mon Jan 30, 2023 9:02 pm"Alright, Lil' Britches, ya ready ta call it an evenin'?"
      Tears flowing freely, Alison gives a solemn nod in between sniffles. Icky picks her up and heads for the exit.

      Starchief is the only one who notices the Zembahk stirring, but he doesn’t think much of it. Both Starchief and Icky notice the Zembahk’s attendant turn his gaze on Alison. A moment later, her crying reaches a fevered pitch and she starts screaming ”NO!!!! I WANT MY MOMMY! I WANT MY MOMMY!” With tears and volume increasing rapidly, Icky double-times it towards the exit. As Alisons shrieks get louder they take on an eerie, preternatural quality- seeming to enter your brains without passing through your ears and giving several of you mild headaches in the process. Matthew by this point is on his feet and saying something, but it is lost in the cacophony (anyone with enhanced hearing picks up Exe's warning about the Zembahk). Just when you think you can’t take any more the shrieks reach a fever pitch- and upwards of a dozen people around the room abruptly join in. In the guest quarters, Metri is shocked to see Bekk suddenly double over weeping, out of nowhere.

      A wave of sadness washes through the room. The shrieking turns into screaming. And the transformations begin. A large portion of the UWW delegation begins to change- mostly the servants and support staff who came along but several of the delegates themselves- Sshira, Elba, and the dwarf seated next to Torvin (as well as Bekk, who is with Metri in her quarters). Even a handful of the urqos are affected, though most simply flee screaming from the banquet hall. Icky’s already headed towards the exit, and his relief that Alison has stopped screaming has turned to horror as he looks down and sees that she has somehow sprouted a tail- with a very pointy blade at the end ((-6 MD Icky)). All told, close to 20 urqos (not counting Alison) have begun to shift into demonic forms and as they do so they fan out to attack anyone who hasn’t left the banquet- most of you, and Juan’s three relatives. From the screams you can here, this may not be limited to the banquet hall.

      Begin Round 1!

      Combat Notes
      • Remember, you only have the gear you brought to the banquet!
      • If your character has been drinking alcohol, make sure to apply appropriate penalties.
      • Draggor, make a save vs. psionics at -4 in addition to the usual penalties. If you fail, you are afflicted with empathic transmission: anger (roll for duration per RUE P. 178). Also post a save vs. magic at -4- if you fail, you also grow a tail!
      • Starchief, same thing- save vs. empathic transmission: anger at -4, and save vs. magic at -4. If you fail the latter you grow a tail too, but without any spikes.
      • Everyone else make a save vs. psionics unless you have an active mind block or auto-defense. If you fail, you are subject to empathic transmission: sorrow for the next two melee rounds.
      • Those of you with some sort of danger sense get two free actions before the start of the melee, while everyone is transforming. The rest of you get one free action.
      • Next round, anyone in the banquet hall who passes their perception roll at -15% (-10% if you’re Icky) will spot the Zembahk and her helper making a break for the exit.
      Why kill a PC when you can torture their player?
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      Exe
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Exe »

      Perception: 1d100: [80] = 80 /39%
      JiC: 1d20: [13] = 13 / 1d100: [28] = 28

      Conditions: Sense Rifts [110 miles] | Res to Cold/Fire (1/2) | Bio-Regen 1d6*5/min | Sixth Sense [Active]

      MDC: 147/147 PPE: 282/282 ISP: 25/35
      | Telepathy | Astral Projection | Personal FF [110/110]

      Skills


      Post

      Exe follows as closely as he can until the flash of light and silver teether vanishing. Exe blinks. I think the Zembahk is back in its body now. There was a flash and it vanished. I am going to look in the room. Don't lose the Zembahk, whatever it is, it's them. Exe orders his Ariel in a shockingly organized fashion that actually makes Matthew pause a moment as if impressed. Understood. Is all Exe hears in response. Exe also sends a telepathic message to his familiar telling Corus to fly out of the building and head to the ship, just in case.

      Exe then quickly zaps into Thraxus's room to see what he can see and will react accordingly.

      If, Exe sees Thraxus on the ground, he will attempt to telepathically read his mind to see if he is even alive. Regardless of if he is or isn't, he will relay his message to Matthew (including if he could read the mind or not) for Matthew to relay to everyone else. Man, this mental stuff is exhausting. Exe groans internally as he tries to concentrate. [I've honestly not been keeping track of time or ISP expenditure for Telepathy being relatively constant in this situation, so I am doing a blanket expenditure of 12 ISP (which gives him 10 minutes per, so 50 minutes so far) plus an attempt on Thraxus unless you deem otherwise DL] Exe will telepathically summon his familiar to watch over Thraxus's body while Exe returns to his own.

      If, Exe finds Thraxus alive and under attack, he will relay such to Matthew for him to tell the team, and then telepathically warn Thraxus that help is on the way. Exe will telepathically summon his familiar to watch over Thraxus's body while Exe returns to his own.

      If, Exe finds the room to be completely empty, he will quickly return to his body and look on the banquet hall in horror as half of it is turned into demons and there is a mud mound standing guard over his body. Exe quickly zaps to his body and pats the mud mound next to him. "Lead me to Matthew!"

      Combat
      APM: 5
      Initiative: 1d20+5: [9]+5 = 14
      Auto-Dodge: 1d20+5: [2]+5 = 7 | 1d20+5: [13]+5 = 18 | 1d20+5: [4]+5 = 9 | 1d20+5: [3]+5 = 8 | 1d20+5: [2]+5 = 7

      Sixth Sense;
      Free Action 1: Zip to Thaxus's room and communicate to Matthew.
      Free Action 2: Examine Thraxus's room and go from there.

      If Exe is snapped back to his body
      A1: Order Mud Mound to find Matthew.
      A2: Queue his Radio and tell the whole team. "Stop the Zembahk!" In an extremely simple and concise message.
      A3-4: Follow and hopefully find Matthew and aid in subduing the Zembahk.
      A5: If time and a target, casts Magic Net at the Zembahk.

      Matthew, the Ariel

      Perception: 1d100: [45] = 45 /25%
      JiC: 1d20: [5] = 5 / 1d100: [59] = 59

      Conditions: HF/Awe -- 12 when he goes full force and sheds his ruse | Nightvision (200ft) | See the Invisible (Auto) | Magically understands all languages | Mind Block Auto Def triggered though he will drop it to maintain communication with Exe after it triggers

      Post
      Exe wrote:I think the Zembahk is back in its body now. There was a flash and its teether vanished. I am going to look in the room. Don't lose the Zembahk, whatever it is, they are involved.
      Understood. Matthew responds and then leans over and activates Exe's personal forcefield. Good thing you have that as a back up, young Master Exe. Once the chaos erupts, he instinctively manifests a massive psionic great-sword that he holds in one hand cases the area. He thinks and then brings forth a Mud Mound. "Defend this boy at all costs; listen to his orders when he awakens." Matthew states firmly and then turns to find the Zembahk with the ferocity of a Spirit of Light hunting a demon summoner.

      Combat

      APM: 6
      Initiative: 1d20+2: [3]+2 = 5
      Parries: 1d20+6: [18]+6 = 24 | 1d20+6: [14]+6 = 20 | 1d20+6: [7]+6 = 13 | 1d20+6: [20]+6 = 26 | 1d20+6: [19]+6 = 25 | 1d20+6: [5]+6 = 11

      Free action, actives Psi-GreatSword.

      A1: Activate Exe's FF
      A2: Little Mud Mound [-30 PPE] -- Mud Mound will only attack targets that are a direct threat to Exe.

      Hunt down the Zembahk.
      A3: Track Spell [-6 PPE] | 1d100: [57] = 57 /80%
      A4-5: Wall of Stone to completely close off the hallways or windows that the Zembahk may be using to escape. [-15 PPE per]

      A6: Ideally, going in for a crippling strike with Psi-Greatsword. Strike: 1d20+8: [5]+8 = 13 | DMG: 1d6*10: [4]*10 = 40
      Please Do Not PM This Account, PM Underguard Instead

      Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Draggor »

      Perception: 1d100: [81] = 81 | 27%
      JIC: 1d20: 1d20: [4] = 4 | 1d100: [93] = 93

      Save vs Psionics, Empathic Transmission: Anger: 1d20 - 8: [4] = 4 | Duration: 2d6: [2, 1] = 3 minutes | Murderous? 1d100: [47] = 47 60%
      +1 to strike, -1 to parry and dodge
      Save vs Magic, Tail: 1d20+3-4: [6]+3-4 = 5

      Post
      The creature has been in this new element: social, all things considered a chatterbox, and willing to go wherever this strange mission leads them. Alison's predicament, while certainly sad, has thus far fallen under the category of 'mortal concern'. That is, until tonight.
      ”NO!!!! I WANT MY MOMMY! I WANT MY MOMMY!” With tears and volume increasing rapidly, Icky double-times it towards the exit. As Alisons shrieks get louder they take on an eerie, preternatural quality- seeming to enter your brains without passing through your ears and giving several of you mild headaches in the process.
      What is about to happen to us? Let the old flame out to play yesssssssss... NO!

      "NO!" the monster shouts, before any such transformations, and in a panic looks to any of their companions and finding the newly returned Starchief, "PROTECT THEM FROM US!" is shouted as some kind of last resort before the boiling anger rises up and begins to take hold. Draggor is trying to get out of the banquet hall to avoid a bloodbath when a much different, strange sensation concentrates on their... backside?

      Shredding through their ornate dress and cloak, a several foot long tail makes itself known, stopping the creature in their tracks, dangerous with the rage consuming them. This was nice! Was different! CAN NEVER HAVE PEACE! Everything about this situation gone sour becomes the focus of the monster's hatred. Their expression morphs, their glowing eyes hollow as every ounce of civility vanishes: One moment they are a unique well dressed creature among many, to next being the embodiment of pure destructive force, and at least in the immediacy aimed at the newly transformed demons.

      A living weapon is unleashed, hungry to take the lives of any that would dare court it.

      Danger Sense: Two Free Actions
      1) Get near Starchief, and inform (in their convoluted way) what's about to happen
      2) While trying to flee the room before the rage sets in, TAIL TIME!

      Combat
      APM: 7
      Initiative: 1d20+4: [3]+4 = 7

      Draggor is a killing machine, and if any of their opponents has an identifiable head, they try to end the creature quickly there.

      (forgot to add the +1 for rage)
      1) Punch, claw, rend, and otherwise destroy by hand 1d20+6: [19]+6 = 25 / Damage 6d6: [5, 5, 3, 2, 1, 4] = 20
      2) Punch, claw, rend, and otherwise destroy by hand 1d20+6: [3]+6 = 9 / Damage 6d6: [2, 1, 2, 4, 3, 4] = 16
      3) Punch, claw, rend, and otherwise destroy by hand 1d20+6: [6]+6 = 12 / Damage 6d6: [3, 1, 3, 2, 4, 3] = 16
      4) Punch, claw, rend, and otherwise destroy by hand 1d20+6: [2]+6 = 8 / Damage 6d6: [6, 3, 1, 2, 1, 6] = 19
      5) Punch, claw, rend, and otherwise destroy by hand 1d20+6: [12]+6 = 18 / Damage 6d6: [6, 4, 3, 3, 2, 4] = 22
      6) Punch, claw, rend, and otherwise destroy by hand 1d20+6: [3]+6 = 9 / Damage 6d6: [6, 6, 3, 5, 4, 2] = 26
      7) Punch, claw, rend, and otherwise destroy by hand 1d20+6: [4]+6 = 10 / Damage 6d6: [6, 5, 6, 6, 1, 4] = 28

      Autododges
      (forgot to add the -1 for rage)
      1) 1d20+4: [10]+4 = 14 2) 1d20+4: [4]+4 = 8 3) 1d20+4: [15]+4 = 19 4) 1d20+4: [15]+4 = 19 5) 1d20+4: [10]+4 = 14 6) 1d20+4: [20]+4 = 24 7) 1d20+4: [11]+4 = 15

      Contingencies
      Since Exe and/or Matthew have identified the Zembahk as being involved, Draggor interprets this as being responsible. Should the immediate area combat clear, ie, the transformed demons around them are dealt with, the singular focus of their hatred will be on the Zembahk, and will do anything necessary to unalive them as long as the Empathic Anger is going. If in this pursuit any get in Draggor's way, they will be met with the same rage.

      As for the tail, if it somehow hinders going after the Zembahk, it could be an anger focus, and considering Draggor's regeneration abilities, if it's troublesome it'll try to be ripped off. This also is true should it wound or kill an innocent: the nature of the rage is a good, peaceful time was ruined by this phenomenon.

      Should it make sense for Draggor to throw an energy blast, here are some rolls:
      1) Super Energy Expulsion (Wild Shot) 1d20+1: [7]+1 = 8 / Damage 7d6: [3, 1, 5, 2, 4, 3, 4] = 22 M.D.
      2) Super Energy Expulsion (Wild Shot) 1d20+1: [2]+1 = 3 / Damage 7d6: [1, 2, 1, 3, 4, 3, 6] = 20 M.D.
      3) Super Energy Expulsion (Wild Shot) 1d20+1: [20]+1 = 21 / Damage 7d6: [1, 6, 1, 6, 1, 5, 2] = 22 M.D.
      4) Super Energy Expulsion (Wild Shot) 1d20+1: [20]+1 = 21 / Damage 7d6: [1, 6, 1, 1, 2, 6, 4] = 21 M.D.
      Last edited by Draggor on Fri Feb 10, 2023 10:59 pm, edited 3 times in total.
      Draggor | Ledger
      M.D.C.: 1,694 / 1,694
      P.P.E.: 89 / 89

      Draggor's current life inner voice is like this.
      Any of Draggor's past lives' inner voice is like this.

      Events of Note
      User avatar
      Ghast
      Posts: 80
      Joined: Thu Jan 28, 2021 7:31 pm

      Re: [GA] Part Deux: Duuk Hunt!

      Post by Ghast »

      Perception: EP Crit!/52%
      Just in Case: 1d20: [1] = 1 ; 1d100: [67] = 67
      Conditions: Sixth Sense (Active), Psi-Dagger (25:00 Minutes), Psychic Body Field (10:00 minutes), Telekinetic Wall of Debris (0:15 Seconds), Impervious to Bio-Manipulation (20:00 Minutes), Telekinesis: Super (200 lbs Max; 10:00 minutes)
      H.P.: 27/22
      S.D.C.: 70/70
      I.S.P.: 239/163
      Current Outfit: Clothes (White Dress Shirt, Black Dress Pants, Black Vest, Black Long Coat, Dress Shoes), Red Scarf, Weapon Harness.
      Weapons & Armor
      Armor: Psychic Body Field 50/50
      Weapons: NE-4 Plasma Cartridge Pistol Ammo: 10/10
      Slicer GR-Gun Ammo: 12/12


      Save vs Psionics (10+) EP Crit!

      Initiative: 1d20+12: [4]+12 = 16 Sixth Sense Active
      Number of Actions: 7

      Bonus Action One: Summon
      I.S.P. : 8, Range: Self, Duration : Five minutes per level of the psychic, Damage: 1D4 M.D. at first level, plus an additional 1D4 M.D. is gained at levels four, eight and twelve, Saving Throw: Not Applicable.
      A small version of the Psi-Sword that inflicts considerably less damage but is effective for assassinations. This is especially true inside modern mega-cities where mega-damage weapons are outlawed and few individuals wear M.D.C. body armor. The main advantage of it over a Psi-Sword is its low I.S.P. cost to create, and its small size makes it fairly easy to conceal.

      Bonus Action Two: Activate
      I.S.P.: 30, Range: Self. Duration: Two minutes per level of experience.
      Effect: With a thought, the psychic instantly surrounds himself with a telekinetic force field that conforms to the shape of his body and enables him to physically move and fight. It is a Mega-Damage structure with 10 M.D.C. per level of experience. The field takes the shape of a dim, white, transparent aura that completely surrounds and encloses the body of the psychic. Items held in his hands, hung from his back, or worn on top of his head are not protected. On the downside, the field does not protect against disease, radiation, or toxic fumes, nor magic or psionic attacks other than physical ones (energy blasts, fire, etc.). Worse, the TK-force field means the psychic loses his sense of touch, because the field is between him and all objects/materials outside the force field. This lack of touch sensation means the character cannot feel much of anything he picks up or touches after the field has been erected. This makes the use of skills that require a sense of touch and manual dexterity -30%, and delicate items may be accidentally dropped or crushed.

      Action One: Leap on the Table.
      Action Two: Listen to Exe's radio transmission. (Earbud Radio)
      Action Three: Begin moving towards the Zembahk and it's helper. Activate
      Range: Self up to a 12 foot radius around or directly in front of the psychic and anyone in close proximity to him.
      Duration: Uses up one melee attack/action to raise the wall or circle of debris that lasts one melee round (15 seconds).
      Damage: Little. Anyone who may run through the TK Wall of Debris suffers one point of S.D.C. damage.
      I.S.P.: 5
      This is typically a defensive maneuver to raise a wall or circle of dust, dirt, pebbles, small stones, twigs, other debris and objects (indoors that might be pots and pans, books, paper, writing utensils, and household items). It is used to partially block, deflect, and diffuse a hail of projectiles or to slightly diffuse electrical, lightning, or laser blasts. If the TK Wall of Debris is raised in time – roll for initiative, high roll wins – it diminishes the amount of damage delivered by the incoming attack.
      Blocks or deflects 50% of incoming arrows, spears, thrown weapons, or S.D.C. bullets, with a 50% chance of the projectiles missing their intended target and doing 20% less damage when they do hit.
      Reduces laser and electrical and lightning blast damage by 10%.
      Increases explosive damage by 10% because it creates many more pieces of flying debris and shrapnel within the 12 foot radius.

      Action Four: Continue moving towards the Zembahk, activate
      I.S.P. : 10, Range: Self, Duration : Four minutes per level of experience.
      The Mind B leeder can use this power before o r after being affected by a psionic Bio-Manipulation attack. If put in place before getting hit by the psionic attack, the character automatically saves against it. If hit and affected by the psionic attack, the Mind Bleeder can use this power to negate its effects, at least temporarily (the duration of the Bio-Manipulation attack may last longer than the countermeasure).

      Action Five: Continue moving towards the Zembahk, Activate
      I.S.P.: 10 to lift/move/hurl an object that weighs 100 Ibs, +10 I.S.P. per each additional 100 Ibs, Range: 100 feet per level of experience, Duration: 2 minutes per level of experience.
      Damage: See below.
      The power is basically the same as the ability described in the Physical Category of psionic powers, but greatly enhanced. Differences are increased range, dramatically increased weight and damage. The character can use Super Telekinesis to manipulate as many as one object per level of his experience, as long as the combined weight does not exceed his total weight capacity.
      • +3 to strike with Telekinesis; physical/skill bonuses to strike do not apply when Telekinesis is used.
      • +4 to parry with Telekinesis, by using a controlled object to parry or sheer telekinetic force to block an attack. Counts as a medium heavy object; Costs: 8 I.S.P.
      • S.D. C. Damage from Hurled Objects:
      Very Small : 6 ounces to 1 pound: 1D4.
      Small: 1.5 to 2 Ibs: 1D6 S.D.C.
      Medium Small : 2-4 Ibs: 2D4 S.D.C.
      Medium: 5 to 10 Ibs: 3D4 S.D.C.
      Medium Large: 11 to 25 Ibs: 3D6 S.D.C.
      Large: 26 to 40 Ibs: 4D6 S.D.C. and add 1D6 damage for each additional 20 Ibs up to 200 Ibs.
      • Mega-Damage from Huge Hurled Objects: M.D. is only possible with Super Telekinesis and only when the hurled object is 100 Ibs or heavier and is a hard material like wood, stone or metal (not people). Does 1D4 M.D. per 100 pounds.

      Action Six: Continue moving towards Zembahk, hurl chairs/furniture at them. (Strike: 1d20+3: [14]+3 = 17 ; Damage: 3d4: [1, 1, 3] = 5 S.D.C. (5-10 lbs) or 3d6: [5, 5, 1] = 11 S.D.C. (11-25 lbs) (Aiming to slow them up))
      Action Seven: Continue moving towards Zembahk, hurl chairs/furniture at them. (Strike: 1d20+3: [4]+3 = 7 ; Damage: 3d4: [1, 4, 3] = 8 S.D.C. (5-10 lbs) or 3d6: [1, 6, 1] = 8 S.D.C. (11-25 lbs) (Aiming to slow them up))

      Parries as needed: 1d20+14: [3]+14 = 17 , 1d20+14: [4]+14 = 18 , 1d20+14: [11]+14 = 25 , 1d20+14: [4]+14 = 18 , 1d20+14: [17]+14 = 31 , 1d20+14: [5]+14 = 19 , 1d20+14: [11]+14 = 25 . Sixth Sense Active, Psi-Dagger.
      Dodges (vs Unparryable Attacks): 1d20+12: [9]+12 = 21 , 1d20+12: [16]+12 = 28 , 1d20+12: [11]+12 = 23 , 1d20+12: [12]+12 = 24 , 1d20+12: [17]+12 = 29 , 1d20+12: [3]+12 = 15 , 1d20+12: [3]+12 = 15 . Sixth Sense Active

      Contingencies:
      • None

      Dark Lord wrote:Ghast, meanwhile, is making fast friends with his Atlantean companion. Between bites he talks up Juan, and to an extent the rest of his family, and he points out the banquet as a good example of a source of information they could provide. Thorsgil snorts, ”I respect your cunning. But I sincerely doubt that anyone living on this backwater can offer more than endless border skirmishes and short-sighted lesser deities engaging in minor squabbling over this boundary or that perceived slight. Your group, however, strikes me as much more interesting. I know well that great deeds can be done by the oddest of bedfellows- many an Undead Slayer from my order has found themselves side by side with a variety of strange and unusual beings. And Cormal! Truly, that must have been a battle worthy of song. These are the kinds of challenges me people most desire to face. Does your team still hunt the demon planet?”
      Ghast shrugs. "At the moment, not that I am aware of, though I am sure we'll likely look into it soon." Ghast says, before Draggor comes by to ask him to drink. Ghast waves him away. "Not today friend." Ghast says.

      When Allison starts having a break down, Ghast is a bit more confused as he clearly remembers her being on the ship. The situation beginning to get strange, Ghast begins to worriedly looks about. Ghast grits his teeth against the sudden wave of sadness, digging deep into the techniques beaten into him by his former masters. When several people start turning into demons, Ghast grits his teeth and summons his Psi-Dagger to his left hand and encases himself in psychic armor. Girded in defensive energy, Ghast leaps upon the table and tries to spot what could be the cause. When Exe's message about the Zembahk comes over the radio, Ghast looks for her fleeing form. There you are. Ghast thinks as he summons up a well of Telekinetic energy to drag a literal wall of debris around himself, as he moves to intercept the Zembahk.

      Trying to move between combatants, and generally avoiding direct conflict with the transformed creature, Ghast draws up more inner strength, and begins to grab whatever furniture is nearby, hurling it at the Zembahk and her helper. Gotta slow her down Ghast thinks.
      User avatar
      Juan Echo
      Posts: 281
      Joined: Tue Apr 24, 2018 3:42 pm

      Re: [GA] Part Deux: Duuk Hunt!

      Post by Juan Echo »

      Perception (33%) 1d100<33: [87] = 0
      JiC 1d20: [16] = 16 / 1d100: [96] = 96

      Armor
      Energy Aura 140/140 M.D.C.
      Black and white pleather suit
      Black and white oxford shoes
      HPC bracelet

      Weapons
      Magical clubs with the Rings of Sha Los (2)

      Effects
      Save vs. psionics 1d20+1: [9]+1 = 10
      Drunk: -2 APM; -8 to initiative and all combat rolls

      Combat
      APM: 5
      Initiative 1d20-2: [20]-2 = 18
      Bonus action: Activate Energy Aura
      1. Draw magical clubs
      2. Strike demon with right club 1d20+1: [4]+1 = 5 / damage 11d6+2: [2, 5, 3, 5, 4, 6, 2, 3, 5, 2, 5]+2 = 44 M.D.C. ; parry with left club 1d20+2: [8]+2 = 10
      3. Turn clubs to magical staff
      4. Strike demon with staff 1d20+1: [1]+1 = 2 (critical fail) / damage 15d20+2: [4, 10, 7, 5, 19, 2, 14, 3, 1, 9, 7, 5, 13, 15, 5]+2 = 121 M.D.C. / dodge 1d20: [1] = 1 (srsly?!?)
      5. Strike demon with staff 1d20+1: [8]+1 = 9 / damage 15d20+2: [2, 8, 17, 14, 10, 10, 18, 16, 5, 10, 6, 2, 5, 4, 9]+2 = 138 M.D.C. / dodge 1d20: [16] = 16

      The Echo Twins are doing what they do be... no, we'll just leave it at the Echo Twins are doing what they do - plying visiting urqos with alcohol and divine pleasures. It is an aggressive affair, as the siblings rival for the attention of the dwarf delegation. Jonny, I don't think it is wise to split a dwarf in half. Joan puts a graceful hand on Torvin's shoulder. Juan responds by clinking Torvin's cup and silently toasting his new companion. I don't know why. I can take the bottom, and I thought you were looking for a top.

      Before the dinner can turn into an ugly fight, the Priest Icky's young ward starts to cry. This is why we don't procreate. That we know of. And from there events cascade as a large part of the banquet guests starts to transform. While it is customary for a banquet in the Yayamama Star System to end with violence, it usually doesn't involve demons.

      The Echo Twins jump to their feet at the same time and share a glance. The Hostess looks crestfallen. Our party is ruined. Juan presses his hand on his sister's shoulder. You don't need to see this, sister At the exact same time Joan does the same to her brother. The party would be even more ruined if you were hurt. And a golden light shines over the two of them as their energy auras harmonize for a moment. The twins split up, as Joan grabs Torvin and ushers him out apologizing profusely.

      Juan takes out his magical clubs and confronts the nearest dwarf turned demon. He swings his right club wildly at the demon while smashing the left into the transformed monsters arm to deflect a shot. He steps back, and presses his magical clubs together to form a staff. In a single, sorrowful move the Wanderer spins wielding his staff in the general direction of the demon and then continues spinning over a table full of knocked over plates. He then thrusts his staff at the demon, knocking into a goblet spilling wine. I'm abusing the alcohol! Oh no!
      Status: Juan Echo
      M.D.C.: 300 | P.P.E.: 50 | I.S.P.:82
      May the rest of the Yayamama Pantheon have mercy on our SOULS!
      User avatar
      Metri
      Diamond Level Patron
      Posts: 291
      Joined: Sat Sep 22, 2012 1:52 am
      Location: Phase World PC (Adventurers)
      Contact:

      Re: [GA] Part Deux: Duuk Hunt!

      Post by Metri »

      -----------------------------------
      Perception: d%: [76] = 76 | 54%
      JIC: 1d20: [5] = 5 | d%: [91] = 91 %
      Initiative. 1d20+13: [13]+13 = 26 (Sixth Sense +6 added)
      APM: 6 (+2 bonus actions this round from sixth sense heads-up. +3 actions from "spell-up" by end of round)
      Save vs psionics (10+): 1d20+22: [7]+22 = 29 (+20 from Invulnerability cast during 6th sense free-action)
      -----------------------------------
      Character Sheet
      • Radiate their Nature. Psychics: 100ft. Non-psychics: 12 ft.
      • Sense Supernatural Evil and Magical Energy (3rd eye). 800ft (no-magic). 1800ft (if magic used).
        • Base (detect & ID creature): d%: [48] = 48 | 84%.
        • Track by psychic scent: d%: [30] = 30 | 90%.
      • Sense Supernatural Evil (mystic). 450ft. d%: [26] = 26 | 94%.
      • Sense Life. 300ft.
      PPE: 159/159
      ISP: 234/260
      Psionic Crystal Armor MDC: 35/35 (Psi-FF(4/4): 70/70)
      MDC: 72/72
      MTB1_PPE: 180/180
      MTB2_PPE: 180/180
      MTB3_PPE: 180/180
      Saving Throw Bonuses
      +1 to all Saving Throws (via rune weapon Skorl)
      Coma/Death: +4%
      Magic (varies): +1
      Lethal Poison (14+): +1
      Non-Lethal Poison (16+): +1
      Insanity (12+): +1
      Psionics (10+): +1 (+2 Crystal Armor FF)
      +7 vs Possession
      +2 vs Despair
      +2 vs Horror Factor
      +2 vs Illusions
      +1 vs Poison and Disease
      Conditions
      • Enhanced Perception. 70.00 min. All senses +50%, +15% Perception, +1 strike, +2 parry/dodge, +10% skills relying on basic senses
      • Mind's Eye. 22.00 min. 86% Sense/interpret all directions. +3 init, +1 strike, +2 parry/dodge
      • Psionic Seeking (Bekk). 70.00 min. d%: [33] = 33 | 80% (130% w/ Enhanced Perception) find someone within 16 miles
      • Sixth Sense. 1 melee. +6 init, +2 parry, +3 dodge.
      Dark Lord wrote: Fri Feb 03, 2023 12:30 pmA wave of sadness washes through the room. The shrieking turns into screaming. And the transformations begin. A large portion of the UWW delegation begins to change- mostly the servants and support staff who came along but several of the delegates themselves- Sshira, Elba, and the dwarf seated next to Torvin (as well as Bekk, who is with Metri in her quarters).
      Prior to the wave of sadness, Metri's sixth sense warns him of impending danger. Uncertain of what it may be, the Yhabbayar quickly invokes magic to steel himself against incursions ((
      16 melees. -13 PPE. 50/50 MDC. +20 save vs magic, psionics and HF
      )).

      When the wave of sadness hits, Metri finds himself surprised at how impactful the emotion is, somehow triggering a physical transformation in the process. Flashes of what was described to him by the others who had to encounter waves of demons in the lower levels of the Center flit across his mind. No, please don't transform into a demon, Bekk. Metri hopes, but is immediately weaving additional magic on the likely-chance that his hopes are for naught. The Yhabbayar lays down a carpet of adhesion ((
      40.00 min. -5 PPE
      )) beneath Bekk, even as the dwarven diplomat transforms before his eyes into something else.

      Time to earn that mead Skorl, gently knock demon-Bekk on her backside onto the carpet of adhesion please. Metri thinks to the runic throwing hammer still marinating in the mug. On it! Skorl thinks back, animating with a flap of its wings and taking flight.

      Metri wraps himself in a shimmering suit of protective armor ((
      160.00 min. -23 PPE. 800 MDC. EBA. 1/2 damage cold, heat/fire/plasma. Flight at Mach One.
      )) before focusing his mind on scanning Bekk's surface thoughts ((
      16.00 min. -8 ISP. 500 ft probe. 1000 ft two-way communication.
      )) to try to glean some sort of insight into what exactly happened to her. And if there is some way to undo it.

      Lore: Demon/Monsters. d%: [1] = 1 | 75% <== recognize demon/monster, insight into how created, how to undo?

      Most likely, the Yhabbayar will sense that the path to violence is growing with each passing second. He will begin strengthening his mind and body further on the intention that he will need to wade into serious
      • Enhance Reflexes. 16.00 min. -10 ISP. +1 APM, +3 init, +2 strike, +2 parry/dodge, +2 PP, +15% all physical skills coordination/balance.
      • Fighting Spirit. 24 melees. -20 PPE. +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.
      • Superhuman Agility. 24 melees. -15 PPE. +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
      .

      During this time, should demon-Bekk somehow not be either held by the Carpet of Adhesion or knocked onto its back by Skorl, Metri will rely on the Cosmic Armor to absorb the blows while he focuses on preparing himself.

      Once finished, he will open a tridactyl hand, willing Skorl to return to it. "Remain here. Return shortly, I will." Metri kindly requests of demon-Bekk as the runic hammer flies back into the Yhabbayar's outstretched palm.

      Then, augmented with magical flight from his Cosmic Armor, Metri will leave the room ((closing the door behind him)) and zip his way toward Thraxus' room. Outside the door, Metri will loudly announce his presence. "Turned to demons, others have. To your defense, entering, I am!"

      Should the door not open normally (because it is locked from the other side), Metri will brandish Skorl as a 'key', first
      Strike: 1d20+18: [2]+18 = 20 . Damage: 1d6*10: [3]*10 = 30 MD
      the locking mechanism, then
      Strike: 1d20+18: [20]+18 = 38 . Damage: 1d6*10: [1]*10 = 10 MD
      the door once the locking mechanism is no longer functional.

      Bonus Action 1 (pre-sadness): Invulnerability (Metri). -13 PPE
      Bonus Action 2 (post-sadness, pre-transformation): Carpet of Adhesion (Bekk). -5 PPE
      Action 1: Cosmic Armor. 160.00 min. -23 PPE.
      Action 2: Telepathy: Superior. 16.00 min. -8 ISP. <== Scan surface demon-Bekk's surface thoughts.
      Action 3: Enhance Reflexes. 16.00 min. -10 ISP.
      Action 4: Fighting Spirit. 24 melees. -20 PPE.
      Action 5: Superhuman Agility. 24 melees. -15 PPE.
      Actions 6-9: Recall Skorl, talk, travel to Thraxus' room, more talk.

      Dodges (on the way to Thraxus' room): 1d20+27: [20]+27 = 47 , 1d20+27: [20]+27 = 47 , 1d20+27: [6]+27 = 33

      Skorl actions (once demon-Bekk is struck and adhered to carpet of adhesion, return to Metri):
      Action 1: Strike demon-Bekk: 1d20+4: [11]+4 = 15 . Damage: 1d6*10: [3]*10 = 30
      Action 2: Strike demon-Bekk: 1d20+4: [7]+4 = 11 . Damage: 1d6*10: [5]*10 = 50
      Action 3: Strike demon-Bekk: 1d20+4: [5]+4 = 9 . Damage: 1d6*10: [2]*10 = 20

      Contingency:
      If Metri arrives at Thraxus' room with action(s) to spare, grant Thraxus
      160.00 min. -23 PPE. 800 MDC. EBA. 1/2 damage cold, heat/fire/plasma. Flight at Mach One.
      User avatar
      Starchief
      Group Leader
      Posts: 548
      Joined: Thu Apr 09, 2009 8:38 am
      Location: Phase World PC (Adventurers)
      Contact:

      Re: [GA] Part Deux: Duuk Hunt!

      Post by Starchief »

      Perception: 1d100: [50] = 50 /62%
      JIC: 1d20: [14] = 14 / 1d100: [15] = 15

      Save vs Empathic Transmission (Anger) @ -4 vs 12: 1d20+4: [13]+4 = 17
      Save vs Magic @ -4: 1d20+7: [10]+7 = 17

      Starchief leaves the room with Sshira's gentle tentacles wrapped around his shoulder. A while later, he returns, hair disheveled, glitter displaced and brow moistened. "Achem. I require a beverage. Don't ask me about my voice." Downing a pint of whatever is handed to him, Starchief relaxes back into the festivities. Anyone paying attention will see him avoiding eye contact with Sshira.

      Between sips, he looks over and sees Bahki Lee start to squirm. Huh. Must've gotten bored and went to sleep. When the attendant makes Alison start to cry, Starchief starts to perk up. He didn't even… unless… Then the headaches start and the room joins into the cacophony. Andra. Pay attention! Something is happening!

      Starchief leaps up and draws his sword, ready to take on whatever invisible force is causing this mayhem. Watching as the crowd begins to turn, Starchief hollers out in a cracking and hoarse voice "The demon plague is upon us! Ghast, find who did this! Everyone else, let's show em how it's done!"

      When Exe makes his radio call about the Zembahk, Starchief looks around to see if he can locate it or if any of his teammates need his help.


      Initiative: 1d20+10: [13]+10 = 23
      APM: 10
      Free Action 1: Draw Champion.
      Free Action 2: Electrically charge fists.
      Action 1: Punch the closest demon. Strike: 1d20+9: [14]+9 = 23 . Damage: 4d6: [2, 1, 3, 4] = 10 MD
      Action 2: Punch the closest demon. Strike: 1d20+9: [16]+9 = 25 . Damage: 4d6: [4, 3, 2, 6] = 15 MD
      Action 3: Punch the closest demon. Strike: 1d20+9: [10]+9 = 19 . Damage: 4d6: [3, 3, 4, 3] = 13 MD
      Action 4: Slash the closet demon with Champion. Strike: 1d20+13: [8]+13 = 21 . Damage: 7d6: [2, 4, 5, 1, 6, 6, 5] = 29 MD
      Action 5: Slash the closet demon with Champion. Strike: 1d20+13: [5]+13 = 18 . Damage: 7d6: [3, 5, 1, 2, 3, 5, 6] = 25 MD
      Action 6: Slash the closet demon with Champion. Strike: 1d20+13: [10]+13 = 23 . Damage: 7d6: [6, 2, 3, 1, 3, 5, 4] = 24 MD
      Action 7: Punch the closest demon. Strike: 1d20+9: [13]+9 = 22 . Damage: 4d6: [1, 1, 2, 2] = 6 MD
      Action 8: Observe the battlefield, see who may need assistance.
      Actions 9-10: Reserved for Dodge/Move to assist teammember.

      Dodge: 1d20+12: [12]+12 = 24 1d20+12: [2]+12 = 14
      Auto-Dodge: 1d20+13: [3]+13 = 16 1d20+13: [2]+13 = 15 1d20+13: [16]+13 = 29 1d20+13: [7]+13 = 20 1d20+13: [10]+13 = 23 1d20+13: [15]+13 = 28 1d20+13: [13]+13 = 26 1d20+13: [3]+13 = 16 1d20+13: [19]+13 = 32 1d20+13: [14]+13 = 27
      Parry w/ Champion: 1d20+15: [12]+15 = 27 1d20+15: [19]+15 = 34 1d20+15: [12]+15 = 27 1d20+15: [7]+15 = 22 1d20+15: [6]+15 = 21 1d20+15: [13]+15 = 28 1d20+15: [17]+15 = 32 1d20+15: [4]+15 = 19 1d20+15: [8]+15 = 23 1d20+15: [15]+15 = 30
      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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      Chef Icky
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Chef Icky »

      Perception: 1d100<58: [40*] = 1
      A roll of 48 or less will spot the Zembahk and her helper making a break for the exit

      JIC: 1d20: [18] = 18 / 1d100: [44] = 44
      Save vs psionics to avoid empathic transmission: sorrow: 1d20: [9] = 9
      add +3 if this is considered a mind-controlling power; if no save, then 1d100<50: [97] = 0 chance that Icky just surrenders without a fight and is -2 to parry/dodge


      Initiative: 1d20+3: [20]+3 = 23 (Add +6 if Sixth Sense does indeed go off)
      APM: 8

      Conditions:
      - I.S.P.: 64/68
      - M.D.C.: 208/214

      The Felgercarb Hits the Turbine
      Icky spots Alison starting to have a bit of a breakdown and realizes that he probably needs to worry about bedtimes now. He tries to wrap things up with his warlock companion reasonably well, and while the main still maintains his emotionless demeanor there is a whisper of a hint of a smile as his eyes alight on Alison. ”It appears that you have other commitments. I shall not trouble you further, though I had hoped for an opportunity to meet your companions. Please extend to them my thanks as well when you get the chance.” He smiles slightly, and Icky feels a small shiver down the base of his spine. Something about this guy doesn’t feel right. But everyone’s favorite priest of Dionysus has a more important mission to deal with.
      Chef Icky wrote: Mon Jan 30, 2023 9:02 pm"Alright, Lil' Britches, ya ready ta call it an evenin'?"
      Tears flowing freely, Alison gives a solemn nod in between sniffles. Icky picks her up and heads for the exit.

      Starchief is the only one who notices the Zembahk stirring, but he doesn’t think much of it. Both Starchief and Icky notice the Zembahk’s attendant turn his gaze on Alison. A moment later, her crying reaches a fevered pitch and she starts screaming ”NO!!!! I WANT MY MOMMY! I WANT MY MOMMY!” With tears and volume increasing rapidly, Icky double-times it towards the exit. As Alisons shrieks get louder they take on an eerie, preternatural quality- seeming to enter your brains without passing through your ears and giving several of you mild headaches in the process. Matthew by this point is on his feet and saying something, but it is lost in the cacophony (anyone with enhanced hearing picks up Exe's warning about the Zembahk). Just when you think you can’t take any more the shrieks reach a fever pitch- and upwards of a dozen people around the room abruptly join in. In the guest quarters, Metri is shocked to see Bekk suddenly double over weeping, out of nowhere.

      A wave of sadness washes through the room. The shrieking turns into screaming. And the transformations begin. A large portion of the UWW delegation begins to change- mostly the servants and support staff who came along but several of the delegates themselves- Sshira, Elba, and the dwarf seated next to Torvin (as well as Bekk, who is with Metri in her quarters). Even a handful of the urqos are affected, though most simply flee screaming from the banquet hall. Icky’s already headed towards the exit, and his relief that Alison has stopped screaming has turned to horror as he looks down and sees that she has somehow sprouted a tail- with a very pointy blade at the end ((-6 MD Icky)). All told, close to 20 urqos (not counting Alison) have begun to shift into demonic forms and as they do so they fan out to attack anyone who hasn’t left the banquet- most of you, and Juan’s three relatives. From the screams you can here, this may not be limited to the banquet hall.
      Icky's danger sense starts stomping on his frontal lobe like it's trying to kill a dozen radroaches inside his head as he sees the Zembahk’s attendant turn his gaze on Alison, who promptly starts demonizing in his arm. "Aw, Feetal's Gizz no no no NO!" He growls out as he tries to fend off the wave of sadness in addition to the tail that's drawing bovine blood. As if the loss of everyone at the embassy and everyone in the lower level wasn't enough... you couldn't save so much as one little girl. They're all either dead or turned to demons -- and it's all your fault.

      The weight of sorrow from his past failures slows him down as he struggles to get the demonic toddler under control (especially that flailing bladed tail) while at the same time turning his attention to the Zembahk's assistant. You... you did this, somehow... the sorrow he feels starts mixing with another emotion: anger. "Oi, stick around fer da fun. I insist..." He mutters under his breath as he manifests a pair of magical nets flying off in their direction.

      He then turns his attention back to the girl-turned-demon squirming in his grasp. For a moment, he considers pulling the multitool from his Chef's Belt and lopping off that tail that's giving him trouble. No -- knowing my luck that'll kill her and there's enough red in my ledger already. With a feeling that he's going to regret this decision sooner rather than later, he tosses her up against the wall and casts another magical net to pin her in place. "C'mon, Ali-girl, fight it... fight it..." Icky pleads. "Don't make me do somethin' we'll both regret..."

      He sadly draws his pistol and turns back to the scene of carnage. Narrowing his focus to the Zembahk, its assistant, and that pain-in-the arse warlock who was giving him the stinkeye (because he's gotta deserve whatever he's gonna get regardless). "Ya frakkin' bastiches ruined one o' da best meals I've ever had, an' ya turned an innocent girl into a monster..." he growls as an armor spell shimmers around his body. "Dat puts arse-whoopin' on da menu. Let's rage."

      He launches himself at the nearest one of the three (assuming any of them are still in the room). If they've gone he gives chase after them, carving a path through any demons in the way. If he's lay hands on any of them, he'll grab their neck (or closest to it) with one hand and jam the barrel of his pistol in the other. "Alright, ya got 2 standard seconds ta undo what ya did or tell me how ta do it -- or else I swear ta D I'll blow off yer head an' whizz down yer neck-hole."

      Let's Get This Over With
      Combat notes:
      - Icky has a Horror Factor of 11 (just in case that should come into play)
      - Critical Strike on an unmodified roll of 18, 19, 20.
      - Automatic KO on natural 20 (boxing); victim remains unconscious for 1d6 melees.
      - Sixth Sense: +6 on initiative roll, +2 to parry, +3 to dodge: and the character cannot be surprised by a sneak attack from behind
      - P.P.E. used in post: 31

      Free Action #1 -- cast Magic Net at Zembahk. -7 PPE
      Free Action #2 -- cast Magic Net at Zembahk's assistant. -7 PPE
      1.) Toss Demon-Ali towards the wall
      2.) Cast Magic Net to pin Demon-Ali against the wall. -7 PPE, plus 1 EP to make it a critical hit.
      3.) Draw Pistol
      4.) Cast Armor of Ithan. -10 PPE
      5.) Charge nearest of the three (Zembahk/assistant/warlock) or give chase if they're getting away.
      6.) Grab nearest of the three or attack nearest demon between him and the three. Strike: 1d20+10: [13]+10 = 23 ; Damage (if punching a demon): 6d6: [4, 5, 3, 4, 6, 1] = 23 MD
      - If nothing is in punching range, shoot nearest target with pistol. Strike: 1d20+4: [9]+4 = 13 ; Damage: 2d6: [6, 5] = 11
      - If giving chase, continue giving chase and inflict Full Speed Running Ram on demon in his path. Use same strike roll as above, Damage: 12d6: [5, 2, 6, 4, 6, 4, 5, 6, 1, 1, 3, 1] = 44 MD plus it has a 50% chance of knocking opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes MD and is knocked off his feet, losing two melee attacks/actions and initiative.

      7.) Grab nearest of the three or attack nearest demon between him and the three. Strike: 1d20+10: [20]+10 = 30 ; Damage (if punching a demon): 6d6: [4, 2, 5, 5, 2, 2] = 20 MD
      - If nothing is in punching range, shoot nearest target with pistol. Strike: 1d20+4: [2]+4 = 6 ; Damage: 2d6: [2, 1] = 3
      - If he's successfully grabbed one, start squeezing (not enough to crush, but enough to press home the point he's serious) and threaten.
      - If giving chase, continue giving chase and inflict Full Speed Running Ram on demon in his path. Use same strike roll as above, Damage: 12d6: [1, 6, 2, 2, 3, 2, 2, 6, 1, 6, 4, 2] = 37 MD plus it has a 50% chance of knocking opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes MD and is knocked off his feet, losing two melee attacks/actions and initiative.

      8.) Grab nearest of the three or attack nearest demon between him and the three. Strike: 1d20+10: [16]+10 = 26 ; Damage (if punching a demon): 6d6: [3, 1, 6, 2, 6, 4] = 22 MD
      - If nothing is in punching range, shoot nearest target with pistol. Strike: 1d20+4: [2]+4 = 6 ; Damage: 2d6: [3, 4] = 7
      - If he's successfully grabbed one, keep squeezing (not enough to crush, but enough to press home the point he's serious) and threatening.
      - If giving chase, continue giving chase and inflict Full Speed Running Ram on demon in his path. Use same strike roll as above, Damage: 12d6: [3, 3, 3, 3, 6, 1, 1, 4, 2, 1, 6, 5] = 38 MD plus it has a 50% chance of knocking opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes MD and is knocked off his feet, losing two melee attacks/actions and initiative.

      Auto-Parries if needed (-2 for empathic sorrow; +2 for Sixth Sense): 1d20+13: [1]+13 = 14 , 1d20+13: [16]+13 = 29 , 1d20+13: [15]+13 = 28 , 1d20+13: [16]+13 = 29 , 1d20+13: [13]+13 = 26 , 1d20+13: [20]+13 = 33 , 1d20+13: [16]+13 = 29 , 1d20+13: [16]+13 = 29
      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] Part Deux: Duuk Hunt!

      Post by Dark Lord »

      Juan’s vast experience with dinner parties and special attunement to the vibe of the evening both serve to cut through the godling’s drunkenness (to an extent, anyway) and alert him to the danger. His and Joan’s auras both flare up in response, providing a brilliant counterpoint to the demonic transformations surrounding you. Communicating as only twins who share a psychic link can, each member of the duo understands their role; Juan to make a drunken spectacle out of himself (as usual) and draw the demons’ attention, and Joan to organize and evacuate all of the unaffected urqos. She is assisted in this task by the cousins Echo; Jeb and Peg have seen enough family shindigs go sideways that they are quick to respond to Joan’s commands. Peg heaves her bulk out of her seat and literally clears a path towards the exit, bowling over several demons in the process. Behind her, Jeb provides covering fire in the form of energy blasts all the while lamenting the waste of his culinary efforts. Rounding back to Juan he roars ”EVERY. TIME.” but he sounds at least a little happy, in addition to irate. In a matter of seconds, the pair will exit the room and lead any urqos they can pull along towards the citadel’s armory- and conveniently a very defensible location down one level and two hallways away. Behind them Thorsgil leaps atop the low table, activates a few magical tattoos, and begins laying into demons with a magical broadsword. ”HA! At last, a worthy fight! Classic demon swarm!” He looks like he’s having the most fun he’s had all night.

      In the guest wing, Exe heads immediately to Thraxus’ quarters while fighting the sinking feeling that something is wrong. He ghosts through the wall to find them… empty. Completely. But before Exe can snap back to his body Thraxus suddenly appears as if by magic, looking straight at your astral form. ”The boy. Wonderful. he sneers. ”A zembahk was just here. Astral form, same as you. Took one look and then vanished. I was invisible at the time but he might have been able to see through it. I take it we’re leaving, or have things already gone to hades?” Exe has a chance to respond, and then calls Corvus to come down and keep an eye out for Thraxus. When he’s ready, he pops back to his body to find the elemental guarding him and Matthew rushing after the Zembahk.

      Back at the high table, Torvin draws his blaster out of pure reflex and cries ”GORK? WHAT’RE YE DOIN’?” before his colleague-turned-demon jumps atop the dwarf. A few surprised blasts soften Gork up, and Juan moves in to finish the job with his clubs. After snapping the pair together and forming a staff, Juan promptly drops his weapon instead of delivering the coup-de-grace and he has to shame-facedly pick it up off the floor. I hope no-one else saw that. Fortunately Intar appears to be a fire warlock as he is able to dispatch Gork with a quick, muttered plasma blast. This has given Joan the time to gather up the unaffected urqos (mostly the native support staff; few of the UWW personnel are unaffected beyond the envoys themselves) and follow along after her cousins. She leaves with a touching Be careful that is more matronly than cautionary. Intar helps Torvin to his feet, and also head for the door with some occasional covering fire to aid the rest of you. As the warlock passes Icky and receives the ol’ stink eye, Intar protests his innocence. ”Do I look like this is going according to plan? I have to get to my ship!” Drok’Tar, who had been hyperventilating under a table up until now, takes this opportunity to dart out from under cover and race after Joan and company.

      Icky has bigger fish to fry. And oh, how they will fry. Already halfway to the exit with the goal of putting Allison down, he spots the Zembahk as soon as she/her assistant make a break for it. Immediately, the priest responds by hitting both of them with a magic net- the assistant drops Bahki Lee’s container and goes down, and for good measure Icky nets the worm for good measure. He then gently tosses Alison against the nearby wall even as she starts shrieking hysterically (and her tail lashing about wildly; -4 MD Icky) and pins her with a net too. But now, Icky can get into the thick of things- granting himself a suit of magical armor and drawing his pistol. The picture of a grieving, enraged parent couples with Icky’s animal magnetism to prompt the demons to think better of it, and seek other targets. Icky then charges across the banquet room intent on getting some answers out of the Zembahk. The hard way. Unfortunately, the Zembahk must have her own magic to work with- the net binding her assistant vanishes, and in an instant the man has scooped up his mistress (net and all) and is again heading out of the room. In response, Icky goes full warlock marine mode and charges after them, barreling down any demons unfortunate enough to get in his way. One demon does so and is crushed under foot, but otherwise Thorsgil is doing a decent job of keeping the exit clear. Already burdened by worry and heartbreak for his ward, Icky’s heart sinks further when he gets out into the hall and realizes… the assistant is outrunning him. If you don’t do something to slow him down he’ll get away. The good news is, the pair is heading in the opposite direction of Joan and the other civilians. The bad news is, they’re headed for the guest quarters. And Thraxus (assuming he did as he was told and stayed put). Worse yet even as Icky gives chase the Zembahk can still cast spells- a golden warrior made of pure magic energy materializes in the hallway and intercepts the minotaur only to get ground under foot and knocked over. The badly damaged warrior picks itself up and launches a few punches back but only one gets through Icky’s defense ((-9 MDC Icky)). Even so, while Icky is occupied the Zembahk fires off another spell- this one creating what looks to be a wall of wind blocking the corridor behind her and her spry little assistant.

      Starchief, who had been all smiles and basking in the afterglow of… something… promptly loses the feeling as he witnesses his lover transform into another demonic monstrosity. The warning from champion gets him on his feet and gets his sword drawn, and he barks an order to Ghast. Everyone else, the Seeronian super-soldier orders to form up. Brandishing Champion, Starchief begins lashing out at the nearest demon and wades into the thick of things, soon standing back-to-back with Thorsgil. Each of you slays three of the monsters. Thorsgil is laughing.

      Ghast started on the table, his psychic senses having screamed a warning and giving him time to prepare for battle. At Starchief’s command he alights on the Zembahk in time to see her and her assistant struggle free of Icky’s net and hoof it out the door. Icky’s following, but neither you nor he is fast enough to catch up in an all-out race. The big guy is also having to take a second to deal with some sort of magic construct, and to top it off there’s some kind of tornado blocking the hallway. And you could’ve sworn you saw the shimmer of a telekinetic field behind it, too. Ghast makes his own way to the entrance and starts trying to pelt the Zembahk with whatever objects come to mind- mostly the artwork and other decorations. Unfortunately Joan tidied the place up before company came, and the debris you’re able to pull on the other side of the wind wall impacts against an invisible force field also blocking the way. If that thing is as sturdy as the ones you’ve seen Kaedras use, it could take awhile to chip through it telekinetically.

      Back in the banquet hall Draggor has started yelling, and they begin to feel a Change. Fighting down a certain degree of conflictedness regarding the new tail, Draggor rushes to Starchief and tries to make him understand. Then they feel the rage start to take over, and they rush into the nearest pack of demons (though not before the tail gives Starchief a parting gift; -2 MDC Starchief). Working themselves up into a frenzy, Draggor tears the heads off of three demons in the press (and saves one of the civilians in the process) and they aren’t able to get much back through their defenses ((-9 MDC Draggor)). By and large, the party guests and servants seem to be turning into rather flimsy, tentacled things, and they’re noticeably slower than at least some of the creatures you fought on Center. While Thorsgil is still keeping two of the monsters busy, the remaining three split up to attack Starchief, Draggor, and Juan however they also appear largely ineffectual and are unable to breach your defenses (the one attacking Juan falls down). Meanwhile, Matthew has followed his master’s orders and prepares for battle. The angel summons a minor elemental to guard Exe’s body and then heads after the Zemahk with a useful little tracking spell. The angel gets into the hallway and casts a wall of stone to try and bar the Zembahk’s path but her counter-magic once again does its work and it crumbles almost as soon as it materializes. Now back in his body, Exe follows after and orders the mud mound to do the same.

      In Bekk’s quarters, Metri has a close encounter of his own. His psychic senses having warned him of the danger but not its nature the Yhabbayar has a chance to prepare his defenses- and when he sees what is happening to Bekk Metri fights his sadness as he prepares a solution to her as well. Wrapping the newly minted demon in a carpet of adhesion, not-Bekk is now firmly held in place. Merely stepping out of reach of her tentacles appears to be sufficient to prevent her from harming him, giving Metri a chance to complete his preparations and then reach into the creature’s mind. What he finds surprises and horrifies him- beneath the savage, animal bestiality governing thought and action he can sense her. Bekk is still there, cut off from everything- trapped in a formless void outside of time and space. She’s crying. And screaming.

      Metri pulls back in horror and revulsion, and studies the physical transformation to see what he can learn. There’s nothing about the demon that points to a specific genesis from Hades, Dyval, or any of the other chaos planes. You’d have to compare Bekk to some others to be sure, but according to your teammates the chaotic nature of these beings points toward stories you’ve heard about curses and rituals to induce transformation. Nothing terribly specific though. Skorl pipes up at the thought. Aye, ‘tis a curse if I’ve ever seen one. Lemme at it! We can purge this corruption from her together!. Regardless, Metri leaves Bekk and seeks Thraxus. He doesn’t get there in time to spy Exe’s astral form but he does get to the end of the guest wing in a matter of seconds. Metri opens the door and startles Thraxus, who immediately relaxes. ”Dammit! Sorry. Good to see you master Metri. That boy was just here; I trust he’s rallying the troops. I shall be guided by you in this matter- shall we stay or try to reach your vessel?”

      Then, two things happen that everyone notices. First, you all receive a high-priority transmission from Datephus (although it’s addressed to Starchief). ”PRIORITY ALERT: CAPTAIN DESIGNATE: STARCHIEF. DEMONIC LIFEFORMS HAVE EXITED THE WARLOCK DIPLOMATIC COURIER SHIP. DEFENSE SYSTEMS ARE CURRENTLY ENGAGED BUT WILL BE INSUFFICIENT TO PREVENT BOARDING ACTION. REQUEST PERMISSION TO CLOSE CARGO BAY DOORS AND/OR RAISE DEFENSIVE SHIELDS. PLEASE ADVISE. REPEAT, PRIORITY ALERT.” Second, shortly after the message, magic ripples throughout the citadel. The entire interior takes on a corrupted, demonic appearance mildly reminiscent of the armor Icky can call forth from his sword. The entire area radiates fear. Architecture takes on a disturbing biologic and gothic look- claws and bones and the like. Most people are also transformed- it doesn’t make much difference for the demons you’re fighting but there’s a danger of friendly fire now. And from the screams down the hall, the spell is causing the urqos to panic as well.

      Begin Round 2!

      Round 1 Summary and Current Status
      • PPE/ISP/etc. spent as intended. Don’t think anyone used any ammo.
      • Everyone, save vs. HF 17 and magic 17. If you fail the former you will be compelled to leave the citadel immediately. If you fail the latter, you will be transformed (illusion)! If you make a separate magic lore skill check you will identify this as the spell World Bizarre (BoM P. 126).
      • Icky: -13 MDC.
      • Starchief: -2 MDC.
      • Champion’s aura- anyone in the banquet hall with a good alignment gets +3 to strike and parry.
      • Wall of wind is in effect- see BoM P. 125. SN PS of 41 is required to push through. Make a magic lore skill check if you want to make use of in-game knowledge.
      • Icky, make an additional perception check at -10% next round. If you succeed, you notice that Alison’s tail is starting to cut through the magic net. The net will hold for the next two rounds of combat, on round four she will cut free.
      • Exe, when you activate telepathy once you can use it for the listed duration. You only have to re-up once it expires.
      • Thorsgil is currently engaged with two demons, neither of which will survive the next round. One is engaging each of Juan, Starchief, and Draggor.
      • If not stopped the Zembahk will reach the guest wing next round.
      Why kill a PC when you can torture their player?
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Exe »

      Perception: 1d100: [55] = 55 /39%
      JiC: 1d20: [7] = 7 / 1d100: [17] = 17

      Conditions: Sense Rifts [110 miles] | Res to Cold/Fire (1/2) | Bio-Regen 1d6*5/min | Sixth Sense [Active]

      MDC: 147/147 PPE: 282/282 ISP: 27/35
      | Telepathy | Astral Projection | Personal FF [110/110]

      Skills
      Trave IV: /109% (To talk to Thraxus quickly without tripping on his words to take as little time as possible/Conserve actions)

      Save v Magic: 1d20+6: [4]+6 = 10
      Save v HF: 1d20+10: [6]+10 = 16

      Post

      [Exe talking to Thraxus briefly]

      I've left an elemental to guard you. There are demons afoot. I am pursuing. Matthew communicates to Exe from afar.
      Snidey McSneererson wrote:”The boy. Wonderful." SNEER "A zembahk was just here. Astral form, same as you. Took one look and then vanished. I was invisible at the time but he might have been able to see through it. I take it we’re leaving, or have things already gone to hades?”
      Exe blinks at the sight of Thraxus and shakes his head. "You hid. Wonderful" Exe retorts with a roll of his eyes then shakes his head quickly. No time. No time. "Uh, yeah, gone to hades, yes, stay here for now, back up coming. Demons around, screaming not good. If we need too, Corus can get you to the ship. Gotta go." Exe explains as quickly as he can, possibly stumbling his words and then snaps back to his body. His familiar arriving seconds later.

      Thraxus may hear the click-clack of large talons outside his door as a large eagle shuffles in, ducking underneath the door and cawing at Thraxus playfully. Corus nods and tilts his head to Thraxus then moves closer to the window or balcony and waits, Corus's eyes darting to any sound it hears.

      [Snap back] - Current Combat Melee

      Exe shakes his head and sees utter chaos around him and a little mud mound dutifully standing watch next to him. Scolding himself for adhering to the dress code instead of dressing how HE wanted, Exe resigns to telepathically link with Starchief. Boss, Thraxus is alive and in his room. Corus is guarding him. Exe says to Starchief. I need to get a second radio away from the helmet... Exe sighs.

      The sight of the elemental standing guard is reassuring to the boy, moreso, perhaps, than his allies fighting around him. He taps the Elemental on the shoulder. "Take me to Matthew. We have to catch the Zembahk!" Exe tells his elemental then reaches back out to Matthew. We need it alive! Exe orders as he moves to catch up.

      Then the world changes and Exe blinks. "Pfft, maybe we don't." Exe mutters to himself after the structure changes to be more gothic. Exe shudders as he continues moving past the fighting and the screams. Just another nightmare. The teenager thinks through pursed lips until he hopefully catches up.

      If he catches up, Exe unclips his Crystal Paralyzer from his belt. Always keep a stunner. And will fire it at the assistant/Zembahk unless they are under the TK wall.

      Combat
      APM: 5
      Initiative: 1d20+5: [14]+5 = 19
      Auto-Dodge: 1d20+5: [12]+5 = 17 1d20+5: [18]+5 = 23 1d20+5: [15]+5 = 20 1d20+5: [2]+5 = 7 1d20+5: [20]+5 = 25

      A1: Telepathic Message to Starchief [-2 ISP]
      A2-3: Order Little Mud Mound, move to and communicate with Matthew.

      A4: Crystal Paralyzer. 8ISP Strike: 1d20+1: [13]+1 = 14 | Save v Lethal Poison or paralyzed for 1d4: [2] = 2 melees. (Fail of 5 or less requires a coma/death save)
      A5: Crystal Paralyzer. 8ISP Strike: 1d20+1: [6]+1 = 7 | Save v Lethal Poison or paralyzed for 1d4: [2] = 2 melees. (Fail of 5 or less requires a coma/death save)

      Little Mud Mound

      Conditions: M.D.C.: 230/230| Nightvision 600ft | See the Invisible | Doesn't Fatigue | Impervious to Cold/Heat/Poison/Disease damage |Magic Fire does half damage | Can ooze through cracks | Bio-regen 4d6 MDC per round |

      Post

      The Little Mud Mound, Sludge, will follow/lead Exe to Matthew and will only attack if either it or Exe is attacked. The Mud Mound will also pointedly tackle anything out of the way without much care until they get to Matthew.

      Combat

      APM: 3
      Initiative: 1d20+1: [15]+1 = 16
      Parries: 1d20+4: [12]+4 = 16 1d20+4: [14]+4 = 18 1d20+4: [1]+4 = 5

      A1: Reserved for striking/running. Strike: 1d20+2: [2]+2 = 4 | DMG: 4d6: [1, 6, 4, 3] = 14
      A1: Reserved for striking/running. Strike: 1d20+2: [5]+2 = 7 | DMG: 4d6: [1, 6, 4, 3] = 14
      A1: Reserved for striking/running. Strike: 1d20+2: [2]+2 = 4 | DMG: 4d6: [1, 6, 4, 3] = 14

      Matthew, the Ariel

      Perception: 1d100: [23] = 23 /25%
      JiC: 1d20: [8] = 8 1d100: [88] = 88

      Save v Magic: 1d20+6: [3]+6 = 9
      Save v HF: 1d20+10: [11]+10 = 21

      Conditions: HF/Awe -- 12 when he goes full force and sheds his ruse | Nightvision (200ft) | See the Invisible (Auto) | Magically understands all languages | Mind Block Auto Def triggered though he will drop it to maintain communication with Exe after it triggers

      Post

      The Ariel is perturbed at the dismissal of his magics. "It seems this evil needs to be put down." Matthew decides. That is until his master interrupts him. We need it alive! Exe orders and Matthew frowns but resigns and nods and will attempt to catch the Zembahk's aid.

      When the setting changes, Matthew furrows his brow. Illusion or transportation? The wizened ariel questions silently as he casts Negate Magic [30PPE] in an attempt to see if it is an illusion.

      Combat

      APM: 6
      Initiative:
      Parries: 1d20+6: [3]+6 = 9 | 1d20+6: [16]+6 = 22 | 1d20+6: [11]+6 = 17 | 1d20+6: [2]+6 = 8 | 1d20+6: [6]+6 = 12 | 1d20+6: [13]+6 = 19

      A1: Activates TK Force Field to enclose/trap the Zembahk and their runner. Dodge -6. 240ft | 60min | ISP 30 | 180 MDC
      A2: Will try again if they missed, all the while flying towards them to catch up (Fly Approx 95 MPH)
      A3: Attempts Negate Magic after building environment changes, towards the Zembahk.

      If they dodged the TK Force-fields, go in for strike against the assistant to stop them from running.
      A4: Strike with Psi-Greatsword. Strike: 1d20+8: [10]+8 = 18 | DMG: 1d6*10: [5]*10 = 50
      A5: Strike with Psi-Greatsword. Strike: 1d20+8: [16]+8 = 24 | DMG: 1d6*10: [2]*10 = 20

      If Zembahk is stuck inside the FF, will hold until the team/Exe catches up and kill any demons that approach, see above.

      Corus the Lightning Eagle

      JiC:

      Conditions: See the Invisible | See All Spectrums of Light | Nightvision 1,200 ft | Perfect vision (fine detail up to 3 miles) | Impervious to Electricity | Cold-based attacks do 1/2 DMG | Fire/Heat does 50% more | Bio-Regen 2d6/melee | Sense Storms (Normal and LL Storms within 1d4 minutes of arrival) | FF [110/110]

      Skills |
      Detect Ambush: 1d100: [12] = 12 /60% (Watch for signs of threats)

      Post

      Corus has started moving since his master's call, and arrives at Thraxus's room (ideally) shortly after Exe pops back. The large eagle will stand by the window or balcony and watch for any signs of danger. Corus is ready to fly Thraxus back to the ship at Exe's word or a threat emerges in the room. When Metri arrives, or if Metri is already there, Corus coos towards the small master and lowers its head.

      When the interior of the building changes, Corus is visibly startled and is motioning for Metri and Thraxus to get on his back so he can take off.

      Combat

      APM: 5
      Initiative: 1d20+3: [3]+3 = 6

      A1: Activate it's personal FF.
      A2-4: Corus remains steadfast and will evacuate with Thraxus/Metri on his back if required. Fly

      A#: Reserved for Dodge: 1d20+4: [11]+4 = 15
      Dice rolls
      1d100: [54] = 54
      4d6: [1, 4, 5, 4] = 14
      4d6: [1, 1, 2, 1] = 5
      1d20+6: [2]+6 = 8
      1d20+2: [1]+2 = 3
      Please Do Not PM This Account, PM Underguard Instead

      Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
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      Metri
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Metri »

      -----------------------------------
      Perception: d%: [68] = 68 | 82%
      JIC: 1d20: [1] = 1 | d%: [13] = 13 %
      Initiative. 1d20+13: [14]+13 = 27
      APM: 9
      Save vs HF (17+): 1d20+22: [3]+22 = 25
      Save vs magic (17+): 1d20+21: [3]+21 = 24
      -----------------------------------
      Character Sheet
      • Radiate their Nature. Psychics: 100ft. Non-psychics: 12 ft.
      • Sense Supernatural Evil and Magical Energy (3rd eye). 900ft (no-magic). 1900ft (if magic used).
        • Base (detect & ID creature): d%: [73] = 73 | 86%.
        • Track by psychic scent: d%: [56] = 56 | 95%.
      • Sense Supernatural Evil (mystic). 500ft. d%: [56] = 56 | 94%.
      • Sense Life. 325ft.
      PPE: 153/171
      ISP: 231/275
      Psionic Crystal Armor MDC: 35/35 (Psi-FF(4/4): 70/70)
      MDC: 73/73
      MTB1_PPE: 157/180
      MTB2_PPE: 160/180
      MTB3_PPE: 157/180
      Saving Throw Bonuses
      +1 to all Saving Throws (via rune weapon Skorl)
      Coma/Death: +4%
      Magic (varies): +1
      Lethal Poison (14+): +1
      Non-Lethal Poison (16+): +1
      Insanity (12+): +1
      Psionics (10+): +1 (+2 Crystal Armor FF)
      +7 vs Possession
      +2 vs Despair
      +2 vs Horror Factor
      +2 vs Illusions
      +1 vs Poison and Disease
      Conditions
      • Enhanced Perception. 69.75 min. All senses +50%, +15% Perception, +1 strike, +2 parry/dodge, +10% skills relying on basic senses
      • Mind's Eye. 21.75 min. 86% Sense/interpret all directions. +3 init, +1 strike, +2 parry/dodge
      • Psionic Seeking (Bekk). 69.75 min. d%: [33] = 33 | 80% (130% w/ Enhanced Perception) find someone within 16 miles
      • Invulnerability. 15 melees. 50/50 MDC. +20 save vs magic, psionics and HF
      • Carpet of Adhesion. (Bekk) 39.75 min.
      • Cosmic Armor. 159.75 min. 800/800 MDC. EBA. 1/2 damage cold, heat/fire/plasma. Flight at Mach One.
      • Telepathy: Superior. 15.75 min. 500 ft probe. 1000 ft two-way communication.
      • Enhance Reflexes. 15.75 min. +1 APM, +3 init, +2 strike, +2 parry/dodge, +2 PP, +15% all physical skills coordination/balance.
      • Fighting Spirit. 23 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.
      • Superhuman Agility. 23 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
      Dark Lord wrote: Sun Feb 12, 2023 3:09 pmMetri pulls back in horror and revulsion, and studies the physical transformation to see what he can learn. There’s nothing about the demon that points to a specific genesis from Hades, Dyval, or any of the other chaos planes. You’d have to compare Bekk to some others to be sure, but according to your teammates the chaotic nature of these beings points toward stories you’ve heard about curses and rituals to induce transformation. Nothing terribly specific though. Skorl pipes up at the thought. Aye, ‘tis a curse if I’ve ever seen one. Lemme at it! We can purge this corruption from her together!.
      Realizing the importance of sharing with the others that the original individuals' essences are still there, buried beneath the demonic transformation, Metri keys his mic. "Cursed, a physical transformation each demon is. Still there, trapped, the victims are. Practice restraint. Save them, not destroy them, we must!"
      Dark Lord wrote: Sun Feb 12, 2023 3:09 pm”Dammit! Sorry. Good to see you master Metri. That boy was just here; I trust he’s rallying the troops. I shall be guided by you in this matter- shall we stay or try to reach your vessel?”
      Setting his hands on Thraxus, Metri immediately starts spell-casting protective magics for the godling ((Invulnerability, Cosmic Armor)). "Some protective magics. In the banquet hall, the others are. A brief stop to try to reverse the transformation curse, then return to them we will." the Yhabbayar explains.

      And we will follow your lead at that point. Show us how to purge the corruption.

      Haven't performed it in an age, but it'll be like riding a pegasus!


      Action 1:
      [*]Invulnerability. 16 melees. 50/50 MDC. +20 save vs magic, psionics and HF
      (Thraxus). -13 PPE.
      Action 2:
      [*]Cosmic Armor. 160.00 min. 900/900 MDC. EBA. 1/2 damage cold, heat/fire/plasma. Flight at Mach One.
      (Thraxus). 160.00 min. -23 PPE.
      Actions 3-9: Contingencies. Ideally, return to Bekk's room and try to reverse curse. If encounter Zembahk, attack. Otherwise, expedite way back to Bekk's room.

      Dodges (on the way back to Bekk's room): 1d20+27: [17]+27 = 44 , 1d20+27: [15]+27 = 42 , 1d20+27: [20]+27 = 47 , 1d20+27: [19]+27 = 46 , 1d20+27: [8]+27 = 35 , 1d20+27: [5]+27 = 32 , 1d20+27: [9]+27 = 36

      Contingencies:
      • If Metri and Thraxus make it back to Bekk's room without being spotted by Zembahk and assistant, begin whatever procedure Skorl thought he could do to uncurse the corruption.
      • If Metri and Thraxus are intercepted by the Zembahk and assistant, attack the Zembahk ((aggressiveness in response to "Stop the Zembahk" radio message, flying at Mach 1)) with Skorl, ideally called strikes to eye, to keep the Zembahk off-balance and unable to cast.
        • Called Strike Zembahk's eye with Skorl: 1d20+18: [19]+18 = 37 . Damage: 1d6*10: [1]*10 = 10 MD
        • Called Strike Zembahk's eye with Skorl: 1d20+18: [8]+18 = 26 . Damage: 1d6*10: [1]*10 = 10 MD
        • Called Strike Zembahk's eye with Skorl: 1d20+18: [1]+18 = 19 . Damage: 1d6*10: [3]*10 = 30 MD
        • Called Strike Zembahk's eye with Skorl: 1d20+18: [9]+18 = 27 . Damage: 1d6*10: [1]*10 = 10 MD
        • Called Strike Zembahk's eye with Skorl: 1d20+18: [8]+18 = 26 . Damage: 1d6*10: [3]*10 = 30 MD
        • Called Strike Zembahk's eye with Skorl: 1d20+18: [9]+18 = 27 . Damage: 1d6*10: [3]*10 = 30 MD
      User avatar
      Juan Echo
      Posts: 281
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Juan Echo »

      Perception (33%) 1d100<33: [82] = 0
      JiC 1d20: [1] = 1 / 1d100: [35] = 35

      Armor
      Energy Aura 140/140 M.D.C.
      Black and white pleather suit
      Black and white oxford shoes
      HPC bracelet

      Weapons
      Magical staff with the Rings of Sha Los

      Effects
      Empathic transmission: sad (1 turn)
      Drunk: -2 APM; -8 to initiative and all combat rolls
      Save vs Horror Factor 1d20+3>17: [12]+3 = 15
      Save vs Magic 1d20+3>17: [12]+3 = 15

      Combat
      APM: 5
      Initiative 1d20-2: [3]-2 = 1
      1. Strike demon with magical staff 1d20+1: [6]+1 = 7 / damage 11d6+2: [1, 5, 4, 1, 1, 2, 5, 2, 3, 1, 3]+2 = 30 M.D.C. / dodge 1d20: [16] = 16
      2. Strike demon with magical staff 1d20+1: [8]+1 = 9 / damage 11d6+2: [4, 1, 3, 4, 2, 3, 6, 3, 6, 4, 1]+2 = 39 M.D.C. / dodge 1d20: [2] = 2 (How drunk is Juan?)
      3. Flee the tower, reserved for dodge 1d20: [8] = 8
      4. Still fleeing 1d20: [5] = 5 (this is also reserved for dodge, forgot to type that before rolling the dice)
      5. Couldn't we flee out of a smaller banquet (like maybe from a lesser deity's house that is far more worth trashing than Juan's?) 1d20: [16] = 16 (another reserved dodge roll)

      In the midst of the chaos in the banquet, Juan continues to drunkenly and forlornly swing his magical staff. Normally, a drunken brawl ending dinner would be a fun time had by all, but the Echo twins get a strong (and external sense) that this is not one of those times. It's my party, and I'll flail if I want to. The Wanderer sidesteps on attack while knocking over a chair with the back of his staff, which he then promptly trips over..

      Whether or not he's subdued the dwarf ambassador that turned into a demon, Juan feels the urge to retreat right away. He rolls over the table like he is a mall cop and dashes of the dais. This is worse than if the God's of the Planet Mama. If that happened we'd want to get everyone to a shelter now. With a quick glance, Juan surveys the truth of that thought. Are more guests turning into demons? He can't even see Jeb or Peg in the mix. I mean, Peg already was kinda a demon... And then he feels it too. His red stony hands give way to dull blue scales. Am I transforming? But I don't feel like a demon. Is this what it felt like for the urqos too?

      And then when things couldn't get any worse:
      Datephus wrote:"PRIORITY ALERT: CAPTAIN DESIGNATE: STARCHIEF. DEMONIC LIFEFORMS HAVE EXITED THE WARLOCK DIPLOMATIC COURIER SHIP. DEFENSE SYSTEMS ARE CURRENTLY ENGAGED BUT WILL BE INSUFFICIENT TO PREVENT BOARDING ACTION. REQUEST PERMISSION TO CLOSE CARGO BAY DOORS AND/OR RAISE DEFENSIVE SHIELDS. PLEASE ADVISE. REPEAT, PRIORITY ALERT"
      If Starchief doesn't reply to this then Juan uses the radio in his HPC to shout, "Raise all shields and close all doors!" If he can recognize any of his teammates in the melee Juan will shout to them. "We must get to the ship immediately!"
      Last edited by Juan Echo on Wed Feb 15, 2023 10:05 am, edited 8 times in total.
      Status: Juan Echo
      M.D.C.: 300 | P.P.E.: 50 | I.S.P.:82
      May the rest of the Yayamama Pantheon have mercy on our SOULS!
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      Ghast
      Posts: 80
      Joined: Thu Jan 28, 2021 7:31 pm

      Re: [GA] Part Deux: Duuk Hunt!

      Post by Ghast »

      Perception: 1d100: [41] = 41 /52%
      Just in Case: 1d20: [9] = 9 ; 1d100: [60] = 60
      Conditions: Sixth Sense (Inactive), Psi-Dagger (24:45 Minutes), Psychic Body Field (9:45 minutes), Impervious to Bio-Manipulation (19:45 Minutes), Telekinesis: Super (200 lbs Max; 9:45 minutes), Enhance Reflexes (10:00 minutes)
      H.P.: 27/22
      S.D.C.: 70/70
      I.S.P.: 239/153
      Current Outfit: Clothes (White Dress Shirt, Black Dress Pants, Black Vest, Black Long Coat, Dress Shoes), Red Scarf, Weapon Harness.
      Weapons & Armor
      Armor: Psychic Body Field 50/50
      Weapons: NE-4 Plasma Cartridge Pistol Ammo: 10/10
      Slicer GR-Gun Ammo: 12/12


      Save vs Magic (??) EP Crit!
      Save vs Horror Factor (17+) EP Crit!

      Initiative: 1d20+6: [8]+6 = 14
      Number of Actions: 8

      Action One: Running towards the Zembahk (56'/action.),Prime Wilk's Blinder Grenade
      Action Two: Continue running towards the Zembahk (56'/action.), Use Super TK to hurl it in front of the Zembahk. (Range: up to 500 feet) (Strike: 1d20+3: [11]+3 = 14 ; Damage: None; blindness effects for 1d4: [4] = 4 melees.)
      Action Three: Continue running towards the Zembahk (56'/action.), Use Super TK to grab a rug to smother the Zembahk. (Strike: 1d20+3: [9]+3 = 12 ; Damage: None.)
      Action Four: Continue running towards the Zembahk (56'/action.), activate
      I.S.P.: 10, Range: Self, Duration: Two minutes per level of experience.
      When a psychic uses this ability, he greatly enhances his mind-body connection, hand-eye coordination, and reaction time. This power allows the psychic to be more agile and aware of his body. For the duration that this power is in use, the psychic gains the following bonuses: +1 attack per melee, +3 on 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.

      Action Five: Continue running towards the Zembahk (49'/action.), Continue to hinder the creature with rugs and other smothering items. (Strike: 1d20+3: [3]+3 = 6 ; Damage none.)
      Action Six: Continue running towards the Zembahk (49'/action.), Continue to hinder the creature with rugs and other smothering items. (Strike: 1d20+3: [6]+3 = 9 ; Damage none.)
      Action Seven: Continue running towards the Zembahk (49'/action.), Continue to hinder the creature with rugs and other smothering items. (Strike: 1d20+3: [1]+3 = 4 ; Damage none.)
      Action Eight: Continue running towards the Zembahk (49'/action.), Continue to hinder the creature with rugs and other smothering items. (Strike: 1d20+3: [10]+3 = 13 ; Damage none.)

      Parries as needed: 1d20+12: [19]+12 = 31 , 1d20+12: [7]+12 = 19 , 1d20+12: [8]+12 = 20 , 1d20+12: [8]+12 = 20 , 1d20+14: [11]+14 = 25 , 1d20+14: [17]+14 = 31 , 1d20+14: [11]+14 = 25 , 1d20+14: [13]+14 = 27 . Enhance Reflexes, Psi-Dagger.
      Dodges (vs Unparryable Attacks): 1d20+9: [2]+9 = 11 , 1d20+9: [15]+9 = 24 , 1d20+9: [16]+9 = 25 , 1d20+9: [5]+9 = 14 , 1d20+11: [17]+11 = 28 , 1d20+11: [15]+11 = 26 , 1d20+11: [3]+11 = 14 , 1d20+11: [13]+11 = 24 . Enhance Reflexes

      Contingencies:
      • If Ghast is able to catch up to the Zembahk, he will attempt to Disorient it with
        I.S.P.: Varies. Double the I.S.P. cost if the attack is cast as a purely mental attack up to 10 feet away, Range: Touch or 10 feet, Duration : Varies, Saving Throw: Standard.
        The Neuro-Touch causes a neurological disruption to the brain with several possible results.
        Disorientation: 12 I. S.P. : A sudden shock to the system causes the victim' s vision to blur and he feels disoriented: -3 on initiative, strike, parry, dodge, and roll with impact. Speed is reduced by 50% and the character loses one melee attack/action. Lasts one melee round per level of the Mind Bleeder.
        . (Strike: 1d20+4: [7]+4 = 11 )


      Ghast is laughs loudly as he runs after the pair. Forcefields, magic, psionics, the thrill of the hunt, the wish for the kill! Ghast thinks as he runs. He grits his teeth versus the warping reality, ignoring the changes that are beginning to form at the corner of his vision. "My prey!" Ghast yells as he continues forward, priming a gimmick grenade from the stores, Ghast times the throw and uses his mind to hurl it hundreds of feet ahead of him. Ghast's vision darts too and fro as he dodges combatants and fleeing people. A rug! Ghast uses his mind to scoop it up to throw over the fleeing Zembahk. That may slow him down a little. Ghast thinks with a laugh.

      Ghast opens channels in his mind, unlocking the true potential of man to overcome limitations, enhancing his reflexes to supernatural levels. Again the assassin laughs, as he keeps running. Ghast continues to hurl things to hinder the creatures flight, all the while moving quickly towards his prey.
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      Talon
      Posts: 9
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Talon »

      Perception: 1d100: [28] = 28 /42%
      JIC: 1d20: [3] = 3 ; 1d100: [16] = 16
      Active Effects:

      Talon, fresh off the trail of bounties in the boonies, makes his way to the landing pad and home of this Joan Echo. Man this better work. 9k credits. Ugh definitely going to need more for passage. Going to have to work for this one... The gentle wind give Talon pause for a moment as his mind flickers to his late family. "Keep moving." Talon tells himself, as with great effort he takes another step, and another. Each step a little easier then the last. That's more like it. Ok. So work with them. People always need to find other people. For some reason there is always someone who needs to be found. And I'm one of the best around in that department.

      As Talon nears the platforms he tilts his head. Those look odd. I guess they are starships. Never saw many of them on Seeron...Wait what is that? Talon comes up short as the creatures pour from one of the ships. Is that lightning. If they don't do more they'll be overrun. Talon Taps his FF on, levitates and dashes forward while he quickly switches his radio to a wide, open radio frequency so the ship, and just about everyone else in the area, should receive his radio signal. "Hey, Ship with the lightning, you need to get airborne or your going to be overrun!" Talon retrieves two of his blinding grenades. He tosses them into the hoard as he approaches. Talon lands at the boarding ramp, or access hatch where the creatures are attempting to gain access to the ship. They are not keeping me on this rock any longer then is needed. Talon hovers a few inches off the platform. As the first creature comes at him he slides under an out stretched arm gliding above the ground Talon spins with the creature on his back and flips it back into the crowd below the ramp. What am I doing? Talon holds his ground and tosses or dodges those who seem determined to get on the ship.

      Combat:
      APM: 7

      Init: 1d20+4: [2]+4 = 6

      Action 1: Turn FF on
      Action 2: Fly towards and radio the lightning ship
      Action 3: Draw 2 Blinder Grenades
      Action 4: Throw Grenade In middle of creature hoard. Strike: 1d20+4: [16]+4 = 20 ; 30' AoE blindness effects for 1d4: [2] = 2 melees.
      Action 5: Throw grenade In rear edge of creature hoard. Strike: 1d20+4: [6]+4 = 10 ; 30' AoE blindness effects for 1d4: [4] = 4 melees.
      Action 6: Fly to boarding ramp or access hatch where creatures are attempting to board, draw Neural mace.
      Action 7: Body Flip Throw Nearest creature off the ramp: 1d20+4: [18]+4 = 22 /Damage: 1d6*10: [5]*10 = 50

      Auto-Body Flip/Throw (Replaces Auto-Parry): 1d20+4: [15]+4 = 19 /Damage: 1d6*10: [3]*10 = 30 ;
      1d20+4: [10]+4 = 14 /Damage: 1d6*10: [3]*10 = 30 ;
      1d20+4: [13]+4 = 17 /Damage: 1d6*10: [2]*10 = 20 ;
      1d20+4: [10]+4 = 14 /Damage: 1d6*10: [3]*10 = 30 ;
      1d20+4: [8]+4 = 12 /Damage: 1d6*10: [6]*10 = 60 ;
      1d20+4: [12]+4 = 16 /Damage: 1d6*10: [1]*10 = 10 ;

      Auto-Dodge: 1d20+1: [5]+1 = 6 ; 1d20+1: [20]+1 = 21 ; 1d20+1: [14]+1 = 15 ; 1d20+1: [13]+1 = 14 ; 1d20+1: [17]+1 = 18 ; 1d20+1: [19]+1 = 20 ;

      Contingency:
      -If Talon is in danger of being overwhelmed he will take to the sky to continue to harass the creatures.
      Talon

      Personal MDC: 145
      SDC: 102 (For Non-MDC Worlds Only)
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      Chef Icky
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Chef Icky »

      Perception: 1d100<58: [27*] = 1
      A roll of 48 or less will notice that Alison’s tail is starting to cut through the magic net. The net will hold for the next two rounds of combat, on round four she will cut free

      JIC: 1d20: [11] = 11 / 1d100: [87] = 87
      Save vs HF 17 to avoid being compelled to leave the citadel immediately: 1d20+2: [12]+2 = 14
      Save vs magic 17 to void being 'transformed' into something much less sexy: 1d20+10: [6]+10 = 16

      Initiative: 1d20+3: [19]+3 = 22
      APM: 8

      Conditions:
      - I.S.P.: 64/68
      - P.P.E.: 83/114
      - Bodily M.D.C.: 204/214
      - Armor of Ithan M.D.C.: 51/60; 23 rounds remaining

      Shenanigans. Shenanigans Aplenty.
      Dark Lord wrote: Sun Feb 12, 2023 3:09 pmIcky has bigger fish to fry. And oh, how they will fry. Already halfway to the exit with the goal of putting Allison down, he spots the Zembahk as soon as she/her assistant make a break for it. Immediately, the priest responds by hitting both of them with a magic net- the assistant drops Bahki Lee’s container and goes down, and for good measure Icky nets the worm for good measure. He then gently tosses Alison against the nearby wall even as she starts shrieking hysterically (and her tail lashing about wildly; -4 MD Icky) and pins her with a net too. But now, Icky can get into the thick of things- granting himself a suit of magical armor and drawing his pistol. The picture of a grieving, enraged parent couples with Icky’s animal magnetism to prompt the demons to think better of it, and seek other targets. Icky then charges across the banquet room intent on getting some answers out of the Zembahk. The hard way. Unfortunately, the Zembahk must have her own magic to work with- the net binding her assistant vanishes, and in an instant the man has scooped up his mistress (net and all) and is again heading out of the room. In response, Icky goes full warlock marine mode and charges after them, barreling down any demons unfortunate enough to get in his way. One demon does so and is crushed under foot, but otherwise Thorsgil is doing a decent job of keeping the exit clear. Already burdened by worry and heartbreak for his ward, Icky’s heart sinks further when he gets out into the hall and realizes… the assistant is outrunning him. If you don’t do something to slow him down he’ll get away. The good news is, the pair is heading in the opposite direction of Joan and the other civilians. The bad news is, they’re headed for the guest quarters. And Thraxus (assuming he did as he was told and stayed put). Worse yet even as Icky gives chase the Zembahk can still cast spells- a golden warrior made of pure magic energy materializes in the hallway and intercepts the minotaur only to get ground under foot and knocked over. The badly damaged warrior picks itself up and launches a few punches back but only one gets through Icky’s defense ((-9 MDC Icky)). Even so, while Icky is occupied the Zembahk fires off another spell- this one creating what looks to be a wall of wind blocking the corridor behind her and her spry little assistant.

      ((Insert a bunch of felgercarb that likely escapes Icky's notice anyway...))

      Then, two things happen that everyone notices. First, you all receive a high-priority transmission from Datephus (although it’s addressed to Starchief). ”PRIORITY ALERT: CAPTAIN DESIGNATE: STARCHIEF. DEMONIC LIFEFORMS HAVE EXITED THE WARLOCK DIPLOMATIC COURIER SHIP. DEFENSE SYSTEMS ARE CURRENTLY ENGAGED BUT WILL BE INSUFFICIENT TO PREVENT BOARDING ACTION. REQUEST PERMISSION TO CLOSE CARGO BAY DOORS AND/OR RAISE DEFENSIVE SHIELDS. PLEASE ADVISE. REPEAT, PRIORITY ALERT.” Second, shortly after the message, magic ripples throughout the citadel. The entire interior takes on a corrupted, demonic appearance mildly reminiscent of the armor Icky can call forth from his sword. The entire area radiates fear. Architecture takes on a disturbing biologic and gothic look- claws and bones and the like. Most people are also transformed- it doesn’t make much difference for the demons you’re fighting but there’s a danger of friendly fire now. And from the screams down the hall, the spell is causing the urqos to panic as well.

      Icky notices his demonic toddler ward starting to cut through her magic net, but that seems to be a secondary concern as he looks down at his massive body and finds himself turning into a demonic monster himself. That realization seems to be the proverbial straw that breaks the minotaur’s back -- or rather, his mind. The normally calm, cool, and collected former Marine cannot shake loose the flood of horrified panic that clouds his mind. Must get out! Must get out! MUST GET OUT!!!!!

      Unfortunately, his way out is blocked by a magical construct. Must get out! Must get out! MUST GET OUT!!!!!

      He throws himself at the construct, raining blows down upon it in his exit strategy frenzy. “Must get out! Must get out! MUST GET OUT!!!!!

      Well... Crap.
      Combat notes:
      - Icky has a Horror Factor of 11 (just in case that should come into play)
      - Critical Strike on an unmodified roll of 18, 19, 20.
      - Automatic KO on natural 20 (boxing); victim remains unconscious for 1d6 melees.

      1.) Punch Construct. Strike: 1d20+10: [17]+10 = 27 ; Damage: 6d6: [4, 6, 3, 3, 4, 1] = 21 MD
      2.) Punch Construct. Strike: 1d20+10: [14]+10 = 24 ; Damage: 6d6: [1, 1, 3, 4, 2, 1] = 12 MD
      3.) Punch Construct. Strike: 1d20+10: [7]+10 = 17 ; Damage: 6d6: [1, 2, 2, 1, 3, 4] = 13 MD
      4.) Punch Construct. Strike: 1d20+10: [19]+10 = 29 ; Damage: 6d6: [5, 4, 1, 3, 2, 2] = 17 MD
      5.) Punch Construct. Strike: 1d20+10: [3]+10 = 13 ; Damage: 6d6: [5, 3, 4, 6, 5, 3] = 26 MD
      6.) Punch Construct. Strike: 1d20+10: [19]+10 = 29 ; Damage: 6d6: [3, 3, 6, 6, 4, 5] = 27 MD
      7.) Punch Construct. Strike: 1d20+10: [1]+10 = 11 ; Damage: 6d6: [1, 2, 1, 3, 2, 3] = 12 MD
      8.) Punch Construct. Strike: 1d20+10: [2]+10 = 12 ; Damage: 6d6: [1, 3, 6, 2, 6, 4] = 22 MD

      If Icky downs the construct, he'll keep running for the exit -- oblivious to the wall of tornado winds blocking his way if it is indeed blocking his way.

      Auto-Parries if needed (-2 for empathic sorrow if still active): 1d20+13: [4]+13 = 17 , 1d20+13: [5]+13 = 18 , 1d20+13: [16]+13 = 29 , 1d20+13: [13]+13 = 26 , 1d20+13: [10]+13 = 23 , 1d20+13: [1]+13 = 14 , 1d20+13: [10]+13 = 23 , 1d20+13: [9]+13 = 22
      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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      Draggor
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Draggor »

      WIP

      Perception: 1d100: [10] = 10 | 27%
      JIC: 1d20: 1d20: [15] = 15 | 1d100: [86] = 86

      Save vs HF 17 1d20+10: [5]+10 = 15 to flee the citadel
      Save vs Magic 17 1d20+3: [18]+3 = 21 to illusion transform (how much different is that for Draggor anyway?)


      MDC: 1,693/1,694
      Super Regeneration (HU:PU3p99): 2d6: [2, 6] = 8

      Post
      RIP AND TEAR! RIP AND TEAR!

      As Draggor makes paste of the demons before them, the rage flame burns white hot inside, unsatiated and amplified as there is one more to dispatch.
      First, you all receive a high-priority transmission from Datephus (although it’s addressed to Starchief). ”PRIORITY ALERT: CAPTAIN DESIGNATE: STARCHIEF. DEMONIC LIFEFORMS HAVE EXITED THE WARLOCK DIPLOMATIC COURIER SHIP. DEFENSE SYSTEMS ARE CURRENTLY ENGAGED BUT WILL BE INSUFFICIENT TO PREVENT BOARDING ACTION. REQUEST PERMISSION TO CLOSE CARGO BAY DOORS AND/OR RAISE DEFENSIVE SHIELDS. PLEASE ADVISE. REPEAT, PRIORITY ALERT.”
      "OUR HOME!" The wrathful path of the monster changes, and seems clear: the remaining demon is inconsequential, a mosquito bite at most. The Zembahk is responsible, and is going to get away with it! "THEY WILL PAY!" The raging beast turns their back on the demons in the banquet all and heads for the exit, not in any kind of prowl like they usually do, but a full on sprint, not unlike Icky's charge, only to have a wrench thrown into that plan as well when the next wave of transformations hit.

      Every ounce of Draggor's life in the Three Galaxies has been some action to refute where they came from: the endless cycles of violence, and wasting away due to a primal urge to unmake everything. Then, in an instant, the world around them morphs into a version of that grotesque foundation, confronted with everything they have been trying to avoid. "No... not again!" CALL OF THE ELDERSSSSS

      They were already headed towards the exit, but now the desire has changed: get away from everything the monster once was, and in many ways still is. Out the hall and on the same path as the Zembahk, using their full force to destroy anything in their path, illusory transformed mortals, actual demons, or a wind wall: If they have any chance at keeping a shred of autonomous sentience, they MUST get out of here.


      Combat
      APM: 7
      Initiative: 1d20+4: [4]+4 = 8

      Draggor's sole intent is to leave the Citadel, but since that rage is still going on, anything in their way will be fought. Use any/all of the attacks as necessary to do that. As for the Wind Wall, Draggor has SN PS 41 and will push through for however many actions that takes, even if they are also being attacked at the same time. Should there be any remaining actions, they continue to flee, and will dispatch obstacles accordingly

      1) Punch, claw, rend, and otherwise destroy by hand 1d20+7: [7]+7 = 14 / Damage 6d6: [6, 5, 3, 1, 3, 5] = 23
      2) Punch, claw, rend, and otherwise destroy by hand 1d20+7: [18]+7 = 25 / Damage 6d6: [5, 6, 3, 5, 6, 3] = 28
      3) Punch, claw, rend, and otherwise destroy by hand 1d20+7: [20]+7 = 27 (Nat 20, crit)/ Damage 6d6: [6, 6, 3, 2, 5, 1] = 23 * 2 = 46
      4) Punch, claw, rend, and otherwise destroy by hand 1d20+7: [2]+7 = 9 / Damage 6d6: [3, 5, 4, 5, 3, 3] = 23
      5) Punch, claw, rend, and otherwise destroy by hand 1d20+7: [14]+7 = 21 / Damage 6d6: [1, 2, 6, 5, 2, 5] = 21
      6) Punch, claw, rend, and otherwise destroy by hand 1d20+7: [16]+7 = 23 / Damage 6d6: [4, 1, 3, 6, 2, 4] = 20
      7) Punch, claw, rend, and otherwise destroy by hand 1d20+7: [4]+7 = 11 / Damage 6d6: [5, 4, 3, 1, 5, 6] = 24

      Autododges
      1) 1d20+4: [8]+4 = 12 2) 1d20+4: [2]+4 = 6 3) 1d20+4: [7]+4 = 11 4) 1d20+4: [12]+4 = 16 5) 1d20+4: [2]+4 = 6 6) 1d20+4: [8]+4 = 12 7) 1d20+4: [12]+4 = 16
      Draggor | Ledger
      M.D.C.: 1,694 / 1,694
      P.P.E.: 89 / 89

      Draggor's current life inner voice is like this.
      Any of Draggor's past lives' inner voice is like this.

      Events of Note
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      Dark Lord
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Dark Lord »

      Terror races through the citadel, with many of the urqos already predisposed to panic thanks to the evening’s events. Most of them make a beeline for the exit, regardless of whether or not they fall prey to the mystical feelings of fear, when they perceive their fellows as transforming into more of the horrific demons. It doesn’t help matters that Joan and Jeb also succumb, practically trampling some of their own worshippers in their haste to get out. Peg, of all people, resists the enchantment and rallies a small group to flee to the safe room, but a couple dozen panicked people are now on their way outside. Icky and Exe both fall prey to the magical enchantment and are quick to join them. Icky forcefully breaks his grapple with the magical construct and it disintegrates; the minotaur then charges the exit, terrified that he is meeting the same fate as Alison, and tramples (what he hopes is) another demon in his haste. Thankfully, Icky’s new appearance is particularly fearsome, and the panicked urqos give him a wide berth. Less than a minute later, the minotaur arrives outside the citadel. At that point, both the transformation and the magical fear fall away- leaving a confused Icky milling about with a dozen or so equally confused-looking urqos. Whatever else you and the others see, there is no chance you can force yourselves back into the zone of fear so long as the enchantment remains active. The alternative, however, is only marginally less daunting.

      A thousand or so feet down the path is the makeshift landing pad; some 30-ish demons are flooding out of the UWW courier vessel. Most are converging on the Dime Store Magic, which has raised its armor of ithan shields and closed the cargo bay door in response to the attack. Datephus also appears to be opening fire with the lightning guns, and while they are downing a demon here and there it’s unclear whether the ship can hold up. Even now, demons are getting within the arcs of the defensive cannons and tearing into the shields with claw and magic. Just then, an armored figure with no visible means of propulsion darts towards the ship, broadcasting his radio signal and dropping a pair of blinder grenades on the horde. For the most part this has the desired effect, although a good half-dozen or so demons appear to shrug off the effect and make for the ship. The good news is, it’s locked up tight and its shields are up. The bad news is, whoever’s in there isn’t responding to Talon’s signal. For the time being at least, he lands and takes down the closest demon with his neural mace. It stays down, but four more rush at Talon. One attacks the bounty hunter with a set of massive claws, two more try to whip him with tails, and the fourth blasts him with fire. Only the latter lands ((-12 MDC Talon)), however, as Talon easily deflects the others and leaves them on the ground. They’re getting up though…

      Back in the hall Juan has likewise fallen to the enchantment, but not before receiving and responding to Datephus’ message. Juan gives the order to activate all defenses- You won’t be able to board the ship quickly, but neither will the horde outside. Datephus pings a moment later. ”ATTENTION. UNIDENTIFIED HUMANOID HAS LANDED AND IS ASSISTING IN DEFENSE. VISUAL CONTACT ESTABLISHED WITH CREWMEMBER DESIGNATE: CHEF ICKY. AWAITING FURTHER INSTRUCTIONS.” Shortly after that, the transformation reaches Juan and he joins the panicked stampede outside. Along the way, four urqos fall underfoot and are in danger of being trampled beneath the mighty god of traveling. Behind you Draggor follows suit. After disemboweling two more demons standing in their way, they beat a path outside towards the ships. They manage to avoid trampling any urqos. Both of you will run into Icky halfway through next round (at which point you’ll be able to do something besides flee in terror).

      Exe, after relaying various telepathic messages, is about to take off after Icky when the Mud Mound promptly tackles him ((-5 MDC Exe)). Try as he might, Exe is unable to break free- although he does frantically attack the elemental a few times to try and get it to let go ((-17 MDC Mud Mound)) the elemental drags the demigod after Matthew kicking and screaming. The angel, for his part, is focused on trying to keep an eye on the Zembahk and manages to block her path with a single telekinetic force field. In response, the Zembahk’s assistant begins exhaling massive jets of flame against the impediment, melting through it in a matter of seconds. The second barrier meets with a similar fate, although it does delay the runner a bit. Ghast, whose training has enabled him to evade the enchantment, further tries to gum up the works by telekinetically shoving a grenade at the Zembahk. It is unable to penetrate the wall of wind, and goes flying back towards you and past you a good 40 feet, detonating among some of the panicked mob (who are now blinded in addition to panicked- although maybe that’s a mercy). Ghast is somewhat more successful tossing debris, rugs, and any other loose hangings he can see over the runner, but only fractionally- the assistant’s fire breath burns through it all on contact. And now there’s a fire in the hallway. Ghast then tries to charge through but is rebuffed rather forcefully by the wall of wind filling the hallway; the psi-slayer goes flying 70 yards back into the crowd- he lands heavily ((-6 MDC Ghast)) and as he clears the stars from his eyes he realizes that he’s surrounded by stampeding demons. What all of this does not do is stop the Zembahk’s spellcasting- even as Matthew tries and fails to dispel the powerful curse on the citadel a dark cloud spirals out from the Zembahk. Magic begins winking out everywhere- most spectacularly Thorsgil’s tattoos, although not before the Atlantean can finish off his last two sparring partners. At least the banquet hall is clear.

      Back in the guest quarters, Metri and Corus cautiously escort Thraxus down the hall. Thraxus’ cat dismounts from its perch and promptly turns invisible (though if you can see such you will see she is keeping pace). Fearing the imminent attack of the Zembahk Metri makes haste back to Bekk’s quarters, where he hopes that Skorl can make good on his promise to restore the dwarf. Along the way Metri radios his finding to the team, but it’s unclear if they can even hear (or are in a position to do something about the transformed populace). After some protective enchantments on Thraxus, Metri leaves the odd little troupe back down the hall. There, with a wary eye he lays Skorl on the writing form of not-Bekk. There’s a bit more bravado, which falls silent as Skorl concentrates, then both the hammer and not-Bekk glow with white light! In a couple of seconds, the dwarf has reverted to her natural state- more confused then terrified, but with trails of tears from her eyes. She sighs softly. ”M…Mastr… Metri? I… I was so saad…?” She trails off and collapses into the carpet of adhesion.

      Jubilant at having saved one victim, at least, Metri is forced to temper his enthusiasm as his sixth sense warns him of the Zembahk’s impending attack. She will appear down the hall some 50 feet from the entrance to Bekk’s quarters- the dwarf doesn’t look capable of moving on her own, and Thraxus is standing by with the animals glaring impatiently. The godling curses when the anti-magic cloud comes through, and several items on his person go inert. ”There goes my quick escape.” He grumbles. Then he hisses at Metri ”Get me OUT of here!” Thanks to your teammates’ efforts, you have a few seconds yet to prepare.

      Round 2 Summary and Current Status
      • PPE/ISP/etc. spent as intended. Exe you did not use any ammo.
      • Everyone inside the citadel, save vs. anti-magic cloud. Icky, Juan, Draggor, and Talon are all outside.
      • Starchief make a perception check, in addition to the saves from last round, to spot Allison. She does not sound like a happy camper and her tail is almost through Icky's net.
      • Juan, give me four rolls to pull punch to avoid trampling the urqos to death.
      • Metri, give me a 1d100 roll vs. a 56% when using Skorl to remove a curse in the future (you passed this time courtesy of your JIC). The Zembahk and her assistant will appear after your third action next round. Nobody else has made it past their barriers.
      • Wounds: Talon -12 MDC, Exe -5 MDC, Mud Mound -17 MDC, Ghast -6 MDC.
      • World Bizarre Effects(BoM P. 126): Icky, you turn into a 20-foot tall beast with oversized jaws and canine teeth and a (spike-less) tail). Exe, you turn into a 5-foot tall imp with the same jaws and a dainty pair of claws for hands.
      • Champion’s aura- anyone in the banquet hall with a good alignment gets +3 to strike and parry.
      • Wall of wind is in effect- see BoM P. 125. SN PS of 41 is required to push through. Make a magic lore skill check if you want to make use of in-game knowledge. Nobody in the banquet hall can pursue without passing it and a force field.
      • The demons inside the banquet hall are all dead. Outside, four are near Talon and a couple dozen others are shaking off blindness. Another 8-10 are charging up the slope towards Icky and the civilians.
      Why kill a PC when you can torture their player?
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      Metri
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Metri »

      -----------------------------------
      Save vs anti-magic cloud: 1d20: [7] = 7
      Perception: d%: [81] = 81 | 82%
      JIC: 1d20: [13] = 13 | d%: [21] = 21 %
      Initiative. 1d20+17: [17]+17 = 34
      APM: 8
      -----------------------------------
      Character Sheet
      • Radiate their Nature. Psychics: 100ft. Non-psychics: 12 ft.
      • Sense Supernatural Evil and Magical Energy (3rd eye). 900ft (no-magic). 1900ft (if magic used).
        • Base (detect & ID creature): d%: [7] = 7 | 86%.
        • Track by psychic scent: d%: [20] = 20 | 95%.
      • Sense Supernatural Evil (mystic). 500ft. d%: [34] = 34 | 94%.
      • Sense Life. 325ft.
      PPE: 153/171
      ISP: 231/275
      Psionic Crystal Armor MDC: 35/35 (Psi-FF(4/4): 70/70)
      MDC: 73/73
      MTB1_PPE: 134/180
      MTB2_PPE: 147/180
      MTB3_PPE: 155/180
      Saving Throw Bonuses
      +1 to all Saving Throws (via rune weapon Skorl)
      Coma/Death: +4%
      Magic (varies): +1
      Lethal Poison (14+): +1
      Non-Lethal Poison (16+): +1
      Insanity (12+): +1
      Psionics (10+): +1 (+2 Crystal Armor FF)
      +7 vs Possession
      +2 vs Despair
      +2 vs Horror Factor
      +2 vs Illusions
      +1 vs Poison and Disease
      Conditions
      • Enhanced Perception. 69.5 min. All senses +50%, +15% Perception, +1 strike, +2 parry/dodge, +10% skills relying on basic senses
      • Mind's Eye. 21.5 min. 86% Sense/interpret all directions. +3 init, +1 strike, +2 parry/dodge
      • Psionic Seeking (Bekk). 69.5 min. d%: [33] = 33 | 80% (130% w/ Enhanced Perception) find someone within 16 miles
      • Telepathy: Superior. 15.5 min. 500 ft probe. 1000 ft two-way communication.
      • Enhance Reflexes. 15.5 min. +1 APM, +3 init, +2 strike, +2 parry/dodge, +2 PP, +15% all physical skills coordination/balance.
      • Sixth Sense. 1 melee. +6 init, +2 parry, +3 dodge
      Dark Lord wrote: Thu Feb 23, 2023 2:21 pmShe sighs softly. ”M…Mastr… Metri? I… I was so saad…?” She trails off and collapses into the carpet of adhesion.

      Jubilant at having saved one victim, at least, Metri is forced to temper his enthusiasm as his sixth sense warns him of the Zembahk’s impending attack. She will appear down the hall some 50 feet from the entrance to Bekk’s quarters- the dwarf doesn’t look capable of moving on her own, and Thraxus is standing by with the animals glaring impatiently. The godling curses when the anti-magic cloud comes through, and several items on his person go inert. ”There goes my quick escape.” He grumbles. Then he hisses at Metri ”Get me OUT of here!”
      Metri's gaze shifts from the unconscious Bekk to Thraxus as the anti-magic cloud envelops them. A deep groove furrows his forehead as the Yhabbayar similarly experiences a rapid disappearance of his magical invocations. His iridescent cosmic armor winks out of existence and he feels himself slow with the sapping of both magical agility and spirit leaving his body.

      "An exit of your own you can create," Metri mentions, gesturing at the vertical slit of a window to the mountaintop outdoors within Bekk's room that surely could be easily widened by the godling's brute force, "Stay and fight here, a better option is I think, yesss." The Yhabbayar will wave Thraxus and the animals into the room with the intentions of closing the door and potentially forcing the two through the chokepoint of the room's entryway.

      Activating the psionic forcefield powered by the psylite crystalline lattice of his armor, Metri quickly focuses his attention on their defense. There is no time to properly protect Bekk. Best I can do is push her to a corner, out of sight. ((TK: Super. -50 ISP))

      For the briefest of moments, the Yhabbayar pauses a split second, expecting a sassy quip from Skorl. The silence in his mind reminds him of the seriousness of their situation and the handicap they have fighting within the Zembahk's anti-magic cloud.

      Empowered with telekinesis, Metri quickly puts into action a plan to delay entry into their room and once breached, hopefully more than a dash of confusion and chaos into what is likely to become a grand melee within a confined space.
      • He will try to brace the doorway with one of the heavier pieces of furniture (armoire, chest, or bed), likely only buying them scant seconds if either of their pursuers possess supernatural strength. If not, however, perhaps resources of another sort will be required to breach the room entryway.
      • Then, not waiting for the breach to happen, Metri will mentally strip the bed of all its linens, hovering the blanket/sheets/pillows combination aloft above the hallway wall near the ceiling.
      • Once the breach happens, whether by physical, magical or otherwise, send the bed linens flying toward the breach in an effort to either block line-of-sight, or if catching them unawares, perhaps even entangling them a bit, leaving others opportunities to strike. Metri's intention is not to use all the linens at once (because they could likely be instantly destroyed with a single blast), but serially, to harass and waylay their pursuers from cleanly entering the room. << Pillow Fight!!!>>
      • Amidst what will likely now be a grand melee, try to telekinetically grab the Zembahk's assistant (either blanketed or not).
        • Should he manage to successfully grab, use the assistant as an airborne body shield to intercept the Zembahk's attacks and ideally point the assistant at the Zembahk (if flame-breathing was revealed during the breach) such that any flame-breath attacks would scorch the Zembahk rather than any of the defenders. But either way, hold the assistant aloft with TK with the hopes that they do not have a means of self-propulsion while airborne.
      Secretly, Metri hopes Thraxus will decide to stay and fight, putting his legendary adventuring skills to the test of combat against these assailants. The Yhabbayar knows that his task will be very difficult if he has to face them both alone and that he may not be up to the task.

      Action 1: Activate Psionic FF. 70/70 MDC. Wave everyone inside the room.
      Action 2: TK: Super. -50 ISP. (1000 lbs of force, up to 18 items) 36.00 min. <== With a minimal fraction of that strength, gently carry/push Bekk's unconscious body to the corner of the room opposite the door and ideally, window(s). Close/lock door.
      Action 3: Place heavy armoire/chest/bed in front of the closed door.
      Action 4: Telekinetically hold bed sheets/blankets/pillows aloft near ceiling above hallway wall.
      Actions 5-8: Reserved for contingencies (see below).

      Contingencies:
      • If Psionic FF collapses, sacrifice action and/or ISP (if all 4 charges are used up) to re-establish
      • TK toss (spreading sheets/blankets out) linens and pillows at pursuers. Strike. 1d20+3: [13]+3 = 16 , Strike. 1d20+3: [20]+3 = 23 , Strike. 1d20+3: [6]+3 = 9
      • Attempt 1: TK grab Zembahk assistant. Strike. 1d20+3: [18]+3 = 21
        • If successful, parry Zembahk attacks with assistant, Parry. 1d20+4: [13]+4 = 17 and point at Zembahk for any flame-breath attacks. Strike 1d20+3: [4]+3 = 7
      • Attempt 2: TK grab Zembahk assistant. Strike. 1d20+3: [16]+3 = 19
        • If successful, parry Zembahk attacks with assistant, Parry. 1d20+4: [9]+4 = 13 and point at Zembahk for any flame-breath attacks. Strike 1d20+3: [14]+3 = 17
      • Attempt 3: TK grab Zembahk assistant. Strike. 1d20+3: [20]+3 = 23
        • If successful, parry Zembahk attacks with assistant, Parry. 1d20+4: [13]+4 = 17 and point at Zembahk for any flame-breath attacks. Strike 1d20+3: [19]+3 = 22
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      Exe
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Exe »

      Perception: 1d100: [30] = 30 /39%
      JiC: 1d20: [11] = 11 / 1d100: [45] = 45

      Conditions: Sense Rifts [110 miles] | Res to Cold/Fire (1/2) | Bio-Regen 1d6*5/min | Sixth Sense [Active]

      MDC: 147/147 PPE: 282/282 ISP: 27/35
      | Telepathy | Astral Projection | Personal FF [110/110]

      Skills
      Prowl: 1d100: [14] = 14 /61% (Quiet as a mouse in a cat house...) Easy to be quiet when your so scared you can't speak.
      Lore, Magic: 1d100: [90] = 90 /76% (What is going on!?) Exe has no idea wtf is happening and may as well be in another dimension.
      Post

      It wasn't the fact that the Mud Mound lunged at him, it wasn't even that he was getting dragged down the hallway while he struggles to form words. No, Exe's eyes flashed white with fear as the world around him changes as though the very fabric of reality was ebbing. "Let-- Let GO!" Exe struggles to say as he is whiplashed around, however the Mud Mound adheres to his command and releases the boy, turning to look at Exe with a emotionless expression. Exe can barely think straight as the walls warp around themselves, some spouting bones or other accursed decorations. Exe's breathing starts shortening as he is still sitting on the ground, momentarily paralyzed, his hands shaking in his lap. Chaos ensues around him, Exe doesn't even process Matthew nearby following his last orders.

      Exe feels his hands shaking and looks down at them and notes the immediate discoloration of his skin, the scales that have appeared. His paralysis suddenly swept over by an anxious dread, everything he has learned up til now practically flying out of his mind as he moves for flight. The young demigod leaps to his feat and leaps forward in strides to get out of the building, Exe doesn't even look to see what Matthew or the Mud Mound do. If he sees he's grown a tail too, Exe practically trips. "Wha-Woah. NO! I have a tail too! Nononononono." He says, trying to dodge things, stay upright, and get out.

      Exe darts straight for the exit and goes into full self survival mode; he's temporarily forgotten he's even with a group and is instead just focused on getting out of dodge. What could even do this!? What is happening!? Exe screams in his mind as he struggles to form words. A flash comes to his mind as Exe triggers his own Simple Invisibility and Mind Block, Exe essentially heads straight for the Dime Store Magic when out of the building, running up the path to the ships and skirting or rolling through anyone or anything in his way.

      Combat
      APM: 5
      Initiative: 1d20+5: [14]+5 = 19
      Auto-Dodge: 1d20+5: [4]+5 = 9 , 1d20+5: [2]+5 = 7 , 1d20+5: [9]+5 = 14 , 1d20+5: [3]+5 = 8 , 1d20+5: [12]+5 = 17

      A1: A moment of Paralyzing FEAR
      A2: A moment of Anxiety-inducing DREAD
      A3: RUN + Invis Simple
      A4: RUN + Mind Block
      A5: RUN to DSM. Dodge, roll or duck through anything in the way.

      Matthew, the Ariel

      Perception: 1d100: [89] = 89 /25%
      JiC: 1d20: [17] = 17 1d100: [69] = 69

      Conditions: HF/Awe -- 12 when he goes full force and sheds his ruse | Nightvision (200ft) | See the Invisible (Auto) | Magically understands all languages | Mind Block Auto Def triggered though he will drop it to maintain communication with Exe after it triggers

      Post

      The Ariel is visibly perturbed when his magics fail to dismiss the spell effect but no so much so he doesn't notice Exe sprint off towards the exit without any word. The Mud Mound still standing next to Matthew as the Ariel looks down. "Follow him. Listen to him. Protect him from the demons." Matthew orders as the Mud Mound starts lumbering away after Exe. Matthew then turns his attention back to the Zembahk and its aide. Matthew will do everything within his power to delay and capture the Zembahk and it's aide alive.

      If Matthew spots them still in the hallway, within a few hundred feet, Matthew'll extend his arm out and turn the floor ahead of the Zembahk and its aide into quicksand. Continuing to close, he'll erect a wall of stone to encompass the entire hallway that has to be broken past. Matthew will repeat this until he catches up and then he will attack the aide with a powerful attack meant to sweep them off their feet.

      Combat

      APM: 6
      Initiative: 1d20+2: [10]+2 = 12
      Parries: 1d20+6: [10]+6 = 16 | 1d20+6: [8]+6 = 14 | 1d20+6: [8]+6 = 14 | 1d20+6: [6]+6 = 12 | 1d20+6: [20]+6 = 26 | 1d20+6: [20]+6 = 26

      A1: Order the Mud Mound, pursue the Zembahk
      A2: Cast Quicksand in the path of the aide/Zembahk to continue to slow them down. [30ft radius, 600ft away, 1hr until canceled, 15 PPE]
      A3: Wall of Stone [300 MDC, 360ft away, 24 minutes, 15 PPE]
      A4: Wall of Stone [300 MDC, 360ft away, 24 minutes, 15 PPE]
      A5-6: Power attack to tackle and knock the Zembahk out of the Aide's hands. Strike: 1d20+8: [6]+8 = 14 | DMG: 2d6*10: [3, 3]*10 = 60 | 01-60% to send them prone. 1d100: [27] = 27

      Little Mud Mound

      JiC: 1d100: [98] = 98 / 1d20: [17] = 17

      Conditions: M.D.C.: 230/230| Nightvision 600ft | See the Invisible | Doesn't Fatigue | Impervious to Cold/Heat/Poison/Disease damage |Magic Fire does half damage | Can ooze through cracks | Bio-regen 4d6 MDC per round |

      Post

      The Little Mud Mound does as instructed by Matthew and lumbers after Exe at a much slower speed, following him outside. The Mud Mound will tackle anything out of its way, and only stop to fight something that actually engages it or is chasing Exe.

      Combat

      APM: 3
      Initiative: 1d20+1: [18]+1 = 19
      Parries: 1d20+4: [5]+4 = 9 1d20+4: [1]+4 = 5 1d20+4: [5]+4 = 9

      A1: Reserved for striking/running. Strike: 1d20+2: [20]+2 = 22 | DMG: 4d6: [1, 5, 5, 1] = 12
      A1: Reserved for striking/running. Strike: 1d20+2: [8]+2 = 10 | DMG: 4d6: [1, 2, 6, 4] = 13
      A1: Reserved for striking/running. Strike: 1d20+2: [14]+2 = 16 | DMG: 4d6: [2, 3, 4, 1] = 10

      Corus the Lightning Eagle

      JiC: 1d100: [95] = 95 / 1d20: [16] = 16

      Conditions: See the Invisible | See All Spectrums of Light | Nightvision 1,200 ft | Perfect vision (fine detail up to 3 miles) | Impervious to Electricity | Cold-based attacks do 1/2 DMG | Fire/Heat does 50% more | Bio-Regen 2d6/melee | Sense Storms (Normal and LL Storms within 1d4 minutes of arrival) | FF [110/110]

      Post

      Metri can see the unease the engulfs the Lightning Eagle at the sight of the Anti-Magic Cloud, it's talons clacking as it backs up, confused and looking around with varying squawks. Corus wastes no time moving through the doorway, his own volumn growing with his unease. Corus can feel Exe's unease and fear and it is causing Corus to be even more anxious.

      As Metri readies the defenses, Corus caws again towards the little green one and opens his wings in a soft flap. The Eagle quite obviously not keen to remain in the room and fight it out as Metri suggests, but still unwilling to just leave.

      Combat

      APM: 5
      Initiative: 1d20+3: [2]+3 = 5

      A1-3: Reserved for Corus to fly away with Thraxus and Metri.
      A5: Reserved for Dodge: 1d20+4: [20]+4 = 24
      Please Do Not PM This Account, PM Underguard Instead

      Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
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      Ghast
      Posts: 80
      Joined: Thu Jan 28, 2021 7:31 pm

      Re: [GA] Part Deux: Duuk Hunt!

      Post by Ghast »

      Perception: 1d100: [36] = 36 /52%
      Just in Case: 1d20: [12] = 12 ; 1d100: [6] = 6
      Conditions: Sixth Sense (Inactive), Psi-Dagger (24:30 Minutes), Psychic Body Field (9:30 minutes), Impervious to Bio-Manipulation (19:30 Minutes), Telekinesis: Super (200 lbs Max; 9:30 minutes), Enhance Reflexes (9:45 minutes)
      H.P.: 27/22
      S.D.C.: 70/70
      I.S.P.: 239/153
      Current Outfit: Clothes (White Dress Shirt, Black Dress Pants, Black Vest, Black Long Coat, Dress Shoes), Red Scarf, Weapon Harness.
      Weapons & Armor
      Armor: Psychic Body Field 50/43
      Weapons: NE-4 Plasma Cartridge Pistol Ammo: 10/10
      Slicer GR-Gun Ammo: 12/12


      Initiative: 1d20+6: [9]+6 = 15
      Number of Actions: 8

      Action One: Get up off the floor.
      Action Two: Draw NE-4.
      Action Three: Fire NE-4 at the Zembahk. (Strike: 1d20+1: [18]+1 = 19 ; Damage: 1d4*10: [1]*10 = 10 M.D.)
      Action Four: Fire NE-4 at the Zembahk. (Strike: 1d20+1: [3]+1 = 4 ; Damage: 1d4*10: [3]*10 = 30 M.D.)
      Action Five: Fire NE-4 at the Zembahk. (Strike: 1d20+1: [2]+1 = 3 ; Damage: 1d4*10: [4]*10 = 40 M.D.)
      Action Six: Fire NE-4 at the Zembahk. (Strike: 1d20+1: [7]+1 = 8 ; Damage: 1d4*10: [2]*10 = 20 M.D.)
      Action Seven: Fire NE-4 at the Zembahk. (Strike: 1d20+1: [9]+1 = 10 ; Damage: 1d4*10: [1]*10 = 10 M.D.)
      Action Eight: Fire NE-4 at the Zembahk. (Strike: 1d20+1: [5]+1 = 6 ; Damage: 1d4*10: [1]*10 = 10 M.D.)

      Parries as needed: 1d20+12: [7]+12 = 19 , 1d20+12: [3]+12 = 15 , 1d20+12: [3]+12 = 15 , 1d20+12: [15]+12 = 27 , 1d20+12: [19]+12 = 31 , 1d20+12: [14]+12 = 26 , 1d20+12: [15]+12 = 27 , 1d20+12: [8]+12 = 20 . Enhance Reflexes, Psi-Dagger.
      Dodges (vs Unparryable Attacks): 1d20+9: [11]+9 = 20 , 1d20+9: [7]+9 = 16 , 1d20+9: [7]+9 = 16 , 1d20+9: [19]+9 = 28 , 1d20+9: [6]+9 = 15 , 1d20+9: [11]+9 = 20 , 1d20+9: [8]+9 = 17 , 1d20+9: [12]+9 = 21 . Enhance Reflexes

      Contingencies:
      None.


      "God's Damn it!"

      Ghast groans to himself, The mental outburst not even registered by him at this point, Ghast is thankful the worst of the blow was caught on his psychic force field. Ghast looks a round for a moment as he gets up from the floor. Well not getting past hurricane force winds, maybe plasma? Ghast thinks as he reaches into his coat and draws one of his two sidearms, a sleek Naruni Enterprises model, chambered with there unique plasma cartridges. Ghast cracks his neck as he sights down the barrel, and braces the gun across his knife wielding left wrist. The gun bucks in his hand, more powerful than he should be able to fire, but Ghast wills himself to keep up the pressure, firing shot after shot towards the Zembahk. Even if it doesn't kill it, it's gonna at least get its attention.
      User avatar
      Starchief
      Group Leader
      Posts: 548
      Joined: Thu Apr 09, 2009 8:38 am
      Location: Phase World PC (Adventurers)
      Contact:

      Re: [GA] Part Deux: Duuk Hunt!

      Post by Starchief »

      Perception: 1d100: [72] = 72 /62%
      JIC: 1d20: [4] = 4 / 1d100: [38] = 38
      Save vs HF (17): 1d20+9: [12]+9 = 21
      Save vs Magic (17): 1d20+11: [17]+11 = 28
      Save vs Anti-Magic Cloud (Nat 18-20 only): 1d20: [8] = 8
      Exe wrote: Mon Feb 13, 2023 2:56 pmBoss, Thraxus is alive and in his room. Corus is guarding him.
      Got it! Tell your eagle to let us know if anything gets past him!
      Juan Echo wrote: Tue Feb 14, 2023 9:56 pm If Starchief doesn't reply to this then Juan uses the radio in his HPC to shout, "Raise all shields and close all doors!" If he can recognize any of his teammates in the melee Juan will shout to them. "We must get to the ship immediately!"
      "Lead the way! You know the terrain!" Or maybe you used to...why is everyone running...oh, what the... demon palace? Starchief looks around as the entire place turns diabolical.

      He starts running full speed toward the Dime Store Magic to defend it against the reported attackers. "Datephus, this is Starchief! I am incoming! Keep them off as long as you can! And put my battle music on over the loudspeakers!"

      Initiative: 1d20+10: [8]+10 = 18
      APM: 10
      Actions 1-10: Run for DSM/Reserved for Dodge. Speed: 51=836 feet/melee

      Auto-Dodge: 1d20+13: [5]+13 = 18 1d20+13: [1]+13 = 14 1d20+13: [16]+13 = 29 1d20+13: [9]+13 = 22 1d20+13: [2]+13 = 15 1d20+13: [10]+13 = 23 1d20+13: [13]+13 = 26 1d20+13: [5]+13 = 18 1d20+13: [19]+13 = 32 1d20+13: [12]+13 = 25
      Dodge: 1d20+12: [15]+12 = 27 1d20+12: [10]+12 = 22 1d20+12: [9]+12 = 21 1d20+12: [13]+12 = 25 1d20+12: [9]+12 = 21 1d20+12: [9]+12 = 21 1d20+12: [14]+12 = 26 1d20+12: [11]+12 = 23 1d20+12: [13]+12 = 25 1d20+12: [10]+12 = 22
      Parry: 1d20+18: [5]+18 = 23 1d20+18: [12]+18 = 30 1d20+18: [15]+18 = 33 1d20+18: [18]+18 = 36 1d20+18: [16]+18 = 34 1d20+18: [14]+18 = 32 1d20+18: [19]+18 = 37 1d20+18: [18]+18 = 36 1d20+18: [4]+18 = 22 1d20+18: [12]+18 = 30
      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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      Talon
      Posts: 9
      Joined: Wed Jan 18, 2023 3:14 pm

      Re: [GA] Part Deux: Duuk Hunt!

      Post by Talon »

      Perception: 1d100: [34] = 34 /42%
      JIC: 1d20: [5] = 5 ; 1d100: [42] = 42
      Active Effects:
      What the hell am I doing? They better let me off this planet when this is over. Shit got distracted. Talon squares off with his four opponents. Ok I can handle these odds. Just need to keep the numbers manageable. Talon actually looks offended when one tries to hit him with it's tail. "Sloppy technique. Here's how it's done!" Talon Strikes one with his tail using the weight of the spiked end of his tail to try and drive the spikes into the creature's chest. Using the momentum from his spin he hits another with his neural mace. Talon hits the same target a second time, before spinning around to swing at the third. Talon, slightly off balance, swings wildly with his mace. He grits his teeth and swings once more at the one he has already hit twice with the mace. Talon hits his radio once more still set to a wide frequency broadcast, "Ship! I Got a few off you! Prioritize the ones who can still see!...Damn it!" Talon Swears in Seeronian over the radio.

      When Talon diverts the first attack he gently guides the outstretched limb over his shoulder. Talon shifts his weight and flips the being over his head. With all his strength Talon slams the creature into the ground using it's limb as leverage. Talon gives a slight wince as he hears the tendons pop and the bones break. Talon continues to use the enemies momentum to toss them around when possible. Talon will aim to toss them towards their companions if possible.

      Combat:
      APM: 7
      N-F20A FF: 63/75

      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


      Added two to mace strike rolls for W.P Blunt. I missed it when I typed up my dice rolls.


      Init: 1d20+4: [3]+4 = 7

      Action 1: Tail Strike: 1d20+4: [17]+4 = 21 ; Damage: 1d6*10: [5]*10 = 50 + 1d6: [4] = 4 = 54 MD
      Action 2: Neural Mace Strike: 1d20+4: [13]+4 = 17 + 2 = 19; Damage: 1d6*10: [6]*10 = 60 + 2d6: [6, 6] = 12 = 72 MD + Neural Shock
      Action 3: Neural Mace Strike: 1d20+4: [8]+4 = 12 + 2 = 14; Damage: 1d6*10: [2]*10 = 20 + 2d6: [2, 4] = 6 = 26 MD + Neural Shock
      Action 4: Neural Mace Strike: 1d20+4: [2]+4 = 6 + 2 = 8; Damage: 1d6*10: [1]*10 = 10 + 2d6: [3, 2] = 5 = 15 MD + Neural Shock
      Action 5: Neural Mace Strike: 1d20+4: [3]+4 = 7 + 2 = 9; Damage: 1d6*10: [6]*10 = 60 + 2d6: [3, 5] = 8 = 68 MD + Neural Shock
      Action 6: Neural Mace Strike: 1d20+4: [8]+4 = 12 + 2 = 14; Damage: 1d6*10: [5]*10 = 50 + 2d6: [1, 6] = 7 = 57 MD + Neural Shock
      Action 7: Radio call

      Contingency:
      - If Talon is faced with more then seven opponents he will take to the sky to prevent himself from being completely surrounded. And he will engage with his rifle

      Auto-Body Flip/Throw (Replaces Auto-Parry):
      1d20+4: [20]+4 = 24 Nat 20/Damage: 1d6*10: [6]*10 = 60 x2 = 120 MD
      1d20+4: [2]+4 = 6 /Damage: 1d6*10: [1]*10 = 10
      1d20+4: [3]+4 = 7 /Damage: 1d6*10: [1]*10 = 10
      1d20+4: [16]+4 = 20 /Damage: 1d6*10: [6]*10 = 60
      1d20+4: [2]+4 = 6 /Damage: 1d6*10: [4]*10 = 40
      1d20+4: [14]+4 = 18 /Damage: 1d6*10: [4]*10 = 40

      Auto-Dodge: 1d20+1: [5]+1 = 6 ; 1d20+1: [19]+1 = 20 ; 1d20+1: [19]+1 = 20 ; 1d20+1: [3]+1 = 4 ; 1d20+1: [5]+1 = 6 ; 1d20+1: [7]+1 = 8 ;
      Talon

      Personal MDC: 145
      SDC: 102 (For Non-MDC Worlds Only)
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      Draggor
      Posts: 109
      Joined: Sat Sep 26, 2020 10:07 pm

      Re: [GA] Part Deux: Duuk Hunt!

      Post by Draggor »

      WIP

      Perception: 1d100: [30] = 30 | 27%
      JIC: 1d20: 1d20: [2] = 2 | 1d100: [20] = 20

      MDC: 1,694/1,694
      Super Regeneration (HU:PU3p99): 2d6: [1, 2] = 3

      Ongoing Effects
      Save vs Psionics, Empathic Transmission: Anger: 1d20 - 8: [4] = 4 | Duration: 2d6: [2, 1] = 3 minutes | Murderous? 1d100: [47] = 47 60%
      +1 to strike, -1 to parry and dodge
      Save vs Magic, Tail: 1d20+3-4: [6]+3-4 = 5

      Post
      While fleeing the tower calms the part of Draggor that spent limitless stretches of time fighting and dying, running into a still "converted" Icky keeps the rage alive and well. "MAKE THEM PAY!" the creature shouts and continues their sprint towards the landing pad. The new tail, devilish it may be, is behind them, and still without much care or consequence. While Datephus being under attack could capture the angry focus, the next nearest source of the demons is the other ship, and Draggor intends to eradicate every trace of them, and if possible, whatever made them transform to begin with. Per their introduction to this group, getting blasted with our ship's lightning guns should be accounted for, but this psionic affect ensures care is thrown out the window: demons are rendered to dust again and again, even if it's ones Datephus is already defending against as the monster approaches the other ship.

      Combat
      APM: 7
      Initiative: 1d20+4: [14]+4 = 18

      Once outside, there is a long path to the landing pad, but is just almost within range of energy blasts. Once able, Draggor fires off shots while approaching. If demons are still coming off the other ship, that's where Draggor heads, and if possible up that ship's ramp to fight anything in there. If by the time Draggor arrives all are off and it seems quiet there, they will fight any and all demons attacking Datephus.

      Running down the path, and if allowed, firing energy blasts along the way:
      1) Super Energy Expulsion (Wild Shot) 1d20+2: [10]+2 = 12 / Damage 7d6: [4, 6, 6, 2, 3, 6, 6] = 33 M.D.
      2) Super Energy Expulsion (Wild Shot) 1d20+2: [1]+2 = 3 (Nat 1, critical fail) / Damage 7d6: [1, 6, 4, 1, 3, 1, 4] = 20 M.D.
      3) Super Energy Expulsion (Wild Shot) 1d20+2: [3]+2 = 5 / Damage 7d6: [6, 2, 3, 4, 4, 1, 4] = 24 M.D.

      Once in the fray, they are trying to tear through any demons, especially if they are still coming off the other ship. If there's more up in there, Draggor goes that way instead of approaching Datephus. If the ship seems empty or is without any link to this assault, then Draggor focuses on our ship.
      4) Punch, claw, rend, and otherwise destroy by hand 1d20+7: [20]+7 = 27 (Nat 20, critical hit) / Damage 6d6: [4, 1, 1, 2, 1, 2] = 11 * 2 = 22
      5) Punch, claw, rend, and otherwise destroy by hand 1d20+7: [15]+7 = 22 / Damage 6d6: [4, 6, 5, 6, 6, 6] = 33
      6) Punch, claw, rend, and otherwise destroy by hand 1d20+7: [12]+7 = 19 / Damage 6d6: [5, 6, 6, 4, 1, 3] = 25
      7) Punch, claw, rend, and otherwise destroy by hand 1d20+7: [13]+7 = 20 / Damage 6d6: [1, 6, 4, 3, 4, 5] = 23

      Autododges
      1) 1d20+3: [14]+3 = 17 2) 1d20+3: [19]+3 = 22 3) 1d20+3: [11]+3 = 14 4) 1d20+3: [1]+3 = 4 5) 1d20+3: [2]+3 = 5 6) 1d20+3: [1]+3 = 4 7) 1d20+3: [5]+3 = 8
      Draggor | Ledger
      M.D.C.: 1,694 / 1,694
      P.P.E.: 89 / 89

      Draggor's current life inner voice is like this.
      Any of Draggor's past lives' inner voice is like this.

      Events of Note
      User avatar
      Juan Echo
      Posts: 281
      Joined: Tue Apr 24, 2018 3:42 pm

      Re: [GA] Part Deux: Duuk Hunt!

      Post by Juan Echo »

      Perception (33%) 1d100<33: [90] = 0
      JiC 1d20: [10] = 10 / 1d100: [73] = 73

      Armor
      Energy Aura 140/140 M.D.C.
      Black and white pleather suit
      Black and white oxford shoes
      HPC bracelet

      Weapons
      Magical clubs with the Rings of Sha Los (2)

      Effects
      Drunk: -2 APM; -8 to initiative and all combat rolls

      Do Not Crush the Urqos
      1. Pull punch 1d20-4<14: [12]-4 = 8
      2. Pull punch 1d20-4<14: [13]-4 = 9
      3. Pull punch 1d20-4<14: [7]-4 = 3
      4. Pull punch 1d20-4<14: [8]-4 = 4

      As chaos engulfs the banquet hall of the Wanderer's Tower, Juan Echo feels that he too has succumbed to whatever is turning his guests into demons. He looks for Joan in the throng of people rushing for the exit. He can hear her thoughts as she dashes out the door. Get everyone to safety! And between that and the alert from the Dime Store Magic, Juan Echo decides to heroically lead his worshipers out of the tower. With his magical staff in hand, he pushes past several of the urqos, stepping on one's femur. That type of compound fracture is typically fatal, except for the two dozen other urqos that will trample over the injured man before that can happen. That urqos looks familiar. Did I see one of his ancestor's get trampled several decades ago.*

      In the midst of all the urqos, Juan always spies several urqos knocking over his beloved worshipers. As he gets near one he makes no attempt to dodge or avoid the creature. Instead he pushes with his magical staff in front knocking down the demon and then stomping right between the creature's shoulder blades. Juan doesn't pause to think that he too looks like demon. Nor does he consider that if he has retained his sense of self, maybe some of the demons can be saved too. The only thought running through his mind is, I do this because I love my urqos. Using his staff to knock down the demon, Juan also trips one of the servers. The poor mortal stumbles down and is crushed by the demon Juan steps on, and then the guest and delegates whom she served mead just 20 minutes earlier. I love you too dead urqos!

      "This way to safety!" Juan shouts.As he gets to the door, Juan makes the selfless decision to pull the door back further open and allow more to get out safely. And in doing so, he squashes on poor mortal like like an insect. Several others are knocked over, and break multiple bones as they collide with more people trying to find the exit.

      It is a terrifying thing to see one's god, one's very tangible lord and savior, charging towards oneself. Now imagine that one's deity, what one would believe to be all that is good and true in the Three Galaxies, has transformed into a demon straight out of Hades before joining a deadly rush out the door. One might assume that this would shake the foundation of political and religious order in the Yayamama star system. However, this wouldn't be the first drunken spectacle in which dozens, if not hundreds, of urqos have been killed by their respective deity. How many have died so that Jeb could perfect his pickled herring recipe? What happened to the urqos that traveled with Juan on the Donner Comet? Did anyone consider the risk of dislocating their pelvis during Joan Echo's 24 Hour Twerk-a-Thon for Urqos Timmy's New Leg fundraiser? And why doesn't a planet where the leading causes of death are (in order) heart disease, tainted moonshine, and worms not have universal healthcare?

      Juan could have contemplated these things as he dashed down from the tower towards the Dime Store Magic. But instead, he draws back his staff, preparing to decapitate the demon closest to the ship.

      *Per Rate-A-Deity
      Lankim wrote:Juan Echo
      Yayamama Pantheon
      4 out of 10
      I was honored to be one of the 62 chosen to worship the Wanderer as he mated with the great seer in the intimate Sanctum of the Oracles. Which has 58 seats. For 62 Qidians. Sauce was good, though.
      Last edited by Juan Echo on Sat Mar 04, 2023 8:45 pm, edited 3 times in total.
      Status: Juan Echo
      M.D.C.: 300 | P.P.E.: 50 | I.S.P.:82
      May the rest of the Yayamama Pantheon have mercy on our SOULS!
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      Chef Icky
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Chef Icky »

      Perception: 1d100<58: [61] = 0
      JIC: 1d20: [4] = 4 / 1d100: [92] = 92

      Initiative: 1d20+3: [15]+3 = 18
      APM: 8

      Conditions:
      - I.S.P.: 64/68
      - P.P.E.: 83/114
      - Bodily M.D.C.: 204/214
      - Armor of Ithan M.D.C.: 51/60; 22 rounds remaining
      Dark Lord wrote: Thu Feb 23, 2023 2:21 pmIcky and Exe both fall prey to the magical enchantment and are quick to join them. Icky forcefully breaks his grapple with the magical construct and it disintegrates; the minotaur then charges the exit, terrified that he is meeting the same fate as Alison, and tramples (what he hopes is) another demon in his haste. Thankfully, Icky’s new appearance is particularly fearsome, and the panicked urqos give him a wide berth. Less than a minute later, the minotaur arrives outside the citadel. At that point, both the transformation and the magical fear fall away- leaving a confused Icky milling about with a dozen or so equally confused-looking urqos. Whatever else you and the others see, there is no chance you can force yourselves back into the zone of fear so long as the enchantment remains active. The alternative, however, is only marginally less daunting.
      Icky checks himself over as much as he can without a mirror, and a wave of relief washes over him as he realizes he's not really turning into a monster. What, it's only an illusion? Thank Dionysus! Wait a minute -- could Alison be just under an illusion too? For a moment he tries to will himself to go back inside for her, but his heart (and his hooves) just isn't in it no matter how hard he tries.
      Dark Lord wrote: Thu Feb 23, 2023 2:21 pm”ATTENTION. UNIDENTIFIED HUMANOID HAS LANDED AND IS ASSISTING IN DEFENSE. VISUAL CONTACT ESTABLISHED WITH CREWMEMBER DESIGNATE: CHEF ICKY. AWAITING FURTHER INSTRUCTIONS.”
      Starchief wrote: Wed Mar 01, 2023 10:23 pm
      Juan Echo wrote: Tue Feb 14, 2023 9:56 pm If Starchief doesn't reply to this then Juan uses the radio in his HPC to shout, "Raise all shields and close all doors!" If he can recognize any of his teammates in the melee Juan will shout to them. "We must get to the ship immediately!"
      "Datephus, this is Starchief! I am incoming! Keep them off as long as you can! And put my battle music on over the loudspeakers!"
      Icky keys his comlink. "Oi, Datephus! If yer shields are holdin', den hold what ya got. Otherwise, get up off da tarmac high an' hover just outta reach. We're on our way..." He spots the demons charging up the hill towards them and groans softly. Here we go again...

      He looks around at the civilians and points away from the demons. "OI, RUN YA SMEGGIN' BASTICHES! RUN LIKE YER HIDES DEPEND ON IT!!!!!" He checks his pistol and sees Juan and Draggor coming up to him. "Yer just in time, chums..." He smirks, hoping he sounds more confident than he actually feels. "Play yer cards right an' I might leave ya some demons ta play wit' yerselves."

      With that, he sneers at the onrushing demons as he takes off at a full run. As he sprints towards them the words of an old human folk song (or whatever they called it; it was too annoying for him to pay that much attention) come to mind. Appropriate though, I reckon... he snorts softly to himself.

      He Came In Like A Wrecking Ball...
      Combat notes:
      - Icky has a Horror Factor of 11 (just in case that should come into play)
      - Critical Strike on an unmodified roll of 18, 19, 20.
      - Automatic KO on natural 20 (boxing); victim remains unconscious for 1d6 melees.

      1.) Talk and run, I guess...
      2-3.) Charging Head Butt if close enough (otherwise run). Strike: 1d20+10: [12]+10 = 22 ; Damage: 1d6*10: [2]*10 = 20 MD
      4-5.) Charging Head Butt if close enough (otherwise run). Strike: 1d20+10: [8]+10 = 18 ; Damage: 1d6*10: [1]*10 = 10 MD
      6-7.) Charging Head Butt if close enough (otherwise run). Strike: 1d20+10: [1]+10 = 11 ; Damage: 1d6*10: [4]*10 = 40 MD
      8.) Punch a demon (I'm assuming he'll be close enough by now). Strike: 1d20+10: [1]+10 = 11 ; Damage: 6d6: [4, 2, 2, 3, 1, 6] = 18 MD

      Auto-Parries if needed (-2 for empathic sorrow if still active): 1d20+13: [6]+13 = 19 , 1d20+13: [6]+13 = 19 , 1d20+13: [9]+13 = 22 , 1d20+13: [4]+13 = 17 , 1d20+13: [7]+13 = 20 , 1d20+13: [10]+13 = 23 , 1d20+13: [11]+13 = 24 , 1d20+13: [17]+13 = 30
      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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      Dark Lord
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Dark Lord »

      Outside, the demonic forces have split in two- the bulk of the demons still clustered around the Dime Store Magic (and Talon), and the rest charging up the path towards Icky and Draggor. Still feeling the effects of the psionic anger, Draggor leans in and charges down as they fling energy blasts into the mass of demons before closing to melee and rending limb from limb with everything they’ve got. Icky follows close behind, roaring his defiance at the demons and charging in like the proverbial wrecking ball. At Icky’s orders, the de-transformed Urqos make to get out of harm’s way- but the same magical fear that drove you all outside keeps you (and them) from re-entering, so the Urqos end up huddling to one side of the path and hoping they don’t get trampled. Between Draggor and Icky six demons go down, but the remaining four still charge you both. Fortunately their attacks are mundane- unfortunately they aren’t as easily avoided as some of those back in the banquet hall ((-13 MDC Draggor, -36 MDC Icky)). But if nothing else, the two of you are confident that you can keep the remainder away from the vulnerable, squishy urqos behind you. All the moreso when Starchief, Juan, and Exe emerge from the citadel.

      Those of you affected by the mind-numbing fear (i.e., everyone except Starchief) quickly come to your senses upon your exit, although under no circumstances can you bring yourselves to go back inside while the enchantment remains active. Juan has vague memories of crushing a few demons beneath his feet, in-between panicked attempts to lead the others to safety. Exe orders the mud mound to release him and joins the rush outside- Matthew orders the elemental to follow and then attempts to cast more spells to slow down the Zembahk only to discover that the anti-magic cloud has nullified them all. The angel tries to follow, but like Ghast finds himself stymied by the Zembahk’s barriers. Starchief, as one of the few unaffected by either the mystic fear or demonic transformation, has an easier time getting through the pandemonium and breaking out- at which point, the team leader is able to coordinate a coherent defense.

      And it’s not a moment too soon; while Talon gives better than he gets the sheer weight of numbers is going to very quickly become a problem for the bounty hunter. His four closest companions go down without much issue thanks to a few rapid strikes with his tail and his mace, but not before they all bum rush Talon and overwhelm his force field ((-70 MDC Talon)). Nevertheless, the four pay a price along with two more early birds who flail blindly in Talon’s direction. The spaceship’s lightning guns take down a few more, but with 20 or so demons shaking off Talon’s blinder grenades and closing in he decides to take to the air. That protects him from most, but by no means all of the demons below- a few land various fire or lighting hits on the Seerman despite his best efforts ((-10 MDC Talon)). The remainder swarm the ship and begin tearing at its armor of ithan ((-160 to DSM AoI)).

      Back inside, Metri is slowly coming to the conclusion that he may have to face this enemy alone when Ghast’s plasma blasts echo down the corridor. They breach the Zembahk’s containment vessel (and take off the assistant’s right forearm in the process)- both assistant and container go down. However Ghast can see the Zembahk levitate into the air, and then float around the corner and out of sight. Towards the guest wing. Nonetheless, this gives time for Metri to usher Thraxus into Bekk’s quarters- the Yhabbayar suggests that Thraxus use his might to expand the window, to which the godling snorts. ”You can’t be serious. Until you get rid of that damnable cloud my bag of tricks is going to be very limited. But I’ll see what I can do. Saburo, help him out will you?” Thraxus goes inside, and after taking a moment to get Bekk squirreled out of harm’s way Metri stands guard at the entrance and prepares to meet the Zembahk. Closing the door, Metri piles various pieces of furniture, and linens, to provide a makeshift barrier and a potentially sight-concealing trap for the Zembahk on the other side. The Yhabbayar braces himself for some kind of impact through the door and…

      Silence. Nothing. Metri knows the Zembahk is out there, but whatever it’s doing it isn’t making a lot of noise. Then, a portal appears in the wall next to the door. The Zembahk floats through, its singular eye glowing an unholy red and bedecked in an all-too-familiar suit of invincible armor. A telepathic voice- distinctly different from that the envoy was using earlier in the evening- addresses Thraxus. <<YOU. YOU HAVE STOOD IN OUR WAY LONG ENOUGH PUNY GODLING. PREPARE TO DIE.>> It’s hard to say for sure but Metri thinks he hears her chanting softly.

      Begin Round 4!

      Round 3 Summary and Current Status
      • PPE/ISP/etc. used as intended.
      • Wounds: Draggor -13 MDC, Icky -36 MDC, Talon force field destroyed and -10 MDC.
      • DSM AoI: 840/1000 MDC remaining.
      • Four demons are going to try to attack Icky and Draggor next round. Another 20 are attacking the ship’s shields (with occasional blasts at Talon).
      • Inside, the assistant is down but the Zembahk is definitely up to no good.
      Why kill a PC when you can torture their player?
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      Exe
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Exe »

      Perception: 1d100: [27] = 27 /39%
      JiC: 1d20: [17] = 17 / 1d100: [31] = 31

      Conditions: Sense Rifts [110 miles] | Res to Cold/Fire (1/2) | Bio-Regen 1d6*5/min | Sixth Sense [Active]

      MDC: 147/147 PPE: 282/282 ISP: 27/35
      | Mind Block | Invisibility: Simple | Personal FF [110/110]

      Skills


      Post

      The moment Exe is outside and his senses return to normal, he turns back to look at the tower he just ran out of with a mix of awe and dread before grinning. "Man. MAGIC IS AWESOME!" He says in excitement as he then hears a random demonic roar near the Dime Store Magic. Well, not going back inside. Corus is still okay. So, keep going to the ship I guess. Exe resigns as the mere thought of going back inside the twister tower spooks the teenager.

      Exe heads to the DSM. When he sees the random mercenary being swarmed by demons trying to board the DSM, Exe makes a snap decision to help the mercenary. They are NOT taking the ship too. Exe says as he picks up his pace to close the gap. Exe turns to the Mud Mound. "Attack the Demons by the ships!" Exe orders to the Mud Mound and then tries to cast several blinding flashes to disorient the demons around Talon and near the ship.

      Combat
      APM: 5
      Initiative: 1d20+5: [11]+5 = 16
      Auto-Dodge: 1d20+5: [3]+5 = 8 , 1d20+5: [17]+5 = 22 , 1d20+5: [3]+5 = 8 , 1d20+5: [6]+5 = 11 , 1d20+5: [15]+5 = 20

      A1: Orient self, order Mud Mound
      A2: Run Run Run (if too far, will cast Fly(15) to speed self up)
      A3: Blinding Flash around Talon and the Demons on the left (3PPE, -1 Save, 60ft, 10ft radius)
      A4: Blinding Flash around Talon and the Demons on the right (3PPE, -1 Save, 60ft, 10ft radius)
      A5: Blinding Flash around Talon and the Demons on the above (3PPE, -1 Save, 60ft, 10ft radius)

      Matthew, the Ariel

      Perception: 1d100: [8] = 8 /25%
      JiC: 1d20: [15] = 15 1d100: [54] = 54

      Conditions: HF/Awe -- 12 when he goes full force and sheds his ruse | Nightvision (200ft) | See the Invisible (Auto) | Magically understands all languages | Mind Block Auto Def triggered though he will drop it to maintain communication with Exe after it triggers

      Post

      Upon the site of the Wall of Wind that proves impassable for Ghast, the Ariel stands unflinchlingly then turns to the adventurer. "It is not my duty to fight these battles for you all, but I will get you there. Shield your eyes." Matthew says before lifting Ghast up in a one-person lift, his wings folding over to help shield them from the wind as Matthew then stomps through the wind. Matthew's main point is to get Ghast and himself to the other side safely so they can continue the pursuit. If safe when near the end, Matthew will get Ghast to the other side quickly by throwing him the rest of the way while he walks the rest of the way through it. This man may be a key to ending this. The ariel reasons in his mind.

      It takes half a round (7 seconds, GM approved) for Matthew to carry Ghast through the Wall of Wind and set him down on the other side. He'll turn to Ghast, "By your leave, Adventurer."Matthew states and will then lead or follow Ghast to the room with Metri, Corus, Thraxus and the Zembahk. Matthew's main intent still to subdue the Zembahk if possible.

      Combat

      APM: 6
      Initiative: 1d20+2: [5]+2 = 7
      Parries: 1d20+6: [8]+6 = 14 | 1d20+6: [8]+6 = 14 | 1d20+6: [14]+6 = 20 | 1d20+6: [5]+6 = 11 | 1d20+6: [11]+6 = 17 | 1d20+6: [12]+6 = 18

      A1-3: Lift Ghast and walk through the Wall of Wind.
      A4: Move

      A5: Ready for a Psi-Sword slash. 1d20+8: [5]+8 = 13 | 1d6*10: [4]*10 = 40
      A6: Reserved for Dodge: 1d20+6: [6]+6 = 12

      Little Mud Mound

      JiC: 1d100: [95] = 95 / 1d20: [12] = 12

      Conditions: M.D.C.: 230/230| Nightvision 600ft | See the Invisible | Doesn't Fatigue | Impervious to Cold/Heat/Poison/Disease damage |Magic Fire does half damage | Can ooze through cracks | Bio-regen 4d6 MDC per round |

      Post

      The Mud Mound is hucking along as best as it can, and will go towards the closest demon that is near the ship or Talon.

      Combat

      APM: 3
      Initiative: 1d20+1: [1]+1 = 2
      Parries: 1d20+4: [1]+4 = 5 1d20+4: [10]+4 = 14 1d20+4: [8]+4 = 12

      A1: Reserved for striking/running. Strike: 1d20+2: [15]+2 = 17 | DMG: 4d6: [6, 1, 6, 1] = 14
      A2: Reserved for striking/running. Strike: 1d20+2: [19]+2 = 21 | DMG: 4d6: [3, 1, 3, 5] = 12
      A3: Reserved for striking/running. Strike: 1d20+2: [3]+2 = 5 | DMG: 4d6: [1, 5, 1, 1] = 8

      Corus the Lightning Eagle

      JiC: 1d100: [23] = 23 / 1d20: [5] = 5

      Conditions: See the Invisible | See All Spectrums of Light | Nightvision 1,200 ft | Perfect vision (fine detail up to 3 miles) | Impervious to Electricity | Cold-based attacks do 1/2 DMG | Fire/Heat does 50% more | Bio-Regen 2d6/melee | Sense Storms (Normal and LL Storms within 1d4 minutes of arrival) | FF [110/110]

      Post

      Corus is obviously unnerved as the Zembahk floats throat a portal and flaps his wings worriedly while stepping back, the click-clack of his talons strong.

      Corus is not attacking and is instead looking between the threat and the window (or exit). He will launch a Lightning Bolt if directly attacked but otherwise will sooner retreat (with Thraxus and Metri on his back hopefully)

      Combat

      APM: 5
      Initiative: 1d20+3: [9]+3 = 12

      A1-3: Fly or Stay back
      A4: Reserved for Dodge: 1d20+4: [19]+4 = 23
      A5: Reserved for Dodge: 1d20+4: [18]+4 = 22
      Please Do Not PM This Account, PM Underguard Instead

      Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
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      Metri
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Metri »

      -----------------------------------
      Perception: d%: [91] = 91 | 82%
      JIC: 1d20: [17] = 17 | d%: [54] = 54 %
      Initiative. 1d20+11: [17]+11 = 28
      APM: 8
      -----------------------------------
      Character Sheet
      • Radiate their Nature. Psychics: 100ft. Non-psychics: 12 ft.
      • Sense Supernatural Evil and Magical Energy (3rd eye). 900ft (no-magic). 1900ft (if magic used).
        • Base (detect & ID creature): d%: [82] = 82 | 86%.
        • Track by psychic scent: d%: [81] = 81 | 95%.
      • Sense Supernatural Evil (mystic). 500ft. d%: [43] = 43 | 94%.
      • Sense Life. 325ft.
      PPE: 153/171
      ISP: 181/275
      Psionic Crystal Armor MDC: 35/35 (Psi-FF(4/4): 70/70)
      MDC: 73/73
      MTB1_PPE: 134/180
      MTB2_PPE: 147/180
      MTB3_PPE: 155/180
      Saving Throw Bonuses
      +1 to all Saving Throws (via rune weapon Skorl)
      Coma/Death: +4%
      Magic (varies): +1
      Lethal Poison (14+): +1
      Non-Lethal Poison (16+): +1
      Insanity (12+): +1
      Psionics (10+): +1 (+2 Crystal Armor FF)
      +7 vs Possession
      +2 vs Despair
      +2 vs Horror Factor
      +2 vs Illusions
      +1 vs Poison and Disease
      Conditions
      • Enhanced Perception. 69.25 min. All senses +50%, +15% Perception, +1 strike, +2 parry/dodge, +10% skills relying on basic senses
      • Mind's Eye. 21.25 min. 86% Sense/interpret all directions. +3 init, +1 strike, +2 parry/dodge
      • Psionic Seeking (Bekk). 69.25 min. d%: [33] = 33 | 80% (130% w/ Enhanced Perception) find someone within 16 miles
      • Telepathy: Superior. 15.25 min. 500 ft probe. 1000 ft two-way communication.
      • Enhance Reflexes. 15.25 min. +1 APM, +3 init, +2 strike, +2 parry/dodge, +2 PP, +15% all physical skills coordination/balance.
      • TK: Super. 36.00 min. 1800 ft range. 1000lbs. 18 objects.
      Dark Lord wrote: Tue Mar 07, 2023 11:27 amThen, a portal appears in the wall next to the door. The Zembahk floats through, its singular eye glowing an unholy red and bedecked in an all-too-familiar suit of invincible armor. A telepathic voice- distinctly different from that the envoy was using earlier in the evening- addresses Thraxus. <<YOU. YOU HAVE STOOD IN OUR WAY LONG ENOUGH PUNY GODLING. PREPARE TO DIE.>>
      The voice is different. Could the Zembahk also be possessed or cursed?

      Wholly non-plussed by the Zembahk's freedom to use magic whilst such familiar invocations are lost from him, Metri strikes a pose of defiance against the red-eyed Zembahk.

      "Not, if anything to say about it, I have." the Yhabbayar replies and though his body doesn't immediately leap into action, his mind leads the assault.

      He reaches out to try to affect the Zembahk by bio-manipulation. First to mute it to prevent additional spellcasting, then to blind it to deny its ability to target. He will follow up with a single attack with Skorl before trying again at bio-manipulation and another strike. Metri knows he faces another strong in psychic powers, so does not expect his mental assault to necessarily breach the Zembahk's defenses.

      Should he see an opportunity, Metri will also try to telekinetically grab the Zembahk, and should he feel he has a grip on the wormy fellow, push it back into the hallway through the (presumably still open) two-way mystic portal.

      Action 1: Bio-manipulation: Mute (Zembahk). -10 ISP.
      Action 2: Bio-manipulation: Blind (Zembahk). -10 ISP.
      Action 3: Strike (Zembahk) with Skorl. Strike: 1d20+16: [14]+16 = 30 . Damage: 1d6*10: [6]*10 = 60 MD.
      Action 4: Bio-manipulation: Mute (Zembahk). -10 ISP.
      Action 5: Bio-manipulation: Blind (Zembahk). -10 ISP.
      Action 6: Strike (Zembahk) with Skorl. Strike: 1d20+16: [8]+16 = 24 . Damage: 1d6*10: [2]*10 = 20 MD.
      Actions 7-8: Reserved for contingencies (see below).

      Contingencies:
      • If Psionic FF collapses, sacrifice action and/or ISP (if all 4 charges are used up) to re-establish
      • TK grab and push Zembahk back into hallway through two-way mystic portal. Strike: 1d20+3: [6]+3 = 9 . (1000 lbs of force)
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      Ghast
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Ghast »

      Perception: 1d100: [11] = 11 /52%
      Just in Case: 1d20: [14] = 14 ; 1d100: [81] = 81
      Conditions: Sixth Sense (Inactive), Psi-Dagger (24:15 Minutes), Psychic Body Field (9:15 minutes), Impervious to Bio-Manipulation (19:15 Minutes), Telekinesis: Super (200 lbs Max; 9:15 minutes), Enhance Reflexes (9:30 minutes)
      H.P.: 27/22
      S.D.C.: 70/70
      I.S.P.: 239/153
      Current Outfit: Clothes (White Dress Shirt, Black Dress Pants, Black Vest, Black Long Coat, Dress Shoes), Red Scarf, Weapon Harness.
      Weapons & Armor
      Armor: Psychic Body Field 50/43
      Weapons: NE-4 Plasma Cartridge Pistol Ammo: 10/10
      Slicer GR-Gun Ammo: 12/12


      Initiative: 1d20+6: [16]+6 = 22
      Number of Actions: 8

      Action One- Four: Sacrifice to get through the wall.
      Action Five: Move towards the Zembahk, Say something smarmy and Fire NE-4 if Ghast can see him. (Strike: 1d20+1: [14]+1 = 15 ; Damage: 1d4*10: [3]*10 = 30 M.D.)
      Action Six: Either keep moving towards the Zembahk or Fire NE-4 at Zembahk. (Strike: 1d20+1: [17]+1 = 18 ; Damage: 1d4*10: [2]*10 = 20 M.D.)
      Action Seven: Either keep moving towards the Zembahk or Fire NE-4 at Zembahk. (Strike: 1d20+1: [10]+1 = 11 ; Damage: 1d4*10: [3]*10 = 30 M.D.)
      Action Eight: Either keep moving towards the Zembahk or Fire NE-4 at Zembahk. (Strike: 1d20+1: [7]+1 = 8 ; Damage: 1d4*10: [3]*10 = 30 M.D.)

      Parries as needed: 1d20+12: [4]+12 = 16 , 1d20+12: [9]+12 = 21 , 1d20+12: [12]+12 = 24 , 1d20+12: [14]+12 = 26 , 1d20+12: [5]+12 = 17 , 1d20+12: [11]+12 = 23 , 1d20+12: [6]+12 = 18 , 1d20+12: [6]+12 = 18 . Enhance Reflexes, Psi-Dagger.
      Dodges (vs Unparryable Attacks): 1d20+9: [2]+9 = 11 , 1d20+9: [9]+9 = 18 , 1d20+9: [11]+9 = 20 , 1d20+9: [16]+9 = 25 , 1d20+9: [18]+9 = 27 , 1d20+9: [2]+9 = 11 , 1d20+9: [9]+9 = 18 , 1d20+9: [7]+9 = 16 . Enhance Reflexes

      Contingencies:
      If Psychic Body Field drops, re-up instead of action.


      Ghast looks at the situation in despair as he no longer can get to his target. I can't even do a basic job, what the hell. When Matthew appears next to Ghast, he's more than a little confused at his comment, but doesn't take a gift ride for granted. "Do it!" Ghast says as he closes his eyes and holds himself tight. Ghast opens his eyes when the wind dies down. "Nice. Let's get that wurm." Ghast says as he rushes off after the Zembahk. If/when Ghast can finally see the creature. "Come here you creatin, it's time for you to leave the party!" Ghast says firing his pistol at it.
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      Draggor
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      Re: [GA] Part Deux: Duuk Hunt!

      Post by Draggor »

      Perception: 1d100: [23] = 23 | 27%
      JIC: 1d20: 1d20: [11] = 11 | 1d100: [50] = 50

      MDC: 1,681 + REGEN/1,694
      Super Regeneration (HU:PU3p99): 2d6: [4, 2] = 6

      Ongoing Effects
      Save vs Psionics, Empathic Transmission: Anger: 1d20 - 8: [4] = 4 | Duration: 2d6: [2, 1] = 3 minutes | Murderous? 1d100: [47] = 47 60%
      +1 to strike, -1 to parry and dodge
      Save vs Magic, Tail: 1d20+3-4: [6]+3-4 = 5

      Post
      Anger's ability to distort and influence decision making is well documented. Induced emotion even more so: yes there are Urqos to be defended, but that thought is unable to penetrate, take hold, and keep Draggor near Icky to fend off these nearby demons. With the continued assault on Datephus, the creature's first home in many cycles, they outright ignore the closest combatants to the best of their ability, charging through and approaching the ship with the intent to be surrounded. Eyes and fists don't just glow, the monster's entire body manifests this hatred and frustration, flashing with devastating energy again and again!

      Combat
      APM: 7
      Initiative: 1d20+4: [11]+4 = 15

      Move away from Icky and non-demon folks to get in a spot and flash multiple times, moving if necessary in between. Not sure if I was supposed to roll the blind durations for you or not, they're here if you want 'em. Also not sure why the addition modifiers aren't picking up on the rolls, I added those in by hand.

      1) Break away from Icky, the Urqos, and really get into the fray of demons attacking the ship!
      2, 3) Super Energy Expulsion, Aura / Flash: Auto hit everything in 10ft radius / 1d6 + 5: [1] = 1 + 5 = 6 MD and 60% to blind victims for 3d6: [6, 4, 2] = 12 seconds, max 1 melee round
      4, 5) Super Energy Expulsion, Aura / Flash: Auto hit everything in 10ft radius / 1d6 + 5: [3] = 3 + 5 = 8 MD and 60% to blind victims for 3d6: [1, 3, 4] = 8 seconds, max 1 melee round
      6, 7) Super Energy Expulsion, Aura / Flash: Auto hit everything in 10ft radius / 1d6 + 5: [3] = 3 + 5 = 8 MD and 60% to blind victims for 3d6: [4, 3, 3] = 10 seconds, max 1 melee round

      Autododges
      1) 1d20+4: [8]+4 = 12 2) 1d20+4: [8]+4 = 12 3) 1d20+4: [12]+4 = 16 4) 1d20+4: [1]+4 = 5 5) 1d20+4: [7]+4 = 11 6) 1d20+4: [16]+4 = 20
      Draggor | Ledger
      M.D.C.: 1,694 / 1,694
      P.P.E.: 89 / 89

      Draggor's current life inner voice is like this.
      Any of Draggor's past lives' inner voice is like this.

      Events of Note
      User avatar
      Starchief
      Group Leader
      Posts: 548
      Joined: Thu Apr 09, 2009 8:38 am
      Location: Phase World PC (Adventurers)
      Contact:

      Re: [GA] Part Deux: Duuk Hunt!

      Post by Starchief »

      Perception: 1d100: [37] = 37 /62%
      JIC: 1d20: [7] = 7 / 1d100: [70] = 70

      This is madness! I thought this was supposed to be a nice sit down dinner! Starchief runs as fast as his supersoldier legs will take him and charges straight into the thick of the battle. His enemy is easy to identify (horns, claws, trying to kill his ship) but the friendlies less so. Who is this guy? I don't recognize him from the dinner or Juan's closest. To be fair, there was a lot in that closet. Time for that later. Now, it's time to do what we do best.
      Form half-cocked plans and grievously injure anything slightly evil looking standing in your way?
      Uhh... close enough actually.


      Starchief does just that, slashing and electro-punching his way through the crowd of demons with aplomb. "DSM, turn the tunes up!"

      Initiative: 1d20+10: [12]+10 = 22
      APM: 10

      Action 1: Slash the closest demon with Champion. Strike: 1d20+13: [16]+13 = 29 . Damage: 7d6: [2, 1, 2, 2, 4, 2, 5] = 18 MD
      Action 2: Slash the closest demon with Champion. Strike: 1d20+13: [17]+13 = 30 . Damage: 7d6: [2, 4, 4, 5, 4, 4, 1] = 24 MD
      Action 3: Slash the closest demon with Champion. Strike: 1d20+13: [12]+13 = 25 . Damage: 7d6: [1, 4, 3, 3, 3, 4, 5] = 23 MD
      Action 4: Punch the closest demon with an electric fist. Strike: 1d20+9: [6]+9 = 15 . Damage: 4d6: [2, 3, 2, 2] = 9 MD
      Action 5: Slash the closest demon with Champion. Strike: 1d20+13: [9]+13 = 22 . Damage: 7d6: [3, 1, 1, 1, 2, 5, 5] = 18 MD
      Action 6: Slash the closest demon with Champion. Strike: 1d20+13: [12]+13 = 25 . Damage: 7d6: [6, 1, 5, 4, 6, 1, 1] = 24 MD
      Action 7: Slash the closest demon with Champion. Strike: 1d20+13: [15]+13 = 28 . Damage: 7d6: [3, 2, 6, 3, 3, 4, 6] = 27 MD
      Action 8: Punch the closest demon with an electric fist. Strike: 1d20+9: [7]+9 = 16 . Damage: 4d6: [2, 5, 5, 4] = 16 MD
      Action 9: Slash the closest demon with Champion. Strike: 1d20+13: [4]+13 = 17 . Damage: 7d6: [3, 4, 1, 5, 4, 6, 5] = 28 MD
      Action 10: Slash the closest demon with Champion. Strike: 1d20+13: [2]+13 = 15 . Damage: 7d6: [2, 1, 5, 3, 5, 4, 3] = 23 MD

      Parry (w/ Champion): 1d20+18: [10]+18 = 28 1d20+18: [18]+18 = 36 1d20+18: [8]+18 = 26 1d20+18: [11]+18 = 29 1d20+18: [9]+18 = 27 1d20+18: [6]+18 = 24 1d20+18: [12]+18 = 30 1d20+18: [12]+18 = 30 1d20+18: [13]+18 = 31 1d20+18: [20]+18 = 38
      Auto-Dodge: 1d20+13: [2]+13 = 15 1d20+13: [15]+13 = 28 1d20+13: [9]+13 = 22 1d20+13: [2]+13 = 15 1d20+13: [7]+13 = 20 1d20+13: [13]+13 = 26 1d20+13: [15]+13 = 28 1d20+13: [13]+13 = 26 1d20+13: [6]+13 = 19 1d20+13: [13]+13 = 26
      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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      Ledger
      User avatar
      Talon
      Posts: 9
      Joined: Wed Jan 18, 2023 3:14 pm

      Re: [GA] Part Deux: Duuk Hunt!

      Post by Talon »

      Perception: 1d100: [95] = 95 /42%
      JIC: 1d20: [19] = 19 ; 1d100: [83] = 83
      Active Effects:
      Shit. Shit. SHIT! As his Forcefield sparks and dies Talon dashes up into the air to keep from being completely overwhelmed. Not the best plan there buddy. I should have stayed airborne from the start. Talon notices others entering the fray and the flashes of light around him. Was that meant for me? No it happened around me. Well lets hope they are up for talking when this is over. Lets make it known that I'm not with the rabble here. Talon unslings his rifle and sends burst of laser fire down into the demons below him. Talon remains about 40 to 50 feet above the ground. While he is flying when he dodges he still steps and moves as if he was on solid ground.

      Combat:
      APM: 7
      FF: Overloaded (12 hours to recover)
      Armor MB: 80/90
      HI-80 E-Clip: 12/30

      Init: 1d20+4: [5]+4 = 9

      Action 1: Unsling HI-80
      Action 2: HI-80 Burst Strike: 1d20+1: [18]+1 = 19 ; Damage: 2d4*10+10: [3, 1]*10+10 = 50
      Action 3: HI-80 Burst Strike: 1d20+1: [2]+1 = 3 ; Damage: 2d4*10+10: [2, 3]*10+10 = 60
      Action 4: HI-80 Burst Strike: 1d20+1: [15]+1 = 16 ; Damage: 2d4*10+10: [3, 4]*10+10 = 80
      Action 5: HI-80 Burst Strike: 1d20+1: [19]+1 = 20 ; Damage: 2d4*10+10: [2, 1]*10+10 = 40
      Action 6: HI-80 Burst Strike: 1d20+1: [3]+1 = 4 ; Damage: 2d4*10+10: [1, 3]*10+10 = 50
      Action 7: HI-80 Burst Strike: 1d20+1: [15]+1 = 16 ; Damage: 2d4*10+10: [1, 3]*10+10 = 50


      Auto-Dodge: 1d20+1: [18]+1 = 19 ; 1d20+1: [3]+1 = 4 ; 1d20+1: [16]+1 = 17 ; 1d20+1: [19]+1 = 20 ; 1d20+1: [3]+1 = 4 ; 1d20+1: [3]+1 = 4 ;
      Talon

      Personal MDC: 145
      SDC: 102 (For Non-MDC Worlds Only)
      User avatar
      Juan Echo
      Posts: 281
      Joined: Tue Apr 24, 2018 3:42 pm

      Re: [GA] Part Deux: Duuk Hunt!

      Post by Juan Echo »

      Perception (33%) 1d100<33: [72] = 0
      JiC 1d20: [11] = 11 / 1d100: [32] = 32

      Armor
      Energy Aura 140/140 M.D.C.
      Black and white pleather suit
      Black and white oxford shoes
      HPC bracelet

      Weapons
      Magical staff with the Rings of Sha Los

      Effects
      Drunk: -2 APM; -8 to initiative and all combat rolls

      Combat
      Initiative 1d20-2: [12]-2 = 10
      APM: 5
      1. Strike demon with staff 1d20+1: [14]+1 = 15 / damage 15d6: [3, 5, 6, 5, 1, 1, 3, 2, 2, 1, 5, 1, 1, 2, 6] = 44 M.D. / dodge 1d20: [9] = 9
      2. Strike demon with staff 1d20+1: [20]+1 = 21 (critical strike) / damage 15d6: [2, 3, 2, 2, 5, 6, 1, 3, 3, 3, 2, 6, 6, 4, 2] = 50 x 2 = 100 M.D. / dodge 1d20: [7] = 7
      3. Strike demon with staff 1d20+1: [5]+1 = 6 / damage 15d6: [1, 1, 3, 2, 4, 5, 1, 5, 5, 3, 2, 3, 6, 5, 5] = 51 M.D. / dodge 1d20: [13] = 13
      4. Strike demon with staff 1d20+1: [13]+1 = 14 / damage 15d6: [6, 2, 6, 4, 2, 4, 3, 4, 3, 5, 4, 3, 5, 5, 3] = 59 M.D. / dodge 1d20: [9] = 9
      5. Strike demon with staff 1d20+1: [4]+1 = 5 / damage 15d6: [3, 2, 5, 4, 4, 2, 1, 6, 2, 2, 2, 5, 4, 6, 1] = 49 M.D. / dodge 1d20: [5] = 5
      Parry rolls: 1. 1d20+1: [8]+1 = 9 ; 2. 1d20+1: [15]+1 = 16 ; 2. 1d20+1: [15]+1 = 16 ; 3. 1d20+1: [11]+1 = 12 ; 4. 1d20+1: [4]+1 = 5 ; 5. 1d20+1: [10]+1 = 11
      Contingency: 1. Reactivate energy aura

      Once outside of the Tower of the Wanderer and the Hostess, Juan Echo keeps running, both leading his followers to safety and driven out by a supernatural need to retreat. Rather than trying to figure out why he would abandon his own house, he looks in the distance and sees demons swarming the Dime Store Magic, his current home away from home. He dashes forward and leaps into the fray.

      Occasionally he glances back at his tower. In the back of his mind he wonders where his sister is. I hope Joni managed to get more urqos out safely. At least she can't blame me for ruining this party. LIKE HELL I CAN'T! We didn't have demons on this planet until your friends showed up! But Juan doesn't dwell too much on his tower as he smashes his way through the horde of demons one swing of his staff at a time. As he gets close to the ship he sees a being he does not recognize. Is that an urqos by our ship? He doesn't look like a demon.

      If Juan gets close enough to Talon, the Wanderer introduces himself with all the tact of a god in his sacred lands, "Do you worship me?
      Status: Juan Echo
      M.D.C.: 300 | P.P.E.: 50 | I.S.P.:82
      May the rest of the Yayamama Pantheon have mercy on our SOULS!
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