Northeast Zone

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Northeast Zone

Postby Townsend » Sat Jan 27, 2018 2:20 pm

This is a region on the fourth deck managed by Townsend.

Conditions:
Time: 0114.25
Location: Deep space, dimension unknown; inside the Mechanoid mothership; Deck 5
Gravity: fluctuating micro-gravity conditions (effectively zero-G); currently .9 G
Environment: artificial environment/pressurized spacecraft
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Re: Northeast Zone

Postby Rocky » Sat Jan 27, 2018 8:02 pm

Perception: 1d20+4 = 16
JIC d20: 1d20 = 19
JIC d100: 1d100 = 78
INIT: 1d20+5 = 25
Rocky finds himself facing another large control station inset into the north section of wall directly in front of him. There are dead-end alcoves in the chamber around him, and a wide-open passageway behind him as he faces the control station.


Rocky takes a quick look around the room he moves to the console, and uses his Telemechanic Mental Operation to figure out how to use this machine. He looks for a black hole or some other area of space to send this ship to its doom. He tries to see how long it would take to get there. He tells Presence. “Go down the corridor and see what is going on. I need warning if something is coming.”


Action 1
Must use one action to maintain
Telemechanic Mental Operation

Action 2-3
Sees if the FLT starts the engines here, the system can be navigated to Black hole and how much time they have. ( this might be for a diversion or to see if the engines are going can they send a feedback into the engines to destroy the power balls. Or do the engines need to be off to get the explosives to the power balls )

Action 4-5
Looks to see how to access the power balls, from the Auxiliary Energy Matrix Core, see if he can send the charges to each of the power balls using the teleportation system. Can they do it from here? Or from the Auxiliary Energy Matrix Core. Or if it has to be loaded in the Auxiliary Energy Matrix Core.

Action 6-7
Teleport explosives if I can do it from here, if not go to the Auxiliary Energy Matrix Core. To attack the power balls.
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Re: Northeast Zone

Postby Townsend » Wed Feb 07, 2018 9:09 pm

John
“Just when I thought I was out… they pull me back in.” -- Michael Corleone, The Godfather: Part III

It was the perfect end to a mission. John and Marcus had gotten the incriminating evidence to the contact within Bath and the doctor said his goodbyes before flying off. All that was left was for John to return to MercTown and his comrades (presumably a simple task for one trained in the shifting arts). The promise John had made earlier about releasing his summoned allies now looms large like the proverbial elephant in the room, however, and so he honors his end of the bargain and allows the two of them to leave if they so wish.

The air elemental is gone like a puff of wind as like with all elementals it cares nothing for the affairs of mortals. The Ariel agrees to carry John back to the nexus point outside town. Once it scoops John up in its arms however it beseeches him to join his other comrades in the upcoming battle.

“The doctor’s part in this epic saga is at an end,” the spirit says, “but yours still has another chapter to be written. Those fighting the Devouring Swarm will need your strength added to theirs if they are to successfully vanquish this evil.” It takes some more cajoling, but eventually John grudgingly agrees by the time they arrive at the nexus point.

As they arrive they are greeted by a familiar figure. Seated in a folding chair underneath a nearby tree is none other than Baldr in the human guise he was using when he first addressed the group in Asgard. He looks up and smiles as the shifter approaches.

“Hail and well met, champion…” he stands up and salutes with his fist to his chest. “You have done a great deed today and thwarted an evil that beggars the imagination. I take it the ‘package’ is well on its way to its intended recipients and the good doctor has parted company with you?” He pauses. “And yet you return to join your companions even though you could have considered your mission complete.” His expression changes, and if John didn’t know better he might say that the Asgardian actually looks impressed. “You do great honor to yourself, your companions, and to your… heritage…” He acts for a moment like he wants to say more but instead shakes his head.

“Your timing is very good, actually, as I have just now sent your companions on to the enemy’s spaceship. If you want to cast any last-minute spells, draw your weapon, or anything like that, do it now. With any luck you should arrive before they’re up to their nether regions in crazed cyborgs. When you're ready just hold that pose and I’ll have you there with them quicker than a tavern girl can bat her eyelashes.”

((OOC: the Ariel has a 01-75% chance of joining John on the mission to the mothership… 1d100 = 100))

The Ariel nods to John. "Sadly I cannot join you as I am needed elsewhere. I wish you success though, for the sake of billions of innocents."

When John indicates he's ready Baldur raises his hands, mutters something that even John’s translation abilities can’t follow and PRESTO -- John finds himself on board a giant starship in some sort of giant corridor (roughly 100’ wide) with a round room off to his left. From that room his impromptu teammates are springing into action against something currently out of sight, presumably a squad of Mechanoids.

Before he can act, however, a female voice behind him gets his attention. “Who are you?”

He spins around to find a tall, almost divinely-good-looking woman with chestnut hair and deep blue eyes and who is wearing a blue-and-grey costume similar to Brute’s. She is in a defensive posture but she isn’t attacking yet. Over her shoulder and a couple hundred feet away in some sort of control room is someone pouring over a console. Though it’s rather hard to make out for sure, from behind the guy looks somewhat familiar. ((OOC: John, a critical perception check would likely make him recognizeable. Also, if you can see the invisible -- which I can't see on your sheet if you can -- you should notice one of Sentinel's ectypes standing invisibly next to her.))

“I said, who are you?” The woman repeats. “Are you one of Brute and Sentinel’s friends?”



Rocky and Presence
“It’s a small world, but I wouldn’t want to have to paint it” -- Steven Wright

Presence nods and heads out of the room while Rocky tries to gain a deeper understanding of what he can accomplish with the console by psychically interfacing with it.

There does appear to be a black hole “nearby” (in galactic terms); he could possibly direct the ship there but he would have to do something to keep someone from the main FTL console from overriding his coordinates once they discovered what was going on. As it’s a backup console it doesn’t look to be able to overload the engines or access the power balls. Perhaps they could be accessed from the Auxillary Energy Matrix Core?

As with the engineering console, however, the limited emergency teleporters appear to be able to transport to the other nodes of interest on this deck.

As he works he overhears Presence conversing with an unfamiliar voice… but a voice clearly not unfamiliar to her.

Sentinel wrote:”Do not be alarmed Ms. Presence, it is I Sentinel, you cannot see me. Brute and I as well as a couple other allies, elves if you believe it, are engaging and delaying mechanoids down the way. What is your mission so we may further assist or at the very least not put it in jeopardy?”


Presence startles a bit and takes a super-quick few steps back before striking a defensive posture. “Sentinel? Is that really you? And Brute’s here too? How is that possible? We thought we were the only ones here on board with all those metal monsters…” Her tone of voice is that of excitement mixed with surprise and disbelief (after all, it’s not every day you run into someone you know on a gigantic spaceship populated by psychotic murderous cyborgs out in the middle of galactic nowhere). The momentary shock passes and the underlying skeptical doctor takes over. Clearing her throat, she changes her tone to a less emotional one. “If this is true, it’s the best news I’ve heard all day. But how do I know this isn’t some sort of Mechanoid trick? How do I know this isn’t some sort of radio broadcast inside my head, trying to get me to tip our hand as to what we’re trying to do here so they can stop us?”

She throws a glance over her shoulder. “Rocky, can you hear that ‘other voice’ in here? What does it sound like to you?”

A few seconds later, an explosion can be heard a good ways down the corridor, followed by the sounds of combat… followed by Presence’s voice once again.

“Who are you? I said, who are you? Are you one of Brute and Sentinel’s friends?”



Everybody Else (Ronith, Sentinel, Brute, Tyral)
“I got to get ready, make everything right, 'cause all my rowdy friends are coming over tonight…” -- Hank Williams, Jr.

Sentinel returns from his astral scouting and informs the group that there are other humans in the vicinity, including one of his and Brute’s teammates in the Omegas. His description of the man accompanying her sounds rather similar to that of a merc named Rocky he briefly worked alongside in Newfoundland a while back.

Sentinel also cautions them against charging out too quickly as he has a surprise or two planned for the incoming Mechanoids. Ronith takes advantage of the moment to throw out a brief strategy for a holding action. Brute nods and waits for the surprises as well.

The group of Mechanoids approach until they get about 250 or so feet from the 3-way junction of the corridors. The ball-shaped one comes to an abrupt halt, momentarily extends some sort of sensor array antenna, then quickly retracts it before rolling away to an alcove on the west side of the corridor. In response the group begins moving slightly faster, with weapons being readied.

Ectype 4 provides the explosive surprise the original Sentinel references in talking with Brute and Ronith. Casting a sleep ward on the grenades for some extra effect, he aims for the dead center of the group and hurls a grenade with the kind of accuracy that would earn him a starting role as quarterback on any NFL team he might want. Well, if the NFL were into hiring 2,000-year-old golems as quarterbacks in the first place. Even ones that could create their own backfield out of thin air. The grenade releases its spell, catching both Exterminators and the T2 Brute within its sphere of influence ((OOC: I’m being generous here as the scales of the icons to the map are way off; that corridor is literally 200’ wide so they’re not packed that tightly in there -- blame Lloyd)). The T2 Brute staggers a bit before recovering, but the two exterminators collapse to the ground. The explosive force of the grenade manages to affect all three, however, as each shows varying degrees of damage.

Tyral casts magical enhancements on Brute and Ronith, essentially turning them into humanoid buzzsaws of carnage, and stands ready to give backup with his jammer pistol. Most of his shots go wide but one strikes the sleeker of the two brutish Mechanoids and one of its large cannons sparks in a most satisfying manner.


With the grenade detonated, Ronith and Brute charge the Mechanoids. Brute reaches the group first due to his super-speed but Ronith is surprisingly fast for someone without a speed-based super ability. They are upon the Thinmen robots almost before their processors can register the fact that they’re moving -- and by then of course it’s too late. Not all of their blows land solidly on robotic parts, and the Thinmen manage to parry a few of Brute’s blows, but the inevitable end result is that the front line of the Mechanoid patrol is reduced to so much scrap metal. The doomed Thinmen to manage to get a few shots off before they’re destroyed, however they fail to do much good for the most part as only one of their shots even comes close to Ronith and only one very lucky shot lands on Brute (-40 MDC).

Ectype 2 vanishes only to reappear alongside the patrol and yank three of them into the ectype’s own little pocket of (temporary) Hell. Looking on with detached curiosity, Sentinel sees a horde of humanoids facing down his unwilling companions -- some are easily recognizable as humans, others are similar to humans but with some variation (skin color, minor facial/body feature changes, etc.), others are more akin to anthropomorphic versions of animals, and still others only have the basic overall body shape to qualify as ‘humanoid.’ They are all armed with a variety of weapons ranging from Stone Age clubs to energy weapons of all types. There is a cacophony of mechanical screeching as the Mechanoids waste no time in tearing into the horde before them. The horde, in return, is every bit as bloodthirsty as the Mechanoids. In the midst of this chaos the ectype summons another lesser supernatural minion -- another Deevil, it would seem (perhaps a subconscious choice influenced by events in the Mega-Metztla lab?). When spoken to the Deevil sneers with a wicked grin. “I think I’m going to enjoy this…” it hisses out as it plunges into the fray. It is soon lost in the symphony of destruction that is the realm of chaos. ((OOC: I’ve removed ectype #2 from the map along with the Weevil, Skimmer A and Brute T1, but will continue to update in the GM posts. When you’re ready to return to the here and now just mention it in a reply))

Ectype 3 vanishes from sight and goes to confab with his fellow speedster Omega, with the results posted above.

Ectypes 5 and 6 act in unison to unleash a barrage of mystical energy upon the Mechanoids. Their targets, the fighter jet insects, zig and zag with an agility that rivals their own and avoid some of the magical blasts but not all as the barrages begin to batter their wings and bodies.

As for their part, the remaining Mechanoids open fire on the intruders they can see -- and they bring a lot of firepower to the yard.

The ostrich-like Exterminators all open fire on Ronith, with two shots missing outright and two more coming dangerously close before the cyber-knight deftly dances out of their way, before falling over ‘asleep.’

One of the brutish ones at the back aims a triple-barrel cannon at the group and blasts away a few times before disappearing into Ectype #2’s dimensional trap, striking Tyral (-20 MDC) and very nearly striking Brute and Ectype #4. The other, sleeker brutish Mechanoid fires what appears to be a larger, beefier version of the Thinmen’s energy rifles landing two more shots on Brute (-40 MDC; be thankful, one was a nat 20 but damage was bare minimum), one on Ectype #4 (-30 MDC), and one on Ronith (-30 MDC).

The skimmer along the western edge of the patrol (Skimmer A) gets three shots off with its guns before being dragged off into the Realm of Chaos along with the rolling ball-looking robot. The first blast very nearly hits Ectype #4 (if golems had hair it would have been singed), the second singes slightly more than just Brute’s hair (-11 MDC and his Armor of Ithan spell fizzles out) and the third comes close to Ectype #5 but the golem is of course more nimble than one might expect from an animated terracotta statue and the blast only singes a panel on the wall behind him. The other skimmer follows suit, landing two twin blasts on a very surprised invisible Tyral (-30 MDC) and what would have been a very solid twin blast on Brute had he not juked out of the way while Ectype #6 avoids another twin blast just as easily as Ectype #5 did.

However, the most powerful barrage comes from the unfamiliar fighter jet/insect Mechanoids as each one opens fire with a pair of twin-barrel cannons housed in articulated hardpoints underneath the ‘tail.’ Most of the shots target Ronith and Brute -- while both do an impressive job of weaving, ducking, dodging and general acting evasively, there are just too many shots and several manage to land solidly on both (-150 MDC Brute, -120 MDC Ronith and both their AoI spells fizzle out). However, one blast manages to solidly hit Tyral (-50 MDC) and very nearly singes Ectype #6’s non-existent hair.

Mothership 02.jpg


Tale of the Tape -- Round 1:

Tyral: AoI is at -100 MDC
Brute: AoI is destroyed
Ronith: AoI is destroyed
Ectype #4: -30 MDC

Rocky is working along at the console
Presence is questioning an invisible Ectype #3 and a late-arriving John

All three Thinmen are destroyed
Both Mechanoid Exterminators are damaged and slumped over ‘sleeping’
Mechanoid Weevil, Skimmer A and Brute T1 are trapped in Ectype #2’s Realm of Chaos
Brute T2 is damaged
Both Wasps are slightly damaged
Skimmer B is the only Mechanoid undamaged


What are you doing?

(Gents, for this next round please note any effects on your characters like the enhanced agility and/or re-cast AoI spells -- I very nearly missed one dodge where the agility bonus made a difference and that would have resulted in Brute’s AoI going down prior to the Wasp attacks and landing him 150MD in the hole)

(Also, Ectypes #5 and #6 should have more damage than they did have but due to ties going to the defender they narrowly avoided getting hit)

Butcher's Bill
Presence: N-F50A Superheavy Force Field popped; NE-BA-26: Main Body destroyed, left arm armor destroyed, -38 to helmet ; -30 to personal M.D.C.
Rocky: -33 I.S.P.; NE-BA-40: -16 to left leg, -14 to helmet, force field is gone, Main Body is destroyed; Psychic Body Field: 100 M.D.C.


GM Notes:
  • Scale of map: 50' per deck tile/square
  • Each Mechanoid's apparent damage is indicated by "health bars" over their tokens.
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Re: Northeast Zone

Postby John » Thu Feb 08, 2018 9:02 pm

Perception: 1d20+8 = 20
JIC: 1d20 = 10 / 1d100 = 39

Back on Earth
Asshole, John fumes as the Ariel winks out of existence. Balder's words just increase his pique. My heritage, he wonders as he casts a spell to encase himself in a shimmering, translucent suit of armor. He mystically enhances his speed and agility as the thoughts roll through his head. What heritage? I'm the son of a librarian. A single mother. Who knows who my father was. Probably died horribly the day I was born. John casts a forth spell to protect himself from energy blasts, I'm nobody in the grand scheme of things. Just a guy that lived longer than he had a right to. Whoopdee-fuckin'-do. That was hardly the whole of it, of course, but he was getting a bit tired of fantastically powerful beings sending him all over the megaverse while they sat on their all powerful behinds. The final spell makes him invisible to sensor systems and with his protections finished he draws his swords and waits for the Asgardian to send him away. I'm gonna die.

The Miles Long StarShip Full of Insane, Murderous, Psychic Cyborgs (TMLSSFIMPC)
Between the Fleet Feet incantation and the boost to his agility John actually has already taken half a dozen steps towards the fighting before his brain registers Presence's, well, presence, and her words. Skidding to a halt, literally, John looks the young woman up and down (Save vs Awe Factor 15: 1d20+12 = 27). He almost says 'I can be whoever you want me to be' but instead simply gives his name, "I'm John. Who're you? You know Brute and Sentinel too? You're wearing one of their uniforms. Are you a superhero like them?" The words spill out of him about 50% faster than usual. Almost just one long string of blab but there are actual noticeable pauses between the words, just brief ones.

Craning his neck around he spots the man bent over the console, "Hey Rocky, is that you? How did you get out here? Did Halfrost teleport you from New Nielfheim too?" Again the words practically tumble out of his mouth. He seems to be unaware of the invisible Sentinel, at least until he speaks or reveals himself.

If there are any particularly jarring sounds from the battle the mage says, "Excuse me," even if it's in the middle of speaking with someone and he dashes off towards the noise at full speed (~45 mph).

Combat Contingencies
Initiative: 1d20+10 = 23
APM: 12
Conditions: Invincible Armor (450 MDC, 54 mins), Yggdrasil Bark Body Armor (120 MDC), Invisibility to Sensors (36 mins), Impervious to Energy (36 mins), Fleet Feet (9 mins), Superhuman Agility (9 mins), Sustain (15 days), Energy Sphere (36 days, 1670 PPE)

Current Stats: MDC 192, PPE 242, PP 46, Spd 68, 12 APM, +10 Initiative, +9 Strike, +11 Parry, +18 Dodge, +13 Automatic Dodge, +12 Roll w/ Impact, Automatic Roll w/ Impact from Explosions

Action 1: Jog, use radio. Radio Basic 85% 1d100 = 58
Action 2: Sheathe Baldur's Blade
Action 3: Sheathe Kisentite Sword
Action 4: Ready Plasma Rifle
Action 5: Shoot airborne mechanoid. Strike: 1d20+3 = 22 Damage: 1d4*10 = 20 MD Crit
Action 6: Shoot airborne mechanoid. Strike: 1d20+3 = 17 Damage: 1d4*10 = 40 MD
Action 7: Shoot airborne mechanoid. Strike: 1d20+3 = 16 Damage: 1d4*10 = 30 MD
Action 8: Shoot airborne mechanoid. Strike: 1d20+3 = 15 Damage: 1d4*10 = 20 MD
Action 9: Shoot airborne mechanoid. Strike: 1d20+3 = 12 Damage: 1d4*10 = 10 MD
Action 10: Start Call Lightning (300' range, 15 PPE) @ airborne mechanoid
Action 11: Finish Call Lightning. Damage: 6d6 = 20 MD
Action 12: Start Call Lightning @ airborne mechanoid

Auto-Dodge (add +13): 12d20:
18, 6, 18, 13, 20, 3, 6, 19, 12, 12, 4, 1

Auto-Parry (add +18): 12d20:
10, 4, 8, 7, 7, 15, 7, 1, 9, 10, 15, 10


Contingencies: Crits on nat 18-20. Auto Crits on an attack from behind. Generally John will attack with Balder's Blade and parry with his Kissentite Sword. John will prefer Mechanoids over Robots on the assumption that Balder's Blade is more effective on the living with its x3 damage bonus to evil. If the flying mechanoids are all that's left and they are too high to attack he'll try to foul up their engines/control surfaces with a Magic Net, or net 2 together if they pass close enough. Subtract however many actions for talking/movement. John moves 85'/action with Fleet Feet.

Original Actions
Action 1: Sword Strike. Strike: 1d20+13 = 18 Damage: 5d6+10 = 28 (x3 vs evil alignments)
Action 2: Sword Strike. Strike: 1d20+13 = 26 Damage: 5d6+10 = 26 (x3 vs evil alignments)
Action 3: Sword Strike. Strike: 1d20+13 = 25 Damage: 5d6+10 = 29 (x3 vs evil alignments)
Action 4: Sword Strike. Strike: 1d20+13 = 33 Damage: 5d6+10 = 22 (x3 vs evil alignments)
Action 5: Sword Strike. Strike: 1d20+13 = 19 Damage: 5d6+10 = 28 (x3 vs evil alignments)
Action 6: Sword Strike. Strike: 1d20+13 = 14 Damage: 5d6+10 = 32 (x3 vs evil alignments)
Action 7: Sword Strike. Strike: 1d20+13 = 26 Damage: 5d6+10 = 30 (x3 vs evil alignments)
Action 8: Sword Strike. Strike: 1d20+13 = 17 Damage: 5d6+10 = 25 (x3 vs evil alignments)
Action 9: Sword Strike. Strike: 1d20+13 = 19 Damage: 5d6+10 = 34 (x3 vs evil alignments)
Action 10: Sword Strike. Strike: 1d20+13 = 26 Damage: 5d6+10 = 26 (x3 vs evil alignments)
Action 11: Sword Strike. Strike: 1d20+13 = 14 Damage: 5d6+10 = 23 (x3 vs evil alignments)
Action 12: Sword Strike. Strike: 1d20+13 = 16 Damage: 5d6+10 = 28 (x3 vs evil alignments)

Signature Block
John Smith
Stats: 192 MDC, 242 PPE
Abilities: Spell Strength 13, Charm/Impress 90%, Invoke Trust/Intimidate 80%, Fire & Cold Resistant (half damage), Bio-Regeneration, Sense Rifts within 150 miles, Sense Other Dimensional Disturbances (Teleportation, etc) 75 miles
Epic Equipment
Last edited by John on Sun Feb 11, 2018 11:55 pm, edited 3 times in total.
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Re: Northeast Zone

Postby Brute » Fri Feb 09, 2018 7:49 am

Location: MOTHERSHIP
Conditions: Monstrous Form, APS Limb: Crystal, Fleet Feet, Superhuman Agility
Signature Block
Brute
Normal Form
AR: 0
HP: 40/40
SDC: 59/59
Monstrous Form
MDC: 574/574

Motion detector, 20’ radius range
Predator’s hearing (+2 Initiative, 8X Normal)

Omega Suit
Features:

1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'


Yggdrasil Bark Body Armor
M.D.C.: 120/120
Features:

• -5% prowl penalty.
• Magic Properties: Magic energy attacks, including fire, dragon's fire, lightning and energy blasts,
inflict one-third normal damage. Blows from rune weapons and most other magic weapons inflict full damage. Blasts from conventional energy weapons and explosives also do full damage.
• Bonuses: + 1 to save vs poisons, toxins, gases and disease.


Perception 48% 1d100 = 9 (SUCCESS)
JIC: 1d20 = 4
1d100 = 7

Sentinel wrote:”Mr. Jackson, Presence is up the way ahead and to the right about 50 meters. I thought you would care to know.


Brute smiles. So there are other Omegas in the mix. He feels a brief swell of pride in his team, before getting back to work. He gladly accepts the spells cast by Sentinel and Tyral, before setting himself to the task of making a mess. "A fella could get used to these spells now." He smiles, nodding at Sentinel. If we survive this, we'll have just... a TON of new strategies to bring home to the Omegas, it seems.

Also knowledge that the gods are real.

Once the spells are cast, Brute lays the smack down on their mechanical opponents, grinning with sadistic glee as their metallic hides crumple under his onslaught. The crunch of metal under each of his crushing blows gives him a dark satisfaction, and he momentarily remembers an old arcade game he played as a young child, one of those fighting games, but in one bonus stage it's you vs. a car and you have to destroy it as fast as you can. It was an ancient game, with terrible graphics compared to the newer holo-games, but he found it charming, and something about the purposeless destruction gave some dark part of him joy. This fight, he thought, is a lot like that... but so much more satisfying. When we get home... we gotta find some robots to practice on.

Spell tracker
Fleet Feet
15/16 melees
Spd (max is 560 mph - Extraordinary speed, doubled - roughly a speed score of 382)
P.P. 42 (+5 parry/dodge/strike in addition to current bonuses, +12 total)
APM 16
Init +6 (+8 minus 2)
Surprise or strike from behind (spell says automatic BUT note that Brute's antennae offer motion detection)
Delicate skills at -20%

Superhuman Agility
9/10 melees
Walk a tightrope or narrow ledge at a base skill of 88%
+1 Init (+7 total)
+ 1 Parry, +5 Dodge (+12 Parry, + 18 Dodge total)
+5 Roll with Impact, Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts.)
+ 5 Automatic Dodge (+ 10 total)

Invincible Armor
150 MDC half damage vs energy EBA
Duration: 60/60 melees
The armor regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply.
Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor cannot be placed on giant Automatons.


As the combat progresses, Brute's antennae gather scents and air currents and other environmental information to supplement his combat prowess.

Track by scent 46% 1d100 = 12 (SUCCESS)
Identify common odors 96% 1d100 = 52 (SUCCESS)
Identify uncommon odors 56% 1d100 = 56 (SUCCESS - Do I detect Presence's aroma?)
Motion detector, 20’ radius range
Identify temperature (within 2 degrees) 96% 1d100 = 28 (SUCCESS)
Identify wind direction and speed 86% 1d100 = 12 (SUCCESS)

Brute watches in satisfaction as the front-line thinmen go down, and as the array of mechanoids disappear from combat, due to Sentinel's spell. Oh... yeah. We got a TON of new tactics for the Omegas... Relishing his again-heightened abilities, Brute pours himself into the fight, serving up haymakers against the flying opponents (trusting that the ceiling is low enough, and he is tall enough, to reach them without jumping - but he will if he has to), but if the others get in his way he will gladly put them down as well.

Initiative: 1d20+7 = 12
APM: 16

Action 1-2: Power Punch with crystal fist: 1d20+12 = 22; Damage 2d6+8 = 16 + 2d6*10 = 60 = 76
Action 3-4: Power Punch with Serious 1d20+12 = 31 (Crit!); Damage 2d6+8 = 18 + 2d6*10 = 90 = 108 X 2 = 216
Action 4-5: Power Punch with Results 1d20+12 = 15; Damage 2d6+8 = 15 + 2d6*10 = 70 = 85
Action 5-6: Power Punch with crystal fist: 1d20+12 = 31 (Crit!); Damage 2d6+8 = 17 + 2d6*10 = 90 = 107 X 2 = 214
Action 6-7: Power Punch with crystal fist: 1d20+12 = 23; Damage 2d6+8 = 18 + 2d6*10 = 70 = 88
Action 7-8: Power Punch with crystal fist: 1d20+12 = 21; Damage 2d6+8 = 16 + 2d6*10 = 80 = 96
Action 9-10: Power Punch with Serious 1d20+12 = 23; Damage 2d6+8 = 16 + 2d6*10 = 50 = 66
Action 11-12: Power Punch with Results 1d20+12 = 24; Damage 2d6+8 = 17 + 2d6*10 = 90 = 107
Action 13-14: Power Punch with crystal fist: 1d20+12 = 31 (Crit!); Damage 2d6+8 = 15 + 2d6*10 = 110 = 125 X 2 = 250
Action 15: Reserved for Dodge 1d20+18 = 27
Action 16: Reserved for Dodge 1d20+18 = 25

Parries (if needed): 1) 1d20+12 = 31; 2 ) 1d20+12 = 17; 3) 1d20+12 = 15; 4) 1d20+12 = 31; 5) 1d20+12 = 20; 6) 1d20+12 = 20; 8 ) 1d20+12 = 22; 9) 1d20+12 = 19; 10) 1d20+12 = 17; 11) 1d20+12 = 15; 12) 1d20+12 = 19; 13) 1d20+12 = 30; 14) 1d20+12 = 13; 15) 1d20+12 = 22; 16) 1d20+12 = 26

Automatic Dodge (if needed): 1) 1d20+10 = 28; 2) 1d20+10 = 17; 3) 1d20+10 = 26; 4) 1d20+10 = 14; 5) 1d20+10 = 16; 6) 1d20+10 = 27; 7) 1d20+10 = 27; 8 ) 1d20+10 = 14; 9) 1d20+10 = 26; 10) 1d20+10 = 12; 11) 1d20+10 = 19; 12) 1d20+10 = 29; 13) 1d20+10 = 19; 14) 1d20+10 = 24; 15) 1d20+10 = 29; 16) 1d20+10 = 23
Last edited by Brute on Wed Feb 14, 2018 5:55 am, edited 1 time in total.
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Re: Northeast Zone

Postby Rocky » Sun Feb 11, 2018 10:35 am

Perception: 1d20+4 = 7
40 % 1d100 = 88
JIC d20: 1d20 = 9
JIC d100: 1d100 = 57
INIT: 1d20+5 = 8

Rocky tries to do as much as he can, before he teleports any in his party to Auxiliary Energy Matrix Core. Rocky hears Presence talking to what he thinks one or two people though. He responds to Presence, “I hear you and one or two others, they aren’t Mechanoids. Mechanoids shoot to kill us, they don’t talk Humans to death.” Rocky continues, “I’m getting ready to Teleport us to the south of here. If they are friendly and need a lift that is where we should all be. Kill the rest or delay them. I hope they brought an exit plan.”
John
Craning his neck around he spots the man bent over the console, "Hey Rocky, is that you? How did you get out here? Did Halfrost teleport you from New Nielfheim too?" Again, the words practically tumble out of his mouth. He seems to be unaware of the invisible Sentinel, at least until he speaks or reveals himself.

Rocky smiles a bit and replies, “Glad to hear from you, John, join us quickly, Times a wasting.”

Rocky teleports all that join him south to Auxiliary Energy Matrix Core.
Hopefully he still has some actions left to access to Auxiliary Energy Matrix Core.
He tries to use the teleport system to distribute the Armed explosives to the power balls quickly via the energy Matrix core. Or if there is a manual way he will use that and send the explosives to the power balls.
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Re: Northeast Zone

Postby Tyral » Sun Feb 11, 2018 8:27 pm

Perception [66%]: 1d100 = 9
D20 JiC: 1d20 = 20
D100 JiC: 1d100 = 65

Conditions: Tongues [constant] & Truesight [Sees through Magical and Psionic illusions, Not Affected by Magical or Non-Magical Darkness, and can See Invisible], Bracelet [½ PPE cost for Spells], Ironhide Ring [MD Conversion, ++], The Ring of Yyn [+25% to Prowl / No footprints or sign of passage], Fly as the Eagle (479.25 Min, [50 MPH, +1 Parry, +2 Dodge, +2 Damage on Diving attack]), Chameleon (95.25 Min), Armor of Ithan (23.25 Min), INVISIBLITY (Simple), Lightning Staff [IMPERVIOUS TO ENERGY, Lightning Bolts 4x/round, 9 Melees]

PPE: 218/218 [-22]
Sentinel Supplement PPE: 08/100 [-8]
Bracelet PPE: 120/120
[2] Energy Spheres
Personal MDC: 91/91
Sentinel Supplemental MD: 150/150
Yggdrasil Bark Body Armor: 120/120 MD
Armor of Ithan: 140/240 MD

Tyral briefly finds cover (minimizing any exposure downrange from these bolts of lightning-like energy) and shoves his 'pistol' back into its holding pouch (holster), **Bah, this thing was worthless. I shall employ the Staff, that seemed to work well when I was testing it in Baath ... ** He channels 30 PPE into the staff to activate its offensive (lightning bolts) and defensive (impervious to energy) capabilities and takes a deep breath, and as he exhales begins to release bolts of energy downrange.

APM: 5
Initiative: 1d20 = 15

1 -- Holster Jammer Pistol, Channel PPE into Lightning Staff
2 -- Lightning Staff bolt 1d20+2 = 18, 6d6 = 22 MD
3 -- Lightning Staff bolt 1d20+2 = 15, 6d6 = 19 MD
4 -- Lightning Staff bolt 1d20+2 = 5, 6d6 = 24 MD
5 -- Lightning Staff bolt 1d20+2 = 10, 6d6 = 24 MD
6 -- BEGIN casting Handful of Lightning (-15 PPE, 490ft, 6d6+18 MD, 3 Bolts (can hold up to 9 Melees), To Dodge: Nat 18-20 or Modified 24, MoM Pg 90)
Ignore - Inapplicable 1d20+2 = 6, 6d6 = 24 MD

*** If at any point his Armor of Ithan is dispatched, Tyral ducks his ass back around a corner to let the heat cool off and someone else get the attention. (Dodge!!! 1d20+4 = 20)

WIZARDLY.SIGNATURE.BLOCK
Last edited by Tyral on Thu Feb 15, 2018 10:25 pm, edited 2 times in total.
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Re: Northeast Zone

Postby John » Sun Feb 11, 2018 11:28 pm

John smiles as his suspicion about the man at the console is confirmed, "Just give me a minute." He jogs forward into the round room with Birger and Sentinel and reaches up for the transmit button on his radio. "Hey it's John. Withdraw back towards Birger. There's a teleporter we can use to hook up with the other team. I'll provide covering fire." Sheathing his swords he swings the rifle around on it's sling and begins to fire at the airborne mechanoids.

OOC: Combat actions changed in first post.
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Re: Northeast Zone

Postby Brute » Mon Feb 12, 2018 6:37 am

(Rolls carried over)

John wrote:"Hey it's John. Withdraw back towards Birger. There's a teleporter we can use to hook up with the other team. I'll provide covering fire."


Brute smiles on hearing his new friend's voice. He taps his radio, and transmits while fighting. "Hey John! Good to hear your voice - wasn't sure I'd ever see you again. Pulling back right now might be a tetch difficult - we'd just draw Mechanoids your way. Let us finish 'em up first and then we'll pull back once the immediate threat is neutralized."

Turning to Ronith, he says "Unless you want everyone else to pull back now - I can stay here and try to hold the corridor."

If Ronith orders the pull back, Brute will withdraw last, hoping to draw enemy attacks away from his teammates. Once everyone else has pulled back, Brute will follow.
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Re: Northeast Zone

Postby Ronith » Tue Feb 13, 2018 9:07 am

Initiative: 1d20+16 = 18 (includes tB and Horsemanship)
JIC: 1d20 = 13, 1d100 = 52
PER: 1d100 = 27 vs. 66% (+15 for hearing)
APM: 8*2=16

Horsemanship: Cyber-knight- 1d100 = 62 vs. 120%
Combat maneuvers.

Ronith Conditions
-ISP: 46/66; PPE: 47/57; talisman 1/2 charges. Sheet.
- Sustain: No need for food, water, breathable air, only needs two hours of sleep per night (15d remaining)
- + 1 to save vs poisons, toxins, gases and disease, -5% prowl
- Sense evil: 22m0s remain, 140ft. range
- All machine-provided bonuses negated, including from any modern weapons
- Additional +2 initiative, +2 strike/parry, +1 dodge, +6 to autododge
- Opponents are -2 to strike Ronith (-4 if using modern weapons), -2 to dodge his attacks, and lose one attack
- Fleet Feet (3m45s; PP [+3 s/p/d, +6I], Spd, APM x2; -2 initiative, -20% to delicate skills)
- Invincible armor (24m00s, 150/150 MDC, 1/2 damage from energym regenerates 1d6MDC/round)


Brute wrote:Turning to Ronith, he says "Unless you want everyone else to pull back now - I can stay here and try to hold the corridor."
Ronith considers the possibility, then shakes his head. I am unlikely to have the technical acumen to be helpful in any attempt to disable alien technology. Brute is right, we would only draw the Mechanoids down on those we wish to aid. Aloud, he says "No- we can win this. We destroy these fiends and then pull back to the others at top speed."

All too aware of the damage inflicted on his magical protection by the wasps, Ronith decides that they are now the primary threat to be neutralized. Without further ado, the cyber-knight shifts targets and looks to engage them on full offense. He considers his normal tactic of leaping strikes, but quickly realizes that the height of the corridors coupled with the Wasps' maneuverability will make that challenging even for him. The cyber-knight needs to even the scales.

Mighty Sleipnir. I require your aid. As the horse materializes, Ronith leaps atop its back (both swords still unsheathed), and moves to attack the Wasps in the air.

Actions 1-2: Summon and mount Slepinir.

Actions 3-16: Paired sword strikes on wasps.
Frostfang strikes (+21)- 14d20:
13, 16, 20, 18, 3, 8, 10, 13, 14, 6, 9, 15, 10, 5

FF damage- 1d6*11 = 11, 1d6*11 = 44, 1d6*11 = 33, 1d6*11 = 44, 1d6*11 = 55, 1d6*11 = 11, 1d6*11 = 44, 1d6*11 = 66, 1d6*11 = 22, 1d6*11 = 44, 1d6*11 = 66, 1d6*11 = 66, 1d6*11 = 44, 1d6*11 = 11

Skyrender strikes (+21): 14d20:
6, 15, 11, 2, 4, 16, 9, 18, 12, 15, 6, 2, 5, 15

Skyrender damage- 6d6 = 24, 6d6 = 22, 6d6 = 18, 6d6 = 20, 6d6 = 19, 6d6 = 17, 6d6 = 11, 6d6 = 17, 6d6 = 17, 6d6 = 19, 6d6 = 21, 6d6 = 21, 6d6 = 18, 6d6 = 20

(add +6 to each damage roll for Horsemanship bonus)

Auto-dodges (+17): 16d20:
6, 7, 15, 12, 14, 16, 19, 10, 8, 2, 11, 13, 6, 10, 19, 2


Sleipnir
Initiative: 1d20+2 = 17
JIC: 1d20 = 3, 1d100 = 72
PER: 1d20 = 3
APM: 4

Sleipnir will immediately take to the air and close on the Wasps (should only take ~1 action). He will focus on defense (i.e., dodges) but should he have the opportunity to attack the wasps alongside Ronith he will lash out with his rear legs.

Strikes (+9)- 4d20:
1, 8, 1, 15

Damage- 6d6 = 21, 6d6 = 21, 6d6 = 12, 6d6 = 16

Dodges (+6)- 4d20:
8, 11, 6, 6
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Re: Northeast Zone

Postby Sentinel » Wed Feb 14, 2018 12:13 am

Sentinel
Location: With team
Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 250/280 | H.P.: N/A | M.D.C.: 640 /640 AR: 16
Spell reference at this Link


Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
PPE and MDC boost for 24 hours from ectype 4.
Spells:
See Aura (Level 1) RUE Pg. 199
OOC Comments
Range: 100 ft.
Duration: 1 melee
Saving Throw: None. Only the psychic powers of Mind Block or Alter Aura will mask the presence of psychic abilities, the level of P.P.E., or possession.
P.P.E.: 6
All things, organic and inorganic, have an aura. The aura has many features and distinctions. and can be used to see or sense things invisible to the eye. Seeing an aura will indicate the following:
• Estimate the general level of experience. Low (1-3), medium (4-7), high (8th and up).
• The presence of magic (no indication of what, or power level).
• The presence of psychic abilities. Low (Minor) or high (Major or Master).
• High or low base P.P.E.
• The presence of a possessing entity (does not indicate Psychic Possession or mind control).
• Healthy, Sick, injured or completely well.
• The presence of an unusual human aberration which indicates a serious illness or that the character is not human and may be a mutant, D-Bee. or demon. but does not reveal which.
Note: One can not use this spell to determine another character's alignment


Perception Bonus: 1d100 = 25/55% (+15% to recognizing the arcane)
D20 JiC: 1d20 = 18/ D100 JiC: / 1d100 = 46

Prowl: Prowl 90% / 1d100 = 75
Intelligence 82% / 1d100 = 8
Detect Ambush 85% / 1d100 = 57

Sentinel stands with a hand behind his back casually watching the combat unfold appearing unphased if it were not for a slight flinch as a barrage of energy blasts streak past his ectypes, but not before peppering Sir Ronith, Brute and Tyral in front.

Very dangerous. Impressive. he thinks before commanding his ectypes to defend against the attacks.

”Counter those fliers.” he says matter of fact. It is likely they already thought the same thing being a part of him and of one mind. I wonder if we would have time to examine them further. he wonders casting a spell to examine the mechanoids.

Initiative: 1d20+8 = 11
Attacks: 8
Action 1: Speaking to ectypes.
Action 2: Casts See Aura
See Aura (Level 1) RUE Pg. 199
OOC Comments
Range: 100 ft.
Duration: 1 melee
Saving Throw: None. Only the psychic powers of Mind Block or Alter Aura will mask the presence of psychic abilities, the level of P.P.E., or possession.
P.P.E.: 6
All things, organic and inorganic, have an aura. The aura has many features and distinctions. and can be used to see or sense things invisible to the eye. Seeing an aura will indicate the following:
• Estimate the general level of experience. Low (1-3), medium (4-7), high (8th and up).
• The presence of magic (no indication of what, or power level).
• The presence of psychic abilities. Low (Minor) or high (Major or Master).
• High or low base P.P.E.
• The presence of a possessing entity (does not indicate Psychic Possession or mind control).
• Healthy, Sick, injured or completely well.
• The presence of an unusual human aberration which indicates a serious illness or that the character is not human and may be a mutant, D-Bee. or demon. but does not reveal which.
Note: One can not use this spell to determine another character's alignment



Action 3- 8: Further actions held for defense actions should he somehow be attacked then Sentinel will cast Barrage on the enemies to divert their attention.

Barrage (Level 6) Federation of Magic pg 138
Summary of Barrage:
Damage: 9 blasts 2 MD per blast, 18 MD if all blast hit,
Duration 7 seconds
Range 280ft.
Save: Dodge or Parry
Effect: -3 to defend against any other attack leveled at him during the barrage, loses two melee attacks/actions plus those used to dodge or parry, cannot take any offensive action (only parry and dodge) while being hammered by the barrage.
Strike: +3 9d20:
10, 1, 11, 14, 9, 13, 8, 2, 5


OOC Comments
Range: 100 ft. +30 ft./lvl
Duration: 7 seconds (approximately half a melee round).
Damage: 2 M.D./S.D.C. per strike ~ 3 hammering force blasts +1 per
level of the spell caster.
Saving Throw: Dodge or parry.
P.P.E.: 15
This spell unleashes a succession of force blasts lo batter its intended target like a swarm of tiny comets striking one after the other. Each energy blast is visible, about the size of a softball with a vapor trail, and fast moving. Once unleashed against a target, the “barrage” continues until all blasts are used up. Even if the victim runs, flies up, or dives for cover, the barrage will follow him like tiny guided missiles.
However, because the blast pulses are reasonably large and visible, the character can try to dodge or parry them with a weapon. A successful dodge means the magical blast misses and dispels. A successful parry means it is batted away and dispels on impact. Of course, the down side is that the barrage of magic force will either strike, injure and distract the victim, or will cause him to spend his time and combat actions trying to defend against the attack! Either way, the character is distracted and injured.
In addition to taking damage (each blast that hits does two M.D.), the victim is distracted from events and activity around him (focused on the pounding attack) and is -3 to defend against any other attack leveled at him during the barrage. Worse, even if the character stands his place and takes the pummeling of force, he loses two melee attacks/actions, because he cannot take any offensive action (only parry and dodge) while being hammered by the barrage!


Parry Bonus: +13; 8d20:
8, 14, 10, 7, 3, 10, 14, 14

Auto-dodge: +8; 8d20:
20, 20, 10, 7, 16, 17, 20, 14

Dodge Bonus: +14; 8d20:
8, 11, 5, 18, 2, 2, 4, 3
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Re: Northeast Zone

Postby Sentinel » Wed Feb 14, 2018 12:14 am

Ectype 2
Location: Realm of Chaos.

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 190/190 | H.P.: N/A | M.D.C.: 440 /440 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Spells:
Invisibility (Superior) (Level 7) RUE pg 213
OOC Comments
Range: Self or one other by touch.
Duration: 3 min/lvl.
Saving Throw: None.
P.P.E.: 20
A powerful incantation that makes the spell caster invisible to all means of detection. Ordinary vision, infrared, ultraviolet and other optics, heat, motion detectors, and even an animal's sense of smell, can NOT locate the invisible person. No footprints are made, and little sound (prowls at 84%). The magic is broken only if the character makes a hostile move, or engages in combat/attacks. At that instant, he becomes completely visible. Note: The invisible character is not ethereal and cannot walk through walls: he must still use a door. The act of forcing open a door or window, picking a lock, tapping somebody, accidentally bumping somebody, or accidentally getting shot or hurt, is not considered an act of aggression or combat, so invisibility is maintained.


Realm of Chaos (Level 9) Federation of Magic pg. 149
OOC Comments
Range: Up to a 100 ft. radius around the spell caster.
Duration: 1 min/lvl.
Saving Throw: -3 to save.
P.P.E.: 70
The spell caster can magically plunge himself and his enemies or all people within a 100 foot (30.5 m) radius (with the mage at the center) into a strange dimension known as the Realm of Chaos. Practitioners of magic believe this nightmarish realm is a frightful kingdom someplace in the Astral Plane. The general surroundings mimic the appearance of those in which the people just left, only they will seem somehow unnatural and empty (no strangers, animals, insects, etc.); clearly a copy. Only the spell caster is unaffected by what happens next.
Each character taken to the realm will experience his or her most hated andlor feared enemy or rival. In some cases, where a group of people are highly motivated or afraid of the same thing, one major villain/foe will confront all or most of the group (including at least one henchman per character). This deadly foe can be an antagonist the character(s) faced in the past or plan (or fear) to face in the present or future
(except the spell caster). Additionally, it can be a foe they have slain in the past. In such a case, they will claim to have returned to crave their revenge. These fearsome opponents all have revenge and murder on their minds and attack immediately. All these villains and monsters appear to have their normal powers, skills and weaponry. They are not illusions (presumably mental creations of the Astral Plane unwittingly magically created and fueled by the very people who fear or hate of them). Thus, they can be destroyed through combat.
Since the spell caster who brought everybody to the Realm of Chaos is not affected, he can step back and enjoy the show or join in the battle to destroy his enemies.
The only way to escape the Realm of Chaos is to wait for the spell duration to elapse, to kill the mage who cast the spell or to force him to take them back, the natural world. Note: The spell caster is central to this dimensional spell. He cannot leave the Realm on his own. When he leaves, everybody he brought with him in the first place comes with him. The magical enemies and fears are not the genuine article and cannot he carried back to the real world.


Perception Bonus: 1d100 = 46/55% (+15% to recognizing the arcane)
D20 JiC: 1d20 = 15/ D100 JiC: / 1d100 = 40

Prowl: Prowl 90% / 1d100 = 96
Intelligence 82% / 1d100 = 61
Detect Ambush 85% / 1d100 = 55

The Deevil sneers with a wicked grin. “I think I’m going to enjoy this…” it hisses out as it plunges into the fray. It is soon lost in the symphony of destruction that is the realm of chaos. ((OOC: I’ve removed ectype #2 from the map along with the Weevil, Skimmer A and Brute T1, but will continue to update in the GM posts. When you’re ready to return to the here and now just mention it in a reply))

Sentinel watches with his arms folded over his chest the small legion of the mechanoids horrors wash over them. That devil, second time I conjured it forth. Is that the same one? They all look alike. he wonders. It was still like muscle memory to him and he does not knowingly remembering the true extent of his control over them.


Initiative: 1d20+7 = 20
Attacks: 8

Action 1+2: Watches the fighting mechanoids.

Actions 3-8: Watches and evades any stray attacks, even though it is unlikely to find him so hidden.

Parry Bonus: +13; 8d20:
13, 19, 20, 7, 19, 20, 17, 6

Auto-dodge: +8; 8d20:
17, 8, 5, 14, 1, 6, 17, 1

Dodge Bonus: +14; 8d20:
20, 6, 7, 12, 19, 20, 11, 9
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Re: Northeast Zone

Postby Sentinel » Wed Feb 14, 2018 12:14 am

Ectype 3

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 125/190 | H.P.: N/A | M.D.C.: 440 /440 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Spells: Invisibility (Superior) (Level 7) RUE pg 213
OOC Comments
Range: Self or one other by touch.
Duration: 15 min
Saving Throw: None.
P.P.E.: 20
A powerful incantation that makes the spell caster invisible to all means of detection. Ordinary vision, infrared, ultraviolet and other optics, heat, motion detectors, and even an animal's sense of smell, can NOT locate the invisible person. No footprints are made, and little sound (prowls at 84%). The magic is broken only if the character makes a hostile move, or engages in combat/attacks. At that instant, he becomes completely visible. Note: The invisible character is not ethereal and can not walk through walls: he must still use a door. The act of forcing open a door or window, picking a lock, tapping somebody, accidentally bumping somebody, or accidentally getting shot or hurt, is not considered an act of aggression or combat, so invisibility is maintained.


Prowl: Prowl 90% / 1d100 = 40
Intelligence 82% / 1d100 = 13
Detect Ambush 85% / 1d100 = 19

Perception Bonus: 1d100 = 93/55% (+15% to recognizing the arcane)
D20 JiC: 1d20 = 18/ D100 JiC: / 1d100 = 91

Clearing her throat, she changes her tone to a less emotional one. “If this is true, it’s the best news I’ve heard all day. But how do I know this isn’t some sort of Mechanoid trick? How do I know this isn’t some sort of radio broadcast inside my head, trying to get me to tip our hand as to what we’re trying to do here so they can stop us?”

She throws a glance over her shoulder. “Rocky, can you hear that ‘other voice’ in here? What does it sound like to you?”

A few seconds later, an explosion can be heard a good ways down the corridor, followed by the sounds of combat… followed by Presence’s voice once again.

“Who are you? I said, who are you? Are you one of Brute and Sentinel’s friends?”

Turning where the voice came from, Ahh, Lord John. he thinks as the god speeds past. ”Ms. Presence, it is surely I, though we only met briefly your beauty is still unequaled.” he compliments bowing unseen. ”That… was Lord John on his way to help Brute.” Sentinel says to Presence commenting on the passing godling.

”Is there anything I could assist you with?” Sentinel asks looking around and at the back of the mysterious man John called Rocky.

Initiative: 1d20+7 = 21
Attacks: 8

Actions 1-3: Speak to Presence.

4-8: Defensive actions as required or assist Presence as requested.

Parry Bonus: +13; 8d20:
4, 15, 14, 1, 17, 15, 20, 13

Auto-dodge: +8; 8d20:
8, 17, 2, 9, 17, 20, 16, 10

Dodge Bonus: +14; 8d20:
20, 12, 12, 8, 17, 9, 19, 16
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Re: Northeast Zone

Postby Sentinel » Wed Feb 14, 2018 12:15 am

Ectype 4

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 100/190 | H.P.: N/A | M.D.C.: 90/440 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee

Spells:

Prowl: Prowl 90% / 1d100 = 96
Intelligence 82% / 1d100 = 9
Detect Ambush 85% / 1d100 = 3

Perception Bonus: 1d100 = 80/55% (+15% to recognizing the arcane)
D20 JiC: 1d20 = 12/ D100 JiC: / 1d100 = 18

The ectype watches as the impromptu grenade lands with a resounding pop. Wonderful, I had hopes that would work. he thinks just now considering what could have happened if it armed early and somehow hit an ally.

He hold the remaining grenade in hand gently rolling it in consideration of how to use it. He wisely holds onto it and waits watching as a blast narrowly is sidestepped by him that instead peppers Tyral right behind him. ”Oops. My apologies Lord Oslarelar.” Sentinel apologizes.

The ectype turns to cast Barrage on the flying wasps after seeing the devastation they caused still watching for an opportunity to use the remaining grenade.

[One remaining: 40mm grenades arm in about 12-14 rotations which is part of a safety feature. Average football RPM is 600 or 10 per second. With that in mind the grenade should easily arm right before it impacts but trigger the ward on contact as well hitting all mechonoids in 10ft with a sleep spell and an explosion 4d6 MD in 12 ft AOE. Wards (Level 10) Book of Magic pg. 138
OOC Comments
Range: Varies with type.
Duration : Effects vary with type.
Saving Throw: Standard; spells are base 12, wards created by ritual magic are 16.
P.P.E.: 90
The Wards invocation creates mystic symbols used to protect items of value, to protect dwellings, and as booby traps. The ward can be cast on a door or window, a section of floor, a cabinet or on a specific item such as a book or statue. The ward symbols on the object are always obvious, to serve as a warning. When somebody, other than the sorcerer who created them, touches the object, a spell is triggered. The following wards can be created. Each ward invocation will create two separate wards, the ritual invocation will create three. The object to be warded must be present.
Sleep: The ward will put to sleep everybody within a ten foot area around it. Each person must roll to save versus magic. The sleep lasts for 6D6 minutes. Effects are identical to the fifth level spell. [The
victim can not be awakened by any means except by the mage canceling the magic or until the magic's duration time lapses. A successful save means the spell has no effect whatsoever.]


Initiative: 1d20+7 = 25
Attacks: 8
-30 PPE
Actions 1: Watches and decides next course of action and apologizes to Tyral.

Action 2-3: Casts Barrage on wasp.
Barrage (Level 6) Federation of Magic pg 138
OOC Comments
Summary of Barrage:
Damage: 9 blasts 2 MD per blast, 18 MD if all blast hit,
Duration 7 seconds
Range 280ft.
Save: Dodge or Parry
Effect: -3 to defend against any other attack leveled at him during the barrage, loses two melee attacks/actions plus those used to dodge or parry, cannot take any offensive action (only parry and dodge) while being hammered by the barrage.

Range: 100 ft. +30 ft./lvl
Duration: 7 seconds (approximately half a melee round).
Damage: 2 M.D./S.D.C. per strike ~ 3 hammering force blasts +1 per
level of the spell caster.
Saving Throw: Dodge or parry.
P.P.E.: 15
This spell unleashes a succession of force blasts lo batter its intended target like a swarm of tiny comets striking one after the other. Each energy blast is visible, about the size of a softball with a vapor trail, and fast moving. Once unleashed against a target, the “barrage” continues until all blasts are used up. Even if the victim runs, flies up, or dives for cover, the barrage will follow him like tiny guided missiles.
However, because the blast pulses are reasonably large and visible, the character can try to dodge or parry them with a weapon. A successful dodge means the magical blast misses and dispels. A successful parry means it is batted away and dispels on impact. Of course, the down side is that the barrage of magic force will either strike, injure and distract the victim, or will cause him to spend his time and combat actions trying to defend against the attack! Either way, the character is distracted and injured.
In addition to taking damage (each blast that hits does two M.D.), the victim is distracted from events and activity around him (focused on the pounding attack) and is -3 to defend against any other attack leveled at him during the barrage. Worse, even if the character stands his place and takes the pummeling of force, he loses two melee attacks/actions, because he cannot take any offensive action (only parry and dodge) while being hammered by the barrage!


Action 4-5: Casts Barrage on other wasp.
Barrage (Level 6) Federation of Magic pg 138
OOC Comments
Summary of Barrage:
Damage: 9 blasts 2 MD per blast, 18 MD if all blast hit,
Duration 7 seconds
Range 280ft.
Save: Dodge or Parry
Effect: -3 to defend against any other attack leveled at him during the barrage, loses two melee attacks/actions plus those used to dodge or parry, cannot take any offensive action (only parry and dodge) while being hammered by the barrage.

Range: 100 ft. +30 ft./lvl
Duration: 7 seconds (approximately half a melee round).
Damage: 2 M.D./S.D.C. per strike ~ 3 hammering force blasts +1 per
level of the spell caster.
Saving Throw: Dodge or parry.
P.P.E.: 15
This spell unleashes a succession of force blasts lo batter its intended target like a swarm of tiny comets striking one after the other. Each energy blast is visible, about the size of a softball with a vapor trail, and fast moving. Once unleashed against a target, the “barrage” continues until all blasts are used up. Even if the victim runs, flies up, or dives for cover, the barrage will follow him like tiny guided missiles.
However, because the blast pulses are reasonably large and visible, the character can try to dodge or parry them with a weapon. A successful dodge means the magical blast misses and dispels. A successful parry means it is batted away and dispels on impact. Of course, the down side is that the barrage of magic force will either strike, injure and distract the victim, or will cause him to spend his time and combat actions trying to defend against the attack! Either way, the character is distracted and injured.
In addition to taking damage (each blast that hits does two M.D.), the victim is distracted from events and activity around him (focused on the pounding attack) and is -3 to defend against any other attack leveled at him during the barrage. Worse, even if the character stands his place and takes the pummeling of force, he loses two melee attacks/actions, because he cannot take any offensive action (only parry and dodge) while being hammered by the barrage!


Action 6-8: Watch and take defensive actions as required.

Parry Bonus: +13; 8d20:
2, 14, 16, 2, 17, 5, 4, 15

Auto-dodge: +8; 8d20:
8, 15, 9, 5, 18, 3, 8, 14

Dodge Bonus: +14; 8d20:
20, 9, 14, 20, 17, 13, 11, 7
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Re: Northeast Zone

Postby Sentinel » Wed Feb 14, 2018 12:17 am

Ectype 5

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 150/190 | H.P.: N/A | M.D.C.: 440/440 AR: 16
Spell reference at this Link


Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Spells:
Targeted Deflection (Level 6) Federation of Magic pg 114
OOC Comments
Range: Effective targeting deflection is 500 feet +50 ft./lvl. Trying to hit a target beyond this range is -1 to strike per every additional 100 ft. This spell can only be cast on the sorcerer himself,
Duration: One melee/lvl
Saving Throw: Dodge
Limitation: Energy attacks only, but as Deflect spell for all other.
P.P.E.: 15
Targeted Deflection is a more advanced form of the Deflect spell. After invoking this magic, the mage can magically parry energy attack/blasts with his arms and hands (a small field of energy momentarily appears around the hands and forearms). Best of all, he can deflect them in such a way that the attack is directed back at its source! Unless the attacker dodges, he takes full damage from his own attack and the mage takes none! To successfully return the attack to its source, the mage rolls to parry with a bonus of +3 (in addition to any P.P. and/or Targeting skill bonuses). A successful parry will block and deflect the attack harmlessly away. Any roll above a 13 will bounce the blast back at the attacker. The attacker can try to dodge the bounce back energy blast, but does so without bonuses and must match or beat the mage’s parry roll. A roll by the mage between 5-13 simply deflects the attack out of harm’s way, a roll of 1-4 means a fumbled deflection and the blast hits the mage without it being deflected.
The mage can also try to deflect the blast at a different target, but does so without any bonuses and needs a 16 or higher to strike. Note: Only energy blasts, including magical energy, can be deflected back at the attacker or at others. However, the mage can parry and deflect projectiles harmlessly away the same as the Deflect spell.

Deflect (Reference for Targeted Deflection above)
This spell allows the spell caster to attempt to magically parry and deflect incoming ranged-weapon attacks such as arrows, bullets, lasers, particle beams, rail guns, tire balls, called lightning, etc. The caster gets to roll a normal 20 sided die +4, for his or her parry (plus any P.P. attribute bonus; other parry bonuses do not apply). If successful, the attack is deflected by a small energy field, and harmlessly hits the ground 1D4x10 yard/meters away. Such a deflection may hit an ally or innocent bystander if used in a crowded or heavily occupied area.
This spell can also deflect missiles, even volleys, but the spell caster might get caught in the blast radius and innocent bystanders are likely to get hurt. When missiles or powerful energy blasts (those that inflict 1D4x10M .D. or more damage) are deflected. the character must roll a 20 sided die again, but without benefit of a bonus, to see whether or not the attack is deflected away without harm to others, or whether it strikes an innocent bystander. A roll of 1-4 means the attack is deflected into the ally nearest the mage! A roll of 5-8 means it hits an innocent bystander. A roll of 9 or higher means the attack is deflected without harm to others, unless the area is densely populated or crowded, then innocents are almost certain to be injured. Area affect attacks like exploding rockets. missiles, and grenades, or rail gun bursts may strike and injure or kill dozens of people; G.M.s should use their discretion in such determinations. No, the spell caster cannot accurately deflect the attack into a specific enemy target or location.


Prowl: Prowl 90% / 1d100 = 8
Intelligence 82% / 1d100 = 33
Detect Ambush 85% / 1d100 = 68

Perception Bonus: 1d100 = 11/55% (+15% to recognizing the arcane)
D20 JiC: 1d20 = 15/ D100 JiC: / 1d100 = 69


Barely escaping the dangerous blasts the ectype acts in unison with his other self-standing at his side upon hearing the command to protect against the blasts. Indeed I better watch out for those. the ectype thinks.

The ectype appreciating the danger the blast present prepares himself to turn it back on the mechanoids. [casts Targeted Deflection ]

Seeing the magical defenses of Ronith and Brute fail under the withering fire the ectype rushes to their aid and shield them. [Casts Invincible Armor on Brute]

Initiative: 1d20+7 = 17
Attacks: 8
-45ppe
Actions 1-2: Casts Targeted Deflection
Targeted Deflection: Parry Bonus: +11; 8d20:
18, 5, 18, 5, 12, 11, 16, 19


Targeted Deflection (Level 6) Federation of Magic pg 114
OOC Comments
Range: Effective targeting deflection is 500 feet +50 ft./lvl. Trying to hit a target beyond this range is -1 to strike per every additional 100 ft. This spell can only be cast on the sorcerer himself,
Duration: One melee/lvl
Saving Throw: Dodge
Limitation: Energy attacks only, but as Deflect spell for all other.
P.P.E.: 15
Targeted Deflection is a more advanced form of the Deflect spell. After invoking this magic, the mage can magically parry energy attack/blasts with his arms and hands (a small field of energy momentarily appears around the hands and forearms). Best of all, he can deflect them in such a way that the attack is directed back at its source! Unless the attacker dodges, he takes full damage from his own attack and the mage takes none! To successfully return the attack to its source, the mage rolls to parry with a bonus of +3 (in addition to any P.P. and/or Targeting skill bonuses). A successful parry will block and deflect the attack harmlessly away. Any roll above a 13 will bounce the blast back at the attacker. The attacker can try to dodge the bounce back energy blast, but does so without bonuses and must match or beat the mage’s parry roll. A roll by the mage between 5-13 simply deflects the attack out of harm’s way, a roll of 1-4 means a fumbled deflection and the blast hits the mage without it being deflected.
The mage can also try to deflect the blast at a different target, but does so without any bonuses and needs a 16 or higher to strike. Note: Only energy blasts, including magical energy, can be deflected back at the attacker or at others. However, the mage can parry and deflect projectiles harmlessly away the same as the Deflect spell.

Deflect (Reference for Targeted Deflection above)
This spell allows the spell caster to attempt to magically parry and deflect incoming ranged-weapon attacks such as arrows, bullets, lasers, particle beams, rail guns, tire balls, called lightning, etc. The caster gets to roll a normal 20 sided die +4, for his or her parry (plus any P.P. attribute bonus; other parry bonuses do not apply). If successful, the attack is deflected by a small energy field, and harmlessly hits the ground 1D4x10 yard/meters away. Such a deflection may hit an ally or innocent bystander if used in a crowded or heavily occupied area.
This spell can also deflect missiles, even volleys, but the spell caster might get caught in the blast radius and innocent bystanders are likely to get hurt. When missiles or powerful energy blasts (those that inflict 1D4x10M .D. or more damage) are deflected. the character must roll a 20 sided die again, but without benefit of a bonus, to see whether or not the attack is deflected away without harm to others, or whether it strikes an innocent bystander. A roll of 1-4 means the attack is deflected into the ally nearest the mage! A roll of 5-8 means it hits an innocent bystander. A roll of 9 or higher means the attack is deflected without harm to others, unless the area is densely populated or crowded, then innocents are almost certain to be injured. Area affect attacks like exploding rockets. missiles, and grenades, or rail gun bursts may strike and injure or kill dozens of people; G.M.s should use their discretion in such determinations. No, the spell caster cannot accurately deflect the attack into a specific enemy target or location.


Action 3-4: Casts Invincible Armor on Brute 150 MDC half damage vs energy EBA
[ooc](Level 8) Federation of Magic pg. 144 [Modified by Maniacal Laugh for HU2:CC)
Range: Self or one other by touch.
Duration: 3 min/lvl.
Saving Throw: None
P.P.E.: 30
Although not quite as “invincible” as the name suggests, this impressive magical armor encases the wearer in a suit of shimmering, translucent plate armor, complete with full helm. The armor has 25 M.D.C. per level of the spell caster, and regenerates damage at the rate of I D6 M.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply.
Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor cannot be placed on giant Automatons.

Action 5-8: Defensive action as required. Mostly parrying attacks back with target deflection.

Parry Bonus: +13; 8d20:
2, 20, 1, 14, 9, 13, 12, 8

Auto-dodge: +8; 8d20:
15, 14, 5, 9, 3, 12, 10, 6

Dodge Bonus: +14; 8d20:
10, 12, 4, 8, 9, 17, 18, 11
Last edited by Sentinel on Wed Feb 14, 2018 12:21 am, edited 1 time in total.
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Re: Northeast Zone

Postby Sentinel » Wed Feb 14, 2018 12:19 am

Ectype 6

Positioning to barrage with ectype 5

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 150/190 | H.P.: N/A | M.D.C.: 90 /440 AR: 16
Spell reference at this Link


Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Spells:
Targeted Deflection (Level 6) Federation of Magic pg 114
OOC Comments
Range: Effective targeting deflection is 500 feet +50 ft./lvl. Trying to hit a target beyond this range is -1 to strike per every additional 100 ft. This spell can only be cast on the sorcerer himself,
Duration: One melee/lvl
Saving Throw: Dodge
Limitation: Energy attacks only, but as Deflect spell for all other.
P.P.E.: 15
Targeted Deflection is a more advanced form of the Deflect spell. After invoking this magic, the mage can magically parry energy attack/blasts with his arms and hands (a small field of energy momentarily appears around the hands and forearms). Best of all, he can deflect them in such a way that the attack is directed back at its source! Unless the attacker dodges, he takes full damage from his own attack and the mage takes none! To successfully return the attack to its source, the mage rolls to parry with a bonus of +3 (in addition to any P.P. and/or Targeting skill bonuses). A successful parry will block and deflect the attack harmlessly away. Any roll above a 13 will bounce the blast back at the attacker. The attacker can try to dodge the bounce back energy blast, but does so without bonuses and must match or beat the mage’s parry roll. A roll by the mage between 5-13 simply deflects the attack out of harm’s way, a roll of 1-4 means a fumbled deflection and the blast hits the mage without it being deflected.
The mage can also try to deflect the blast at a different target, but does so without any bonuses and needs a 16 or higher to strike. Note: Only energy blasts, including magical energy, can be deflected back at the attacker or at others. However, the mage can parry and deflect projectiles harmlessly away the same as the Deflect spell.

Deflect (Reference for Targeted Deflection above)
This spell allows the spell caster to attempt to magically parry and deflect incoming ranged-weapon attacks such as arrows, bullets, lasers, particle beams, rail guns, tire balls, called lightning, etc. The caster gets to roll a normal 20 sided die +4, for his or her parry (plus any P.P. attribute bonus; other parry bonuses do not apply). If successful, the attack is deflected by a small energy field, and harmlessly hits the ground 1D4x10 yard/meters away. Such a deflection may hit an ally or innocent bystander if used in a crowded or heavily occupied area.
This spell can also deflect missiles, even volleys, but the spell caster might get caught in the blast radius and innocent bystanders are likely to get hurt. When missiles or powerful energy blasts (those that inflict 1D4x10M .D. or more damage) are deflected. the character must roll a 20 sided die again, but without benefit of a bonus, to see whether or not the attack is deflected away without harm to others, or whether it strikes an innocent bystander. A roll of 1-4 means the attack is deflected into the ally nearest the mage! A roll of 5-8 means it hits an innocent bystander. A roll of 9 or higher means the attack is deflected without harm to others, unless the area is densely populated or crowded, then innocents are almost certain to be injured. Area affect attacks like exploding rockets. missiles, and grenades, or rail gun bursts may strike and injure or kill dozens of people; G.M.s should use their discretion in such determinations. No, the spell caster cannot accurately deflect the attack into a specific enemy target or location.


Prowl: Prowl 90% / 1d100 = 42
Intelligence 82% / 1d100 = 67
Detect Ambush 85% / 1d100 = 13

Perception Bonus: 1d100 = 93/55% (+15% to recognizing the arcane)
D20 JiC: 1d20 = 1/ D100 JiC: / 1d100 = 12

Barely escaping the dangerous blasts the ectype acts in unison with his other self-standing at his side upon hearing the command to protect against the blasts. Indeed I better watch out for those. the ectype thinks.

The ectype appreciating the danger the blast present prepares himself to turn it back on the mechanoids. [Casts Targeted Deflection]

Seeing the magical defenses of Ronith and Brute fail under the withering fire the ectype rushes to their aid and shield them. [Casts Invincible Armor on Ronith]

Initiative: 1d20+7 = 24
Attacks: 8
-45ppe
Actions 1-2: Casts Targeted Deflection
Targeted Deflection (Level 6) Federation of Magic pg 114

Targeted Deflection: Parry Bonus: +11; 8d20:
15, 5, 13, 10, 15, 16, 10, 1


OOC Comments
Range: Effective targeting deflection is 500 feet +50 ft./lvl. Trying to hit a target beyond this range is -1 to strike per every additional 100 ft. This spell can only be cast on the sorcerer himself,
Duration: One melee/lvl
Saving Throw: Dodge
Limitation: Energy attacks only, but as Deflect spell for all other.
P.P.E.: 15
Targeted Deflection is a more advanced form of the Deflect spell. After invoking this magic, the mage can magically parry energy attack/blasts with his arms and hands (a small field of energy momentarily appears around the hands and forearms). Best of all, he can deflect them in such a way that the attack is directed back at its source! Unless the attacker dodges, he takes full damage from his own attack and the mage takes none! To successfully return the attack to its source, the mage rolls to parry with a bonus of +3 (in addition to any P.P. and/or Targeting skill bonuses). A successful parry will block and deflect the attack harmlessly away. Any roll above a 13 will bounce the blast back at the attacker. The attacker can try to dodge the bounce back energy blast, but does so without bonuses and must match or beat the mage’s parry roll. A roll by the mage between 5-13 simply deflects the attack out of harm’s way, a roll of 1-4 means a fumbled deflection and the blast hits the mage without it being deflected.
The mage can also try to deflect the blast at a different target, but does so without any bonuses and needs a 16 or higher to strike. Note: Only energy blasts, including magical energy, can be deflected back at the attacker or at others. However, the mage can parry and deflect projectiles harmlessly away the same as the Deflect spell.

Deflect (Reference for Targeted Deflection above)
This spell allows the spell caster to attempt to magically parry and deflect incoming ranged-weapon attacks such as arrows, bullets, lasers, particle beams, rail guns, tire balls, called lightning, etc. The caster gets to roll a normal 20 sided die +4, for his or her parry (plus any P.P. attribute bonus; other parry bonuses do not apply). If successful, the attack is deflected by a small energy field, and harmlessly hits the ground 1D4x10 yard/meters away. Such a deflection may hit an ally or innocent bystander if used in a crowded or heavily occupied area.
This spell can also deflect missiles, even volleys, but the spell caster might get caught in the blast radius and innocent bystanders are likely to get hurt. When missiles or powerful energy blasts (those that inflict 1D4x10M .D. or more damage) are deflected. the character must roll a 20 sided die again, but without benefit of a bonus, to see whether or not the attack is deflected away without harm to others, or whether it strikes an innocent bystander. A roll of 1-4 means the attack is deflected into the ally nearest the mage! A roll of 5-8 means it hits an innocent bystander. A roll of 9 or higher means the attack is deflected without harm to others, unless the area is densely populated or crowded, then innocents are almost certain to be injured. Area affect attacks like exploding rockets. missiles, and grenades, or rail gun bursts may strike and injure or kill dozens of people; G.M.s should use their discretion in such determinations. No, the spell caster cannot accurately deflect the attack into a specific enemy target or location.


Action 3-4: Casts Invincible Armor on Ronith 150 MDC half damage vs energy EBA
[ooc](Level 8) Federation of Magic pg. 144 [Modified by Maniacal Laugh for HU2:CC)
Range: Self or one other by touch.
Duration: 3 min/lvl.
Saving Throw: None
P.P.E.: 30
Although not quite as “invincible” as the name suggests, this impressive magical armor encases the wearer in a suit of shimmering, translucent plate armor, complete with full helm. The armor has 25 M.D.C. per level of the spell caster, and regenerates damage at the rate of I D6 M.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply.
Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor cannot be placed on giant Automatons.

Action 5-8: Defensive action as required. Mostly parrying attacks back as required.

Parry Bonus: +13; 8d20:
3, 14, 18, 20, 9, 7, 18, 18

Auto-dodge: +8; 8d20:
18, 19, 14, 8, 7, 7, 3, 5

Dodge Bonus: +14; 8d20:
19, 4, 10, 4, 7, 11, 20, 17
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Re: Northeast Zone

Postby Townsend » Mon Feb 19, 2018 8:10 pm

Hello, I must be going…

John wrote:"I'm John. Who're you? You know Brute and Sentinel too? You're wearing one of their uniforms. Are you a superhero like them?" The words spill out of him about 50% faster than usual. Almost just one long string of blab but there are actual noticeable pauses between the words, just brief ones.

Craning his neck around he spots the man bent over the console, "Hey Rocky, is that you? How did you get out here? Did Halfrost teleport you from New Nielfheim too?" Again the words practically tumble out of his mouth. He seems to be unaware of the invisible Sentinel, at least until he speaks or reveals himself.


Rocky confirms Presence isn’t hallucinating and exchanges a brief greeting with John while working on the console. As he begins prepping the teleportation a stranger runs up behind him holding a cube in one hand and a sword hilt in the other. “Excuse me, Rocky was it? The name’s Birger. No time to explain, but we’ve been sent to lend a hand. Show me how to work the teleportation controls and we’ll follow once we’ve mopped up here.”

As Rocky gives his new friend a crash course at the nav console (pun very much intended), the high-speed Omegas reunion continues.

Sentinel wrote:”Ms. Presence, it is surely I, though we only met briefly your beauty is still unequaled.” he compliments bowing unseen. ”That… was Lord John on his way to help Brute.” Sentinel says to Presence commenting on the passing godling.

”Is there anything I could assist you with?” Sentinel asks looking around and at the back of the mysterious man John called Rocky.


Presence smiles slightly and relaxes her posture a bit. “John, eh? Name’s Presence. It’s a pleasure. Yeah, we’re all Omegas from Century Station. Heck of a place but it kinda pales in comparison to what I’ve seen over the past few days.”

After John runs off she turns to Sentinel’s Ectype -- or rather, where his voice seems to be coming from. “You guys want to assist? Keep those metal monsters off our backs and follow us when you can.” She nods in Rocky’s direction. “Looks like another one of your friends is learning how to work the teleporters. Hope he’s a quick study.” With that, she dashes back to Rocky’s side. “Alright, Rocky, if you’ve got him up to speed let’s go.” With a confirming nod from Birger Rocky activates the transporters… with no result.


Meanwhile, in the Realm of Chaos…

Ectype #2 continues to observe with impunity as the Mechanoids he trapped within his pocket dimensional cell slug it out with their own fabricated demons (and an imported Deevil). The Weevil is the first to succumb to the manifested humanoid horde as it lacks weapons and isn’t among the more durable Mechanoid constructs to begin with. The other two -- the skimmer and the brute -- are getting heavily damaged (the skimmer more so, it appears to be barely hanging on) but are doing their fair share of damage in return.


Meanwhile, in another chaotic realm…

Ectype #4 utters a word of apology to Tyral before uttering barrage spell incantations on the Wasps. The Wasps are every bit as nimble as they look, and successfully dodge several of the magical blasts but there are too many for them to dodge completely and some hit their marks.

Ectypes #5 and #6 cast deflection spells upon themselves and supply both Brute and Ronith with fresh armor spells -- arguably even better ones than had been cast on them before.

John cuts short the impromptu reunion and charges into battle with his newly-acquired plasma rifle at the ready. He manages to get off a couple shots at the closest of flying Mechanoids, solidly striking Wasp A and following up with a bolt of magical lightning. Smoke begins to pour from holes blasted in its chassis and its flight is becoming somewhat erratic.

The other (and much less heavily damaged) Wasp opens fire with its underslung cannons. The first blast goes in John’s general direction but the demigod is able to nimbly sidestep the attack with ease. The next two lance out at Brute, and while the first is equally nimbly avoided the second grazes his newly-applied magical armor ((-30 MDC)) although the blast looked like it should have done a lot more damage than it did. The last blast comes close to striking Ectype #5, but the terracotta warrior shifts to the side and the blast impacts against a bulkhead behind him.

The “sleeker Brute” Mechanoid opens fire with its remaining functional plasma cannon. Two blasts towards Ronith, with one failing to even come close but one manages to land on his new magical armor ((-15 MDC)). Two more hurtle towards Brute, but they are easily avoided as well. The final blast manages to land a glancing blow on Ectype #5 ((-10 MDC)).

Speaking of Ronith, the Cyber-Knight decides to call in some divine(ish) assistance and summons the mythical mount of the All-Father. The sight of the Lord of Granite Hall charging in on the back of Sleipnir with both blades flashing is one worth of the epic sagas the Norse are famous for -- and not without dramatic effect to accompany it. The Wasps are so distracted by the magical barrages that they are easy prey, with Wasp A practically disintegrating in mid-air and Wasp B cut to ribbons shortly thereafter. ((OOC: Note to self -- never stand in front of Frostfang))

Tyral decides that the wave of the future is decidedly NOT for firearms and falls back on what he finds familiar -- a magical staff. Its bolts of lightning arc out and strike the “sleeker Brute” solidly, causing it to shudder as sparks fly out from in between its singed armor plates.
Seeing the fliers are being well and truly decimated by Ronith on his flying magic horse, Brute turns his attention to the lone active ground-pounder -- the “sleeker Brute” that’s already been hammered pretty well by Tyral’s lightning staff. He charges in at blinding speed, lashing out with claws, crystal and “SERIOUS RESULTS (tm).” Brute’s mechanical playmate is no slowpoke, to be sure, and manages to parry some of his punches, but there are few things on board this ship that can withstand the crystal fist for long as one, two, then three punches with it strike exposed areas on the Mechanoid’s body. The third vital punch results in his fist going clean through the chassis and the act of pulling it out rends the cyborg monster in two. Its wreckage clatters to the deck along with those of the Wasps.

Incredibly enough, the one Mechanoid that doesn’t seem to have even been scratched -- the remaining Skimmer -- blasts away with its built-in cannons. The first blast strikes Tyral, but his magically-protected form sheds the energy as a freshly-waxed suit of armor might shed raindrops. Three more reach out into John’s general direction, with one managing to actually land on the demigod, but he is protected by the same magic spell as Tyral and so achieves the same results. The final blast comes close to Brute but not close enough to actually scratch his armor.

Meanwhile, the two Exterminators start to stir… as if their magically-induced sleep is starting to wear off.

Mothership 03.jpg


Tale of the tape -- Round 2:
    Tyral: AoI is at -100 MDC
    Brute: Invincible Armor is -30 MDC
    Ronith: Invincible Armor is -15 MDC
    Ectype #4: -30 MDC
    Ectype #5: -10 MDC
    Presence: N-F50A Superheavy Force Field popped; NE-BA-26: Main Body destroyed, left arm armor destroyed, -38 to helmet ; -30 to personal M.D.C.
    Rocky: -33 I.S.P.; NE-BA-40: -16 to left leg, -14 to helmet, force field is gone, Main Body is destroyed; Psychic Body Field: 100 M.D.C.

    The ‘sleeping’ Exterminators are beginning to stir
    Skimmer B is undamaged
    All other Mechanoids are destroyed

    The teleportation console does not seem to be responding


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Re: Northeast Zone

Postby Brute » Tue Feb 20, 2018 6:25 am

Location: Spaceship SPACESHIP SPACESHIP
Conditions: Monstrous Form, APS Limb: Crystal, Fleet Feet, Superhuman Agility
Signature Block
Brute
Normal Form
AR: 0
HP: 40/40
SDC: 59/59
Monstrous Form
MDC: 574/574

Motion detector, 20’ radius range
Predator’s hearing (+2 Initiative, 8X Normal)

Omega Suit
Features:

1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'


Yggdrasil Bark Body Armor
M.D.C.: 120/120
Features:

• -5% prowl penalty.
• Magic Properties: Magic energy attacks, including fire, dragon's fire, lightning and energy blasts,
inflict one-third normal damage. Blows from rune weapons and most other magic weapons inflict full damage. Blasts from conventional energy weapons and explosives also do full damage.
• Bonuses: + 1 to save vs poisons, toxins, gases and disease.


Perception 48% 1d100 = 45 (SUCCESS)
JIC: 1d20 = 5
1d100 = 25

Spell tracker
Fleet Feet
14/16 melees
Spd (max is 560 mph - Extraordinary speed, doubled - roughly a speed score of 382)
P.P. 42 (+5 parry/dodge/strike in addition to current bonuses, +12 total)
APM 16
Init +6 (+8 minus 2)
Surprise or strike from behind (spell says automatic BUT note that Brute's antennae offer motion detection)
Delicate skills at -20%

Superhuman Agility
8/10 melees
Walk a tightrope or narrow ledge at a base skill of 88%
+1 Init (+7 total)
+ 1 Parry, +5 Dodge (+12 Parry, + 18 Dodge total)
+5 Roll with Impact, Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts.)
+ 5 Automatic Dodge (+ 10 total)

Invincible Armor
130/150 MDC half damage vs energy EBA
Duration: 59/60 melees
The armor regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply.
Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.


Hemmed in as he is by the awakening Exterminators and the skimmer, Brute presses the attack. He focuses first on the Exterminators, hoping to take them completely out of the fight before they fully rouse. When or if both go down he switches focus to the Skimmer. Just a few left... have to make time for the others to withdraw. "Almost done here, Ronith... just a couple more."

Track by scent 46% 1d100 = 27 (SUCCESS)
Identify common odors 96% 1d100 = 62 (SUCCESS)
Identify uncommon odors 56% 1d100 = 32 (SUCCESS)
Motion detector, 20’ radius range
Identify temperature (within 2 degrees) 96% 1d100 = 25 (SUCCESS)
Identify wind direction and speed 86% 1d100 = 41 (SUCCESS)

Brute hammers away at the Exterminators, parrying whatever resistance they offer and depending on the motion detecting ability of his antennae to alert him if the skimmer reorients to target him, so he can dodge. If both Exterminators go down, Brute will leap up to the skimmer (sacrificing an attack if necessary), and attempt to ruin it's day.

Initiative: 1d20+7 = 19
APM: 16

Action 1-2: Power Punch with crystal fist: 1d20+12 = 27; Damage 2d6+8 = 15 + 2d6*10 = 70 = 85
Action 3-4: Power Punch with Serious: 1d20+12 = 29; Damage 2d6+8 = 18 + 2d6*10 = 60 = 78
Action 4-5: Power Punch with Results: 1d20+12 = 25; Damage 2d6+8 = 17 + 2d6*10 = 40 = 57
Action 5-6: Power Punch with crystal fist: 1d20+12 = 18; Damage 2d6+8 = 10 + 2d6*10 = 40 = 50
Action 6-7: Power Punch with crystal fist: 1d20+12 = 31 (Crit!); Damage 2d6+8 = 17 + 2d6*10 = 30 = 47 X 2 = 94
Action 7-8: Power Punch with crystal fist: 1d20+12 = 19; Damage 2d6+8 = 10 + 2d6*10 = 40 = 50
Action 9-10: Power Punch with Serious: 1d20+12 = 30 (Crit!); Damage 2d6+8 = 18 + 2d6*10 = 50 = 68 X 2 = 136
Action 11-12: Power Punch with Results: 1d20+12 = 13; Damage 2d6+8 = 15 + 2d6*10 = 80 = 95
Action 13-14: Power Punch with crystal fist: 1d20+12 = 26; Damage 2d6+8 = 14 + 2d6*10 = 80 = 94
Action 15: Reserved for Dodge 1d20+18 = 31
Action 16: Reserved for Dodge 1d20+18 = 32

Parries (if needed): 1) 1d20+12 = 19; 2) 1d20+12 = 13; 3) 1d20+12 = 16; 4) 1d20+12 = 13; 5) 1d20+12 = 21; 6) 1d20+12 = 30; 7) 1d20+12 = 20; 8 ) 1d20+12 = 26; 9) 1d20+12 = 31; 10) 1d20+12 = 21; 11) 1d20+12 = 17; 12) 1d20+12 = 32 (Nat. 20!); 13) 1d20+12 = 21; 14) 1d20+12 = 24; 15) 1d20+12 = 29; 16) 1d20+12 = 15

Automatic Dodge (if needed): 1) 1d20+10 = 15; 2) 1d20+10 = 19; 3) 1d20+10 = 28; 4) 1d20+10 = 25; 5) 1d20+10 = 29; 6) 1d20+10 = 14; 7) 1d20+10 = 19; 8 ) 1d20+10 = 14; 9) 1d20+10 = 22; 10) 1d20+10 = 28; 11) 1d20+10 = 25; 12) 1d20+10 = 23; 13) 1d20+10 = 16; 14) 1d20+10 = 28; 15) 1d20+10 = 24; 16) 1d20+10 = 15

If all the enemies go down, Brute will follow Ronith's orders and guard the party's rear as they fall back to the teleport room. If the teleporter is functional by that time, he will go through as ordered, and either take steps to secure the area they teleport to, or await further orders if no hostiles present themselves.
Last edited by Brute on Tue Feb 20, 2018 9:44 am, edited 2 times in total.
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Re: Northeast Zone

Postby Ronith » Tue Feb 20, 2018 8:51 am

Initiative: 1d20+16 = 19 (includes tB + Horsemanship)
JIC: 1d20 = 2, 1d100 = 75
PER: 1d100 = 11 vs. 66% (+15 hearing)
APM: 8*2=16

Horsemanship: Cyber-knight- 1d100 = 33 vs. 120%
Combat maneuvers.

Ronith Conditions
-ISP: 46/66; PPE: 47/57; talisman 1/2 charges.
- Sustain: No need for food, water, breathable air, only needs two hours of sleep per night (15d remaining)
- + 1 to save vs poisons, toxins, gases and disease, -5% prowl
- Sense evil: 22m0s remain, 140ft. range
- All machine-provided bonuses negated, including from any modern weapons
- Additional +2 initiative, +2 strike/parry, +1 dodge, +6 to autododge
- Opponents are -2 to strike Ronith (-4 if using modern weapons), -2 to dodge his attacks, and lose one attack
- Fleet Feet (3m30s; PP [+3 s/p/d, +6I], Spd, APM x2; -2 initiative, -20% to delicate skills)
- Invincible armor (23m45s, 142/150 MDC, 1/2 damage from energym regenerates 1d6MDC/round)


Armor regeneration- 1d6 = 6

With a satisfied smirk at the Wasps' destruction Ronith quickly rounds on the skimmer, sights his target, and engages it. Once it is destroyed, he steers Sleipnir back towards the ground to finish off the Exterminators on the off-chance that Brute hasn't beaten him to it.

Actions 1-16: Paired sword strikes.
Frostfang (+21): 16d20:
4, 1, 16, 6, 9, 11, 16, 18, 15, 3, 19, 9, 20, 7, 19, 17

Damage (+6): 1d6*11 = 33, 1d6*11 = 22, 1d6*11 = 33, 1d6*11 = 22, 1d6*11 = 55, 1d6*11 = 55, 1d6*11 = 11, 1d6*11 = 11, 1d6*11 = 33, 1d6*11 = 33, 1d6*11 = 66, 1d6*11 = 44, 1d6*11 = 22, 1d6*11 = 44, 1d6*11 = 44, 1d6*11 = 11

Skyrender (+21): 16d20:
12, 10, 13, 7, 12, 2, 2, 1, 18, 14, 11, 13, 17, 2, 9, 13

Damage (+6): 6d6 = 16, 6d6 = 16, 6d6 = 16, 6d6 = 18, 6d6 = 21, 6d6 = 25, 6d6 = 16, 6d6 = 21, 6d6 = 24, 6d6 = 25, 6d6 = 17, 6d6 = 21, 6d6 = 22, 6d6 = 16, 6d6 = 19, 6d6 = 12

Auto-dodges (+17): 16d20:
15, 11, 17, 14, 1, 8, 10, 7, 20, 17, 14, 10, 16, 4, 3, 11


If (when) the last Mechanoids are defeated, Ronith will rein Sleipnir in on the ground and survey the immediate area briefly. "We link up to the others. Brute and I will cover your retreats- go!" Remaining in the saddle, Ronith will work with Brute to screen the team's rear from any Mechanoid reinforcements while moving towards Rocky and the others. Should any of the Mechanoids trapped within Sentinel's realm of chaos reappear, he will waste no time in dispatching them.

Sleipnir
Initiative: 1d20+2 = 12
JIC: 1d20 = 4, 1d100 = 64
PER: 1d100 = 97
APM: 4

Sleipnir will concentrate solely on defense, and getting to where Ronith directs him as quickly as possible.

Dodges (+6): 4d20:
8, 1, 5, 2
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Re: Northeast Zone

Postby John » Tue Feb 20, 2018 10:47 am

Perception 85%: 1d100 = 86
JIC: 1d20 = 12 / 1d100 = 75

John closes his fist at Skimmer B as he finishes his incantation sending another bolt of lighting arcing from nowhere to the remaining flyer. Seeing Ronith has that department well in hand from the back of Odin's steed John drops his rifle, letting it swing behind him on its sling, and draws the glowing blade of Baldur from the sheath on his hip. The Exterminator's are stirring, I need to help Brute, he reasons as he launches himself towards the fray. Of course deep down inside John knows nothing could be further from the truth. Brute needs his help like the demigod needed a second pair of arms but how often does one get the chance to swing a god's sword in battle?

Initiative: 1d20+10 = 21
APM: 12
Movement: 85'/action

Conditions: Invincible Armor (450 MDC, 53.75 mins), Yggdrasil Bark Body Armor (120 MDC), Invisibility to Sensors (35.75 mins), Impervious to Energy (35.75 mins), Fleet Feet (8.75 mins), Superhuman Agility (8.75 mins), Sustain (15 days), Energy Sphere (36 days, 1655 PPE), Rifle 10/15 shots

Current Stats: MDC 192, PPE 242, PP 46, Spd 68, 12 APM, +10 Initiative, +9 Strike, +11 Parry, +18 Dodge, +13 Automatic Dodge, +12 Roll w/ Impact, Automatic Roll w/ Impact from Explosions

Action 1: Finish Call Lightning (300' range, 15 PPE) @ Skimmer B. Damage: 6d6 = 27 MD
Action 2: Sling Rifle
Action 3: Draw Balder's Blade
Action 4: Sword Strike @ Exterminator. Strike: 1d20+13 = 28 Damage: 5d6+10 = 29 (x3 vs evil alignments)
Action 5: Sword Strike @ Exterminator. Strike: 1d20+13 = 18 Damage: 5d6+10 = 28 (x3 vs evil alignments)
Action 6: Sword Strike @ Exterminator. Strike: 1d20+13 = 26 Damage: 5d6+10 = 29 (x3 vs evil alignments)
Action 7: Sword Strike @ Exterminator. Strike: 1d20+13 = 14 Damage: 5d6+10 = 26 (x3 vs evil alignments)
Action 8: Sword Strike @ Exterminator. Strike: 1d20+13 = 20 Damage: 5d6+10 = 29 (x3 vs evil alignments)
Action 9: Sword Strike @ Exterminator. Strike: 1d20+13 = 31 Damage: 5d6+10 = 30 (x3 vs evil alignments)
Action 10: Sword Strike @ Exterminator. Strike: 1d20+13 = 23 Damage: 5d6+10 = 24 (x3 vs evil alignments)
Action 11: Sword Strike @ Exterminator. Strike: 1d20+13 = 27 Damage: 5d6+10 = 29 (x3 vs evil alignments)
Action 12: Sword Strike @ Exterminator. Strike: 1d20+13 = 17 Damage: 5d6+10 = 28 (x3 vs evil alignments)

Auto-Dodge (add +13): 12d20:
9, 2, 19, 5, 8, 20, 4, 11, 5, 10, 14, 8

Auto-Parry (add +18): 12d20:
16, 8, 2, 14, 17, 17, 11, 12, 17, 9, 12, 11


Contingencies: Crits on nat 18-20. Auto Crits on an attack from behind. John will use his 'fleet feet' and invisibility to sensors to get as many attacks from behind as possible which are automatically crits. Should the invincible armor on Brute or Ronith fall John will use an action to give them Armor of Ithan (10 PPE, 60 MDC, 6 min duration).
Signature Block
John Smith
Stats: 192 MDC, 242 PPE
Abilities: Spell Strength 13, Charm/Impress 90%, Invoke Trust/Intimidate 80%, Fire & Cold Resistant (half damage), Bio-Regeneration, Sense Rifts within 150 miles, Sense Other Dimensional Disturbances (Teleportation, etc) 75 miles
Epic Equipment
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Re: Northeast Zone

Postby Rocky » Tue Feb 20, 2018 5:31 pm

Perception:40% 1d100 = 51
JIC d20: 1d20 = 12
JIC d100: 1d100 = 81
INIT: 1d20+5 = 16

Conditions:
OOC Comments
Sense Supernatural Evil Range: 900' (+100') Duration: Permanent effect
Sense Magic Energy Range: 1800' (+100') Duration: Permanent effect
Heightened Presence Sense: Range: 65’ (+5’), 76% to get precise # and To pinpoint location of a presence. Duration: Permanent effect, automatically sense all presences concentrate 1d4 melees to get exact location
Telemechanic Mental Operation (12 ISP), 22 mins, Range 70‘.
Telemechanic (10) 28 mins
Telepathy (4) 36 mins 26 Min
Electro Kinesis Sense (4) 20 min 10 Min
Enhance Reflexes(10) 18 mins 10 min
+ 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.
Cloak Activated: Hide in Shadows
Ring Activated: Astral Hole
Total ISP used: 101 115 / 216


Rocky looks at the Stranger
a stranger runs up behind him holding a cube in one hand and a sword hilt in the other. “Excuse me, Rocky was it? The name’s Birger. No time to explain, but we’ve been sent to lend a hand. Show me how to work the teleportation controls and we’ll follow once we’ve mopped up here.”


Presence arrives and Rocky gets ready to activate the teleport
“Alright, Rocky, if you’ve got him up to speed let’s go.” With a confirming nod from Birger Rocky activates the transporters… with no result.


Rocky is schocked, as he moves south,
"I think they shut it down after we got here. Here is a map of the floor we are on. All need to get there. Can we get through the battle south of there? My armor is torn up and I just have my force field to protect me. If anyone has something to help me I’ll take it. Tell everyone to move south and then take a left. Presence make sure the path is clear to them.”


Rocky uses his rings ability Astral Hole to move south fast making sure it is safe. He sees John taking out one of the Wasp. He pulls out the phase sword and shoves it into the flyer to insure the creature inside it is dead. He continues to use John and the others as meat shields.

7 actions
Action 1 and 2
use ring to get to the corner Past the lift. Into Shadows where his Shadow cloak can protect him.
Action 3
Moves in shadows to down Wasp A “We need to move South.”
Phase Sword
Strike 1d1d20+11 = 25
Damage Damage: 4d6 = 15 MDC
Action 4-5
Ring activation to get to south end
Action 6
Saved for dodge using ring
Dodge: 1d20+11 = 17 +10 hide in shadows
Action 7
Saved for Dodge using Ring
Dodge: 1d20+11 = 25 +10 hide in shadows
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Re: Northeast Zone

Postby Tyral » Tue Feb 20, 2018 11:54 pm

Perception [66%]: 1d100 = 9
D20 JiC: 1d20 = 20
D100 JiC: 1d100 = 65

Conditions: Tongues [constant] & Truesight [Sees through Magical and Psionic illusions, Not Affected by Magical or Non-Magical Darkness, and can See Invisible], Bracelet [½ PPE cost for Spells], Ironhide Ring [MD Conversion, ++], The Ring of Yyn [+25% to Prowl / No footprints or sign of passage], Fly as the Eagle (479.00 Min, [50 MPH, +1 Parry, +2 Dodge, +2 Damage on Diving attack]), Chameleon (95.00 Min), Invincible Armor (24.00 Min), INVISIBLITY (Simple), Lightning Staff [IMPERVIOUS TO ENERGY, Lightning Bolts 4x/round, 8 Melees]

PPE: 181/218
Bracelet PPE: 120/120
[2] Energy Spheres
Personal MDC: 91/91
Sentinel Supplemental MD: 150/150
Yggdrasil Bark Body Armor: 120/120 MD
Invincible Armor: 200/200 MD [1d6 = 6 repair]

Taking fire from some flying thing Tyral frowns with consternation and takes cover out of sight for a few moments, **A few little bolts bringing all sorts of focus eh? ... Oh look, John's back. That's good.** He finishes out his heavy lightning spell but keeps himself hidden as he switches out Armor spells before briefly as Brute, John, and Ronith draw fire. Popping back out, Tyral tosses off a couple heavy bolts to support John and Brute's assault ...

Tyral will dodge and recast Armor of Ithan if his armor is dispelled.
APM: 6
Initiative: 1d20 = 3

1 -- Take cover & Complete casting Handful of Lightning (-15 PPE, 490ft, 3 Bolts (can hold up to 9 Melees), 6d6+18 MD Damage, To Dodge: Nat 18-20 or Modified 24, MoM Pg 90)
2 -- Take Cover & Dispel Armor of Ithan and Activate Ironhide Ring: Invincible Armor spell (200 MDC; 24 minutes)
3 -- Handful of Lightning to assist John, 6d6+18 = 42 MD Damage, To Dodge: Nat 18-20 or Modified 24, MoM Pg 90)
4 -- Lightning Staff bolt 1d20+2 = 20, 6d6 = 22 MD
5 -- Handful of Lightning to assist John, 6d6+18 = 44 MD Damage, To Dodge: Nat 18-20 or Modified 24, MoM Pg 90)
6 -- Lightning Staff bolt 1d20+2 = 20, 6d6 = 17 MD


*** If at any point his Armor is dispatched, Tyral ducks his ass back around a corner to let the heat cool off and someone else get the attention. (Dodge!!! 1d20+6 = 22)

WIZARDLY.SIGNATURE.BLOCK
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Re: Northeast Zone

Postby Sentinel » Mon Feb 26, 2018 5:18 pm

Ectype 3

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 125/214 | H.P.: N/A | M.D.C.: 455 /455 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Spells: Orb: 1800 PPE
Invisibility (Superior) (Level 7) RUE pg 213
OOC Comments
Range: Self or one other by touch.
Duration: 15 min
Saving Throw: None.
P.P.E.: 20
A powerful incantation that makes the spell caster invisible to all means of detection. Ordinary vision, infrared, ultraviolet and other optics, heat, motion detectors, and even an animal's sense of smell, can NOT locate the invisible person. No footprints are made, and little sound (prowls at 84%). The magic is broken only if the character makes a hostile move, or engages in combat/attacks. At that instant, he becomes completely visible. Note: The invisible character is not ethereal and can not walk through walls: he must still use a door. The act of forcing open a door or window, picking a lock, tapping somebody, accidentally bumping somebody, or accidentally getting shot or hurt, is not considered an act of aggression or combat, so invisibility is maintained.


Robot Electronics 93% / 1d100 = 63
Electrical Engineer 93% / 1d100 = 44
Robot Mechanics 88% / 1d100 = 3
Mechanical Engineer 88% / 1d100 = 72

Perception Bonus: 1d100 = 61/61% (+15% to recognizing the arcane)
D20 JiC: 1d20 = 7/ D100 JiC: / 1d100 = 39

“Alright, Rocky, if you’ve got him up to speed let’s go.” With a confirming nod from Birger Rocky activates the transporters… with no result.


Sentinel leans over to see what they are working on unsure if he could help much in such an alien place. [b]”Where are the controls?[b] the ectype asks in a disembodied voice himself in utter confusion wondering what the man Presence called Rocky was working on.


Initiative: 1d20+7 = 23
Attacks: 8

Actions 1-8: Examines the device unsure if he could be of any help at all. Defensive actions as required or assist Presence as requested.

Parry Bonus: +17; 8d20:
17, 13, 10, 4, 12, 14, 8, 8

Auto-dodge: +9; 8d20:
16, 15, 13, 17, 2, 8, 10, 6

Dodge Bonus: +18; 8d20:
12, 17, 13, 18, 4, 1, 11, 15
Last edited by Sentinel on Mon Feb 26, 2018 6:15 pm, edited 1 time in total.
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Re: Northeast Zone

Postby Sentinel » Mon Feb 26, 2018 5:21 pm

Sentinel
Location: With team
Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 250/280 | H.P.: N/A | M.D.C.: 640 /640 AR: 16
Spell reference at this Link


Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
PPE and MDC boost for 24 hours from ectype 4.
Spells:
Orb: 1800 PPE

Perception Bonus: 1d100 = 56/61% (+15% to recognizing the arcane)
D20 JiC: 1d20 = 9/ D100 JiC: / 1d100 = 68

Sentinel stands with a hand still behind his back assessing the situation and feels apprehension from his ectype speaking with Presence. I don’t think there is much time left… Sentinel thinks intuitively having had 2000 years to learn the nuances of sensing his other selves feelings. The other ectypes glanced back having felt it too.

He watches his ectypes continue to dance around the mechanoids attacks with the orbs of energy also weaving and bobbing around their heads like glutted fireflies.

”The orbs!” he shouts to his ectypes having forgotten them and surprisingly so since they floated freely around his ectypes heads. ”Pin them down and Annihilate them!” he commands knowing they know what he knows.

Recently having used the spell of destruction Sentinel knew it took a measurable amount of concentration to pull off and so sped himself up to hopefully making as small as possible the window of opportunity for the mechanoids to disrupt.

Sentinel begins casting on himself magic to speed his movements, and Barrage on a mechanoid to slow them down before blasting it with magic that will end its existence

Initiative: 1d20+12 = 23
Attacks: 14 (2 used as start to cast fleet. Remaining actions of 6 doubled to 12, Total 14)
Action 1-2: Speaking to ectypes momentarily and casts Fleet Feet on himself.
Fleet Feet (Level 6) PFRGP Main Pg. 186
OOC Comments
P.P.E.: 20
Range: Self or other by spell up to 20 ft (6 m) away or ritual.
Duration: 2 Melee/lvl.
Saving Throw: None
P.P.E.: 20

Fleet feet is an extremely popular and powerful magic spell; it is its popularity and therefore commonness that makes it a 6th level spell. The incantation doubles the physical prowess, speed and mobility of the enchanted person for 30 seconds (2 melee rounds) per level of the spell caster. This means the character's speed, and P.P. are doubled (providing increased P.P. bonuses to strike, parry and dodge) and perhaps most notably, the character's attacks per melee round are all doubled for the duration of the spell.
While the character is a veritable whirlwind of action, the enchantment does have some drawbacks. He is moving so fast and doing so much that the character is -2 on initiative and not likely to see a surprise attack coming (in most cases a surprise attack or strike from behind is automatic). Furthermore, the performance of delicate skills like picking locks or pockets, carving, writing, etc., are all at -20% and the character cannot control his precise movement.


Action 3-4: Barrage (Level 6) Federation of Magic pg 138
Summary of Barrage:
Damage: 9 blasts 2 MD per blast, 18 MD if all blast hit,
Duration 7 seconds
Range 280ft.
Save: Dodge or Parry
Effect: -3 to defend against any other attack leveled at him during the barrage, loses two melee attacks/actions plus those used to dodge or parry, cannot take any offensive action (only parry and dodge) while being hammered by the barrage.
Strike: +3 9d20:
12, 3, 10, 19, 12, 4, 16, 14, 6


OOC Comments
Range: 100 ft. +30 ft./lvl
Duration: 7 seconds (approximately half a melee round).
Damage: 2 M.D./S.D.C. per strike ~ 3 hammering force blasts +1 per
level of the spell caster.
Saving Throw: Dodge or parry.
P.P.E.: 15
This spell unleashes a succession of force blasts lo batter its intended target like a swarm of tiny comets striking one after the other. Each energy blast is visible, about the size of a softball with a vapor trail, and fast moving. Once unleashed against a target, the “barrage” continues until all blasts are used up. Even if the victim runs, flies up, or dives for cover, the barrage will follow him like tiny guided missiles.
However, because the blast pulses are reasonably large and visible, the character can try to dodge or parry them with a weapon. A successful dodge means the magical blast misses and dispels. A successful parry means it is batted away and dispels on impact. Of course, the down side is that the barrage of magic force will either strike, injure and distract the victim, or will cause him to spend his time and combat actions trying to defend against the attack! Either way, the character is distracted and injured.
In addition to taking damage (each blast that hits does two M.D.), the victim is distracted from events and activity around him (focused on the pounding attack) and is -3 to defend against any other attack leveled at him during the barrage. Worse, even if the character stands his place and takes the pummeling of force, he loses two melee attacks/actions, because he cannot take any offensive action (only parry and dodge) while being hammered by the barrage!


Action 5-7 Casts Annihilate Range: 1100 Feet, Strike 1d20+14 = 30, Damage on target: 2d4*100 = 700, Damage in 10Ft radius: 2d4*10 = 50
Annihilate (Level 14) Book of Magic pg. 150
OOC Comments
Range: 500 feet + 100 ft./lvl
Damage: Special.
Duration: Instant.
Saving Throw: Dodge.
P.P.E.: 600; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E.
The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spell caster may hurl this globe at any target within 5 00 feet ( 1 52 m) and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet).
When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x 100 M.D.! If the damage exceeds the target' s M.D.C., it is completely vaporized! Not a trace is left, except for a three foot (0.9 m) deep, smoldering crater.
Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that does 4D6x10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.


Action 8-10: Casts Annihilate Range: 1100 Feet, Strike 1d20+14 = 33, Damage on target: 2d4*100 = 700, Damage in 10Ft radius: 2d4*10 = 40
Annihilate (Level 14) Book of Magic pg. 150
OOC Comments
Range: 500 feet + 100 ft./lvl
Damage: Special.
Duration: Instant.
Saving Throw: Dodge.
P.P.E.: 600; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E.
The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spell caster may hurl this globe at any target within 5 00 feet ( 1 52 m) and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet).
When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x 100 M.D.! If the damage exceeds the target' s M.D.C., it is completely vaporized! Not a trace is left, except for a three foot (0.9 m) deep, smoldering crater.
Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that does 4D6x10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.


Action 11-13: Casts Annihilate Range: 1100 Feet, Strike 1d20+14 = 18, Damage on target: 2d4*100 = 600, Damage in 10Ft radius: 2d4*10 = 30
Annihilate (Level 14) Book of Magic pg. 150
OOC Comments
Range: 500 feet + 100 ft./lvl
Damage: Special.
Duration: Instant.
Saving Throw: Dodge.
P.P.E.: 600; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E.
The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spell caster may hurl this globe at any target within 5 00 feet ( 1 52 m) and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet).
When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x 100 M.D.! If the damage exceeds the target' s M.D.C., it is completely vaporized! Not a trace is left, except for a three foot (0.9 m) deep, smoldering crater.
Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that does 4D6x10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.


Action 14: Further actions held for defense actions.

Parry Bonus: +19; 14d20:
19, 7, 17, 5, 10, 18, 6, 10, 1, 6, 5, 2, 18, 14

Auto-dodge: +11; 14d20:
7, 18, 10, 1, 9, 12, 4, 12, 10, 20, 3, 12, 3, 8

Dodge Bonus: +20; 14d20:
13, 1, 5, 3, 12, 20, 14, 6, 11, 13, 14, 18, 3, 7
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Re: Northeast Zone

Postby Sentinel » Mon Feb 26, 2018 5:26 pm

Ectype 2
Location: Realm of Chaos.

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 214/214 | H.P.: N/A | M.D.C.: 455 /455 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Spells: Orb 1800 PPE
Invisibility (Superior) (Level 7) RUE pg 213
OOC Comments
Range: Self or one other by touch.
Duration: 3 min/lvl.
Saving Throw: None.
P.P.E.: 20
A powerful incantation that makes the spell caster invisible to all means of detection. Ordinary vision, infrared, ultraviolet and other optics, heat, motion detectors, and even an animal's sense of smell, can NOT locate the invisible person. No footprints are made, and little sound (prowls at 84%). The magic is broken only if the character makes a hostile move, or engages in combat/attacks. At that instant, he becomes completely visible. Note: The invisible character is not ethereal and cannot walk through walls: he must still use a door. The act of forcing open a door or window, picking a lock, tapping somebody, accidentally bumping somebody, or accidentally getting shot or hurt, is not considered an act of aggression or combat, so invisibility is maintained.


Realm of Chaos (Level 9) Federation of Magic pg. 149
OOC Comments
Range: Up to a 100 ft. radius around the spell caster.
Duration: 1 min/lvl.
Saving Throw: -3 to save.
P.P.E.: 70
The spell caster can magically plunge himself and his enemies or all people within a 100 foot (30.5 m) radius (with the mage at the center) into a strange dimension known as the Realm of Chaos. Practitioners of magic believe this nightmarish realm is a frightful kingdom someplace in the Astral Plane. The general surroundings mimic the appearance of those in which the people just left, only they will seem somehow unnatural and empty (no strangers, animals, insects, etc.); clearly a copy. Only the spell caster is unaffected by what happens next.
Each character taken to the realm will experience his or her most hated andlor feared enemy or rival. In some cases, where a group of people are highly motivated or afraid of the same thing, one major villain/foe will confront all or most of the group (including at least one henchman per character). This deadly foe can be an antagonist the character(s) faced in the past or plan (or fear) to face in the present or future
(except the spell caster). Additionally, it can be a foe they have slain in the past. In such a case, they will claim to have returned to crave their revenge. These fearsome opponents all have revenge and murder on their minds and attack immediately. All these villains and monsters appear to have their normal powers, skills and weaponry. They are not illusions (presumably mental creations of the Astral Plane unwittingly magically created and fueled by the very people who fear or hate of them). Thus, they can be destroyed through combat.
Since the spell caster who brought everybody to the Realm of Chaos is not affected, he can step back and enjoy the show or join in the battle to destroy his enemies.
The only way to escape the Realm of Chaos is to wait for the spell duration to elapse, to kill the mage who cast the spell or to force him to take them back, the natural world. Note: The spell caster is central to this dimensional spell. He cannot leave the Realm on his own. When he leaves, everybody he brought with him in the first place comes with him. The magical enemies and fears are not the genuine article and cannot he carried back to the real world.


Perception Bonus: 1d100 = 12/61% (+15% to recognizing the arcane)
D20 JiC: 1d20 = 19/ D100 JiC: / 1d100 = 70

Prowl: Prowl 90% / 1d100 = 92
Intelligence 82% / 1d100 = 97
Detect Ambush 85% / 1d100 = 2

Sentinel watches the devil fight taking this opportunity to learn more about the creature he summoned. The ability still a mystery and wrapped in enigmatic memories of sacrifice and torture. What do they mean? he thinks to himself as he feels an urgency from outside the realm he stood.

Dispelling the chaos realm and returning the real the ectype takes stock of the situation at hand and seeing that all his other selves are engaged in the same activity spins himself to face the mechanoids ready to destroy the remaining mechanoids along with the disheveled mechanoids recently returned.

Initiative: 1d20+12 = 16
Attacks: 14 (2 used as start to cast fleet. Remaining actions of 6 doubled to 12, Total 14)

Action 1-2: Dismiss Realm of Chaos and quickly assessing his ectypes mirrors them casts Fleet Feet on himself.
Fleet Feet (Level 6) PFRGP Main Pg. 186
OOC Comments
P.P.E.: 20
Range: Self or other by spell up to 20 ft (6 m) away or ritual.
Duration: 2 Melee/lvl.
Saving Throw: None
P.P.E.: 20

Fleet feet is an extremely popular and powerful magic spell; it is its popularity and therefore commonness that makes it a 6th level spell. The incantation doubles the physical prowess, speed and mobility of the enchanted person for 30 seconds (2 melee rounds) per level of the spell caster. This means the character's speed, and P.P. are doubled (providing increased P.P. bonuses to strike, parry and dodge) and perhaps most notably, the character's attacks per melee round are all doubled for the duration of the spell.
While the character is a veritable whirlwind of action, the enchantment does have some drawbacks. He is moving so fast and doing so much that the character is -2 on initiative and not likely to see a surprise attack coming (in most cases a surprise attack or strike from behind is automatic). Furthermore, the performance of delicate skills like picking locks or pockets, carving, writing, etc., are all at -20% and the character cannot control his precise movement.


Action 3-4: Barrage (Level 6) Federation of Magic pg 138
Summary of Barrage:
Damage: 9 blasts 2 MD per blast, 18 MD if all blast hit,
Duration 7 seconds
Range 280ft.
Save: Dodge or Parry
Effect: -3 to defend against any other attack leveled at him during the barrage, loses two melee attacks/actions plus those used to dodge or parry, cannot take any offensive action (only parry and dodge) while being hammered by the barrage.
Strike: +3 9d20:
19, 15, 1, 8, 2, 15, 5, 20, 20


OOC Comments
Range: 100 ft. +30 ft./lvl
Duration: 7 seconds (approximately half a melee round).
Damage: 2 M.D./S.D.C. per strike ~ 3 hammering force blasts +1 per
level of the spell caster.
Saving Throw: Dodge or parry.
P.P.E.: 15
This spell unleashes a succession of force blasts lo batter its intended target like a swarm of tiny comets striking one after the other. Each energy blast is visible, about the size of a softball with a vapor trail, and fast moving. Once unleashed against a target, the “barrage” continues until all blasts are used up. Even if the victim runs, flies up, or dives for cover, the barrage will follow him like tiny guided missiles.
However, because the blast pulses are reasonably large and visible, the character can try to dodge or parry them with a weapon. A successful dodge means the magical blast misses and dispels. A successful parry means it is batted away and dispels on impact. Of course, the down side is that the barrage of magic force will either strike, injure and distract the victim, or will cause him to spend his time and combat actions trying to defend against the attack! Either way, the character is distracted and injured.
In addition to taking damage (each blast that hits does two M.D.), the victim is distracted from events and activity around him (focused on the pounding attack) and is -3 to defend against any other attack leveled at him during the barrage. Worse, even if the character stands his place and takes the pummeling of force, he loses two melee attacks/actions, because he cannot take any offensive action (only parry and dodge) while being hammered by the barrage!


Action 5-7 Casts Annihilate Range: 1100 Feet, Strike 1d20+14 = 16, Damage on target: 2d4*100 = 800, Damage in 10Ft radius: 2d4*10 = 50
Annihilate (Level 14) Book of Magic pg. 150
OOC Comments
Range: 500 feet + 100 ft./lvl
Damage: Special.
Duration: Instant.
Saving Throw: Dodge.
P.P.E.: 600; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E.
The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spell caster may hurl this globe at any target within 5 00 feet ( 1 52 m) and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet).
When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x 100 M.D.! If the damage exceeds the target' s M.D.C., it is completely vaporized! Not a trace is left, except for a three foot (0.9 m) deep, smoldering crater.
Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that does 4D6x10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.


Action 8-10: Casts Annihilate Range: 1100 Feet, Strike 1d20+14 = 32, Damage on target: 2d4*100 = 500, Damage in 10Ft radius: 2d4*10 = 30
Annihilate (Level 14) Book of Magic pg. 150
OOC Comments
Range: 500 feet + 100 ft./lvl
Damage: Special.
Duration: Instant.
Saving Throw: Dodge.
P.P.E.: 600; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E.
The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spell caster may hurl this globe at any target within 5 00 feet ( 1 52 m) and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet).
When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x 100 M.D.! If the damage exceeds the target' s M.D.C., it is completely vaporized! Not a trace is left, except for a three foot (0.9 m) deep, smoldering crater.
Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that does 4D6x10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.


Action 11-13: Casts Annihilate Range: 1100 Feet, Strike 1d20+14 = 26, Damage on target: 2d4*100 = 400, Damage in 10Ft radius: 2d4*10 = 60
Annihilate (Level 14) Book of Magic pg. 150
OOC Comments
Range: 500 feet + 100 ft./lvl
Damage: Special.
Duration: Instant.
Saving Throw: Dodge.
P.P.E.: 600; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E.
The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spell caster may hurl this globe at any target within 5 00 feet ( 1 52 m) and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet).
When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x 100 M.D.! If the damage exceeds the target' s M.D.C., it is completely vaporized! Not a trace is left, except for a three foot (0.9 m) deep, smoldering crater.
Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that does 4D6x10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.


Action 14: Defensive action as required.

Parry Bonus: +19; 14d20:
5, 10, 13, 20, 12, 19, 9, 9, 11, 19, 9, 6, 11, 4

Auto-dodge: +11; 14d20:
4, 7, 12, 11, 1, 9, 11, 15, 4, 13, 1, 10, 11, 15

Dodge Bonus: +20; 14d20:
5, 2, 10, 14, 11, 15, 4, 5, 16, 18, 20, 9, 1, 17
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Re: Northeast Zone

Postby Sentinel » Mon Feb 26, 2018 5:27 pm

Ectype 4

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 100/214 | H.P.: N/A | M.D.C.: 90/455 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee

Spells: Orb: 1800 PPE

Perception Bonus: 1d100 = 78/61% (+15% to recognizing the arcane)
D20 JiC: 1d20 = 11/ D100 JiC: / 1d100 = 5

The ectype standing back mid range holds the remaining grenade positioning it in hand like the first and stops short as too many allies close in with his targets. Fortunate for them. he thinks lowering his hand. Had they been anyone else they would have been a justified sacrifice to victory. Somehow sentiment saved them despite the risk to the universe that remains as long as this ship was intact.

His thoughts as he watches the battle was interrupted be a sense of unease and apprehension followed by urgency making him glance back to Sentinel who shouts commands.

The ectype executes without hesitation drawing on the orbs power and following suit speeds himself up and pins down the mechanoids before unleashing his own hell on them. ”See you in Valhala?!” Sentinel says not sure if he remembering the quote correctly.

[Yes it’s supposed to be “see you in hell” but he mixed it up.]

[One remaining: 40mm grenades arm in about 12-14 rotations which is part of a safety feature. Average football RPM is 600 or 10 per second. With that in mind the grenade should easily arm right before it impacts but trigger the ward on contact as well hitting all mechonoids in 10ft with a sleep spell and an explosion 4d6 MD in 12 ft AOE. Wards (Level 10) Book of Magic pg. 138
OOC Comments
Range: Varies with type.
Duration : Effects vary with type.
Saving Throw: Standard; spells are base 12, wards created by ritual magic are 16.
P.P.E.: 90
The Wards invocation creates mystic symbols used to protect items of value, to protect dwellings, and as booby traps. The ward can be cast on a door or window, a section of floor, a cabinet or on a specific item such as a book or statue. The ward symbols on the object are always obvious, to serve as a warning. When somebody, other than the sorcerer who created them, touches the object, a spell is triggered. The following wards can be created. Each ward invocation will create two separate wards, the ritual invocation will create three. The object to be warded must be present.
Sleep: The ward will put to sleep everybody within a ten foot area around it. Each person must roll to save versus magic. The sleep lasts for 6D6 minutes. Effects are identical to the fifth level spell. [The
victim can not be awakened by any means except by the mage canceling the magic or until the magic's duration time lapses. A successful save means the spell has no effect whatsoever.]


Initiative: 1d20+12 = 26
Attacks: 14 (2 used as start to cast fleet. Remaining actions of 6 doubled to 12, Total 14)

Action 1-2: Casts Fleet Feet on himself.
Fleet Feet (Level 6) PFRGP Main Pg. 186
OOC Comments
P.P.E.: 20
Range: Self or other by spell up to 20 ft (6 m) away or ritual.
Duration: 2 Melee/lvl.
Saving Throw: None
P.P.E.: 20

Fleet feet is an extremely popular and powerful magic spell; it is its popularity and therefore commonness that makes it a 6th level spell. The incantation doubles the physical prowess, speed and mobility of the enchanted person for 30 seconds (2 melee rounds) per level of the spell caster. This means the character's speed, and P.P. are doubled (providing increased P.P. bonuses to strike, parry and dodge) and perhaps most notably, the character's attacks per melee round are all doubled for the duration of the spell.
While the character is a veritable whirlwind of action, the enchantment does have some drawbacks. He is moving so fast and doing so much that the character is -2 on initiative and not likely to see a surprise attack coming (in most cases a surprise attack or strike from behind is automatic). Furthermore, the performance of delicate skills like picking locks or pockets, carving, writing, etc., are all at -20% and the character cannot control his precise movement.


Action 3-4: Barrage (Level 6) Federation of Magic pg 138
Summary of Barrage:
Damage: 9 blasts 2 MD per blast, 18 MD if all blast hit,
Duration 7 seconds
Range 280ft.
Save: Dodge or Parry
Effect: -3 to defend against any other attack leveled at him during the barrage, loses two melee attacks/actions plus those used to dodge or parry, cannot take any offensive action (only parry and dodge) while being hammered by the barrage.
Strike: +3 9d20:
19, 15, 13, 9, 13, 9, 14, 16, 13


OOC Comments
Range: 100 ft. +30 ft./lvl
Duration: 7 seconds (approximately half a melee round).
Damage: 2 M.D./S.D.C. per strike ~ 3 hammering force blasts +1 per
level of the spell caster.
Saving Throw: Dodge or parry.
P.P.E.: 15
This spell unleashes a succession of force blasts lo batter its intended target like a swarm of tiny comets striking one after the other. Each energy blast is visible, about the size of a softball with a vapor trail, and fast moving. Once unleashed against a target, the “barrage” continues until all blasts are used up. Even if the victim runs, flies up, or dives for cover, the barrage will follow him like tiny guided missiles.
However, because the blast pulses are reasonably large and visible, the character can try to dodge or parry them with a weapon. A successful dodge means the magical blast misses and dispels. A successful parry means it is batted away and dispels on impact. Of course, the down side is that the barrage of magic force will either strike, injure and distract the victim, or will cause him to spend his time and combat actions trying to defend against the attack! Either way, the character is distracted and injured.
In addition to taking damage (each blast that hits does two M.D.), the victim is distracted from events and activity around him (focused on the pounding attack) and is -3 to defend against any other attack leveled at him during the barrage. Worse, even if the character stands his place and takes the pummeling of force, he loses two melee attacks/actions, because he cannot take any offensive action (only parry and dodge) while being hammered by the barrage!


Action 5-7 Casts Annihilate Range: 1100 Feet, Strike 1d20+14 = 20, Damage on target: 2d4*100 = 500, Damage in 10Ft radius: 2d4*10 = 80
Annihilate (Level 14) Book of Magic pg. 150
OOC Comments
Range: 500 feet + 100 ft./lvl
Damage: Special.
Duration: Instant.
Saving Throw: Dodge.
P.P.E.: 600; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E.
The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spell caster may hurl this globe at any target within 5 00 feet ( 1 52 m) and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet).
When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x 100 M.D.! If the damage exceeds the target' s M.D.C., it is completely vaporized! Not a trace is left, except for a three foot (0.9 m) deep, smoldering crater.
Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that does 4D6x10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.


Action 8-10: Casts Annihilate Range: 1100 Feet, Strike 1d20+14 = 19, Damage on target: 2d4*100 = 500, Damage in 10Ft radius: 2d4*10 = 70
Annihilate (Level 14) Book of Magic pg. 150
OOC Comments
Range: 500 feet + 100 ft./lvl
Damage: Special.
Duration: Instant.
Saving Throw: Dodge.
P.P.E.: 600; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E.
The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spell caster may hurl this globe at any target within 5 00 feet ( 1 52 m) and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet).
When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x 100 M.D.! If the damage exceeds the target' s M.D.C., it is completely vaporized! Not a trace is left, except for a three foot (0.9 m) deep, smoldering crater.
Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that does 4D6x10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.


Action 11-13: Casts Annihilate Range: 1100 Feet, Strike 1d20+14 = 33, Damage on target: 2d4*100 = 700, Damage in 10Ft radius: 2d4*10 = 30
Annihilate (Level 14) Book of Magic pg. 150
OOC Comments
Range: 500 feet + 100 ft./lvl
Damage: Special.
Duration: Instant.
Saving Throw: Dodge.
P.P.E.: 600; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E.
The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spell caster may hurl this globe at any target within 5 00 feet ( 1 52 m) and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet).
When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x 100 M.D.! If the damage exceeds the target' s M.D.C., it is completely vaporized! Not a trace is left, except for a three foot (0.9 m) deep, smoldering crater.
Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that does 4D6x10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.


Action 14: Further actions held for defense actions.

Parry Bonus: +19; 14d20:
3, 9, 5, 5, 12, 4, 7, 4, 1, 9, 16, 3, 10, 13

Auto-dodge: +11; 14d20:
5, 12, 9, 6, 11, 2, 9, 7, 6, 15, 17, 15, 20, 19

Dodge Bonus: +20; 14d20:
18, 2, 4, 7, 2, 11, 14, 1, 17, 13, 10, 13, 20, 7
Last edited by Sentinel on Mon Feb 26, 2018 6:15 pm, edited 1 time in total.
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Re: Northeast Zone

Postby Sentinel » Mon Feb 26, 2018 5:30 pm

Ectype 5

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 214/214 | H.P.: N/A | M.D.C.: 455/455 AR: 16
Spell reference at this Link


Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Spells: Orb of PPE 1800
Targeted Deflection (Level 6) Federation of Magic pg 114
OOC Comments
Range: Effective targeting deflection is 500 feet +50 ft./lvl. Trying to hit a target beyond this range is -1 to strike per every additional 100 ft. This spell can only be cast on the sorcerer himself,
Duration: One melee/lvl
Saving Throw: Dodge
Limitation: Energy attacks only, but as Deflect spell for all other.
P.P.E.: 15
Targeted Deflection is a more advanced form of the Deflect spell. After invoking this magic, the mage can magically parry energy attack/blasts with his arms and hands (a small field of energy momentarily appears around the hands and forearms). Best of all, he can deflect them in such a way that the attack is directed back at its source! Unless the attacker dodges, he takes full damage from his own attack and the mage takes none! To successfully return the attack to its source, the mage rolls to parry with a bonus of +3 (in addition to any P.P. and/or Targeting skill bonuses). A successful parry will block and deflect the attack harmlessly away. Any roll above a 13 will bounce the blast back at the attacker. The attacker can try to dodge the bounce back energy blast, but does so without bonuses and must match or beat the mage’s parry roll. A roll by the mage between 5-13 simply deflects the attack out of harm’s way, a roll of 1-4 means a fumbled deflection and the blast hits the mage without it being deflected.
The mage can also try to deflect the blast at a different target, but does so without any bonuses and needs a 16 or higher to strike. Note: Only energy blasts, including magical energy, can be deflected back at the attacker or at others. However, the mage can parry and deflect projectiles harmlessly away the same as the Deflect spell.

Deflect (Reference for Targeted Deflection above)
This spell allows the spell caster to attempt to magically parry and deflect incoming ranged-weapon attacks such as arrows, bullets, lasers, particle beams, rail guns, tire balls, called lightning, etc. The caster gets to roll a normal 20 sided die +4, for his or her parry (plus any P.P. attribute bonus; other parry bonuses do not apply). If successful, the attack is deflected by a small energy field, and harmlessly hits the ground 1D4x10 yard/meters away. Such a deflection may hit an ally or innocent bystander if used in a crowded or heavily occupied area.
This spell can also deflect missiles, even volleys, but the spell caster might get caught in the blast radius and innocent bystanders are likely to get hurt. When missiles or powerful energy blasts (those that inflict 1D4x10M .D. or more damage) are deflected. the character must roll a 20 sided die again, but without benefit of a bonus, to see whether or not the attack is deflected away without harm to others, or whether it strikes an innocent bystander. A roll of 1-4 means the attack is deflected into the ally nearest the mage! A roll of 5-8 means it hits an innocent bystander. A roll of 9 or higher means the attack is deflected without harm to others, unless the area is densely populated or crowded, then innocents are almost certain to be injured. Area affect attacks like exploding rockets. missiles, and grenades, or rail gun bursts may strike and injure or kill dozens of people; G.M.s should use their discretion in such determinations. No, the spell caster cannot accurately deflect the attack into a specific enemy target or location.


Perception Bonus: 1d100 = 78/61% (+15% to recognizing the arcane)
D20 JiC: 1d20 = 12/ D100 JiC: / 1d100 = 40

The ectype more used to dancing around attacks instinctively did so missing the opportunity to deflect back the shots and saving himself and his comrades from the blasts as they passed him. I am going to have to practice this. he thinks amusingly to look towards Brute ahead. I think he would enjoy that with his new pistols.

Feeling a sense of urgency, he looks back as Sentinel commands him. Action on instinct again built on centuries of experience he speeds himself, further pins down the mechanoids in a hail of blasts, and delivers a dragon ball of fire worthy of another fictional character.

Initiative: 1d20+12 = 13
Attacks: 14 (2 used as start to cast fleet. Remaining actions of 6 doubled to 12, Total 14)

Action 1-2: Casts Fleet Feet on himself.
Fleet Feet (Level 6) PFRGP Main Pg. 186
OOC Comments
P.P.E.: 20
Range: Self or other by spell up to 20 ft (6 m) away or ritual.
Duration: 2 Melee/lvl.
Saving Throw: None
P.P.E.: 20

Fleet feet is an extremely popular and powerful magic spell; it is its popularity and therefore commonness that makes it a 6th level spell. The incantation doubles the physical prowess, speed and mobility of the enchanted person for 30 seconds (2 melee rounds) per level of the spell caster. This means the character's speed, and P.P. are doubled (providing increased P.P. bonuses to strike, parry and dodge) and perhaps most notably, the character's attacks per melee round are all doubled for the duration of the spell.
While the character is a veritable whirlwind of action, the enchantment does have some drawbacks. He is moving so fast and doing so much that the character is -2 on initiative and not likely to see a surprise attack coming (in most cases a surprise attack or strike from behind is automatic). Furthermore, the performance of delicate skills like picking locks or pockets, carving, writing, etc., are all at -20% and the character cannot control his precise movement.


Action 3-4: Barrage (Level 6) Federation of Magic pg 138
Summary of Barrage:
Damage: 9 blasts 2 MD per blast, 18 MD if all blast hit,
Duration 7 seconds
Range 280ft.
Save: Dodge or Parry
Effect: -3 to defend against any other attack leveled at him during the barrage, loses two melee attacks/actions plus those used to dodge or parry, cannot take any offensive action (only parry and dodge) while being hammered by the barrage.
Strike: +3 9d20:
8, 19, 17, 7, 19, 16, 10, 13, 17


OOC Comments
Range: 100 ft. +30 ft./lvl
Duration: 7 seconds (approximately half a melee round).
Damage: 2 M.D./S.D.C. per strike ~ 3 hammering force blasts +1 per
level of the spell caster.
Saving Throw: Dodge or parry.
P.P.E.: 15
This spell unleashes a succession of force blasts lo batter its intended target like a swarm of tiny comets striking one after the other. Each energy blast is visible, about the size of a softball with a vapor trail, and fast moving. Once unleashed against a target, the “barrage” continues until all blasts are used up. Even if the victim runs, flies up, or dives for cover, the barrage will follow him like tiny guided missiles.
However, because the blast pulses are reasonably large and visible, the character can try to dodge or parry them with a weapon. A successful dodge means the magical blast misses and dispels. A successful parry means it is batted away and dispels on impact. Of course, the down side is that the barrage of magic force will either strike, injure and distract the victim, or will cause him to spend his time and combat actions trying to defend against the attack! Either way, the character is distracted and injured.
In addition to taking damage (each blast that hits does two M.D.), the victim is distracted from events and activity around him (focused on the pounding attack) and is -3 to defend against any other attack leveled at him during the barrage. Worse, even if the character stands his place and takes the pummeling of force, he loses two melee attacks/actions, because he cannot take any offensive action (only parry and dodge) while being hammered by the barrage!


Action 5-7 Casts Annihilate Range: 1100 Feet, Strike 1d20+14 = 20, Damage on target: 2d4*100 = 700, Damage in 10Ft radius: 2d4*10 = 70
Annihilate (Level 14) Book of Magic pg. 150
OOC Comments
Range: 500 feet + 100 ft./lvl
Damage: Special.
Duration: Instant.
Saving Throw: Dodge.
P.P.E.: 600; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E.
The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spell caster may hurl this globe at any target within 5 00 feet ( 1 52 m) and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet).
When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x 100 M.D.! If the damage exceeds the target' s M.D.C., it is completely vaporized! Not a trace is left, except for a three foot (0.9 m) deep, smoldering crater.
Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that does 4D6x10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.


Action 8-10: Casts Annihilate Range: 1100 Feet, Strike 1d20+14 = 15, Damage on target: 2d4*100 = 400, Damage in 10Ft radius: 2d4*10 = 60
Annihilate (Level 14) Book of Magic pg. 150
OOC Comments
Range: 500 feet + 100 ft./lvl
Damage: Special.
Duration: Instant.
Saving Throw: Dodge.
P.P.E.: 600; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E.
The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spell caster may hurl this globe at any target within 5 00 feet ( 1 52 m) and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet).
When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x 100 M.D.! If the damage exceeds the target' s M.D.C., it is completely vaporized! Not a trace is left, except for a three foot (0.9 m) deep, smoldering crater.
Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that does 4D6x10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.


Action 11-13: Casts Annihilate Range: 1100 Feet, Strike 1d20+14 = 31, Damage on target: 2d4*100 = 200, Damage in 10Ft radius: 2d4*10 = 50
Annihilate (Level 14) Book of Magic pg. 150
OOC Comments
Range: 500 feet + 100 ft./lvl
Damage: Special.
Duration: Instant.
Saving Throw: Dodge.
P.P.E.: 600; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E.
The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spell caster may hurl this globe at any target within 5 00 feet ( 1 52 m) and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet).
When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x 100 M.D.! If the damage exceeds the target' s M.D.C., it is completely vaporized! Not a trace is left, except for a three foot (0.9 m) deep, smoldering crater.
Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that does 4D6x10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.


Action 14: Further actions held for defense actions.

Parry Bonus: +19; 14d20:
18, 17, 12, 20, 6, 20, 2, 2, 17, 7, 18, 10, 6, 18
Mostly parrying attacks back with targeted deflection
Targeted Deflection: Parry Bonus: +13; 14d20:
18, 7, 19, 15, 3, 9, 6, 7, 2, 10, 7, 7, 11, 2

Auto-dodge: +11; 14d20:
18, 7, 16, 6, 8, 14, 20, 8, 10, 8, 3, 3, 12, 4

Dodge Bonus: +20; 14d20:
1, 14, 18, 12, 3, 18, 11, 1, 10, 2, 19, 20, 14, 13
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Re: Northeast Zone

Postby Sentinel » Mon Feb 26, 2018 5:32 pm

Ectype 6

Positioning to barrage with ectype 5

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 0/214 | H.P.: N/A | M.D.C.: 90 /455 AR: 16
Spell reference at this Link


Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Spells: Orb of PPE 1800
Targeted Deflection (Level 6) Federation of Magic pg 114
OOC Comments
Range: Effective targeting deflection is 500 feet +50 ft./lvl. Trying to hit a target beyond this range is -1 to strike per every additional 100 ft. This spell can only be cast on the sorcerer himself,
Duration: One melee/lvl
Saving Throw: Dodge
Limitation: Energy attacks only, but as Deflect spell for all other.
P.P.E.: 15
Targeted Deflection is a more advanced form of the Deflect spell. After invoking this magic, the mage can magically parry energy attack/blasts with his arms and hands (a small field of energy momentarily appears around the hands and forearms). Best of all, he can deflect them in such a way that the attack is directed back at its source! Unless the attacker dodges, he takes full damage from his own attack and the mage takes none! To successfully return the attack to its source, the mage rolls to parry with a bonus of +3 (in addition to any P.P. and/or Targeting skill bonuses). A successful parry will block and deflect the attack harmlessly away. Any roll above a 13 will bounce the blast back at the attacker. The attacker can try to dodge the bounce back energy blast, but does so without bonuses and must match or beat the mage’s parry roll. A roll by the mage between 5-13 simply deflects the attack out of harm’s way, a roll of 1-4 means a fumbled deflection and the blast hits the mage without it being deflected.
The mage can also try to deflect the blast at a different target, but does so without any bonuses and needs a 16 or higher to strike. Note: Only energy blasts, including magical energy, can be deflected back at the attacker or at others. However, the mage can parry and deflect projectiles harmlessly away the same as the Deflect spell.

Deflect (Reference for Targeted Deflection above)
This spell allows the spell caster to attempt to magically parry and deflect incoming ranged-weapon attacks such as arrows, bullets, lasers, particle beams, rail guns, tire balls, called lightning, etc. The caster gets to roll a normal 20 sided die +4, for his or her parry (plus any P.P. attribute bonus; other parry bonuses do not apply). If successful, the attack is deflected by a small energy field, and harmlessly hits the ground 1D4x10 yard/meters away. Such a deflection may hit an ally or innocent bystander if used in a crowded or heavily occupied area.
This spell can also deflect missiles, even volleys, but the spell caster might get caught in the blast radius and innocent bystanders are likely to get hurt. When missiles or powerful energy blasts (those that inflict 1D4x10M .D. or more damage) are deflected. the character must roll a 20 sided die again, but without benefit of a bonus, to see whether or not the attack is deflected away without harm to others, or whether it strikes an innocent bystander. A roll of 1-4 means the attack is deflected into the ally nearest the mage! A roll of 5-8 means it hits an innocent bystander. A roll of 9 or higher means the attack is deflected without harm to others, unless the area is densely populated or crowded, then innocents are almost certain to be injured. Area affect attacks like exploding rockets. missiles, and grenades, or rail gun bursts may strike and injure or kill dozens of people; G.M.s should use their discretion in such determinations. No, the spell caster cannot accurately deflect the attack into a specific enemy target or location.



Perception Bonus: 1d100 = 51/61% (+15% to recognizing the arcane)
D20 JiC: 1d20 = 18/ D100 JiC: / 1d100 = 72


The ectypes glance at each other realizing that they both didn’t deflect a single shot. That was ill planned. he thinks chagrined.

Feeling a sense of haste and reaction from his other ectypes all springing into action, he begins concentrating and weaving his mind palaces that were built over centuries, unconscious decisions that work their way to ones being. He begins to root the enemy under withering fire after speeding his actions with the spell Tyral just an evening before taught him. Moving faster than he ever has before he rips through the spells to unleash devastation on them mechanoids before him.

Initiative: 1d20+12 = 21
Attacks: 14 (2 used as start to cast fleet. Remaining actions of 6 doubled to 12, Total 14)

Action 1-2: Casts Fleet Feet on himself.
Fleet Feet (Level 6) PFRGP Main Pg. 186
OOC Comments
P.P.E.: 20
Range: Self or other by spell up to 20 ft (6 m) away or ritual.
Duration: 2 Melee/lvl.
Saving Throw: None
P.P.E.: 20

Fleet feet is an extremely popular and powerful magic spell; it is its popularity and therefore commonness that makes it a 6th level spell. The incantation doubles the physical prowess, speed and mobility of the enchanted person for 30 seconds (2 melee rounds) per level of the spell caster. This means the character's speed, and P.P. are doubled (providing increased P.P. bonuses to strike, parry and dodge) and perhaps most notably, the character's attacks per melee round are all doubled for the duration of the spell.
While the character is a veritable whirlwind of action, the enchantment does have some drawbacks. He is moving so fast and doing so much that the character is -2 on initiative and not likely to see a surprise attack coming (in most cases a surprise attack or strike from behind is automatic). Furthermore, the performance of delicate skills like picking locks or pockets, carving, writing, etc., are all at -20% and the character cannot control his precise movement.


Action 3-4: Barrage (Level 6) Federation of Magic pg 138
Summary of Barrage:
Damage: 9 blasts 2 MD per blast, 18 MD if all blast hit,
Duration 7 seconds
Range 280ft.
Save: Dodge or Parry
Effect: -3 to defend against any other attack leveled at him during the barrage, loses two melee attacks/actions plus those used to dodge or parry, cannot take any offensive action (only parry and dodge) while being hammered by the barrage.
Strike: +3 9d20:
4, 16, 16, 8, 7, 17, 16, 12, 11


OOC Comments
Range: 100 ft. +30 ft./lvl
Duration: 7 seconds (approximately half a melee round).
Damage: 2 M.D./S.D.C. per strike ~ 3 hammering force blasts +1 per
level of the spell caster.
Saving Throw: Dodge or parry.
P.P.E.: 15
This spell unleashes a succession of force blasts lo batter its intended target like a swarm of tiny comets striking one after the other. Each energy blast is visible, about the size of a softball with a vapor trail, and fast moving. Once unleashed against a target, the “barrage” continues until all blasts are used up. Even if the victim runs, flies up, or dives for cover, the barrage will follow him like tiny guided missiles.
However, because the blast pulses are reasonably large and visible, the character can try to dodge or parry them with a weapon. A successful dodge means the magical blast misses and dispels. A successful parry means it is batted away and dispels on impact. Of course, the down side is that the barrage of magic force will either strike, injure and distract the victim, or will cause him to spend his time and combat actions trying to defend against the attack! Either way, the character is distracted and injured.
In addition to taking damage (each blast that hits does two M.D.), the victim is distracted from events and activity around him (focused on the pounding attack) and is -3 to defend against any other attack leveled at him during the barrage. Worse, even if the character stands his place and takes the pummeling of force, he loses two melee attacks/actions, because he cannot take any offensive action (only parry and dodge) while being hammered by the barrage!


Action 5-7 Casts Annihilate Range: 1100 Feet, Strike 1d20+14 = 16, Damage on target: 2d4*100 = 500, Damage in 10Ft radius: 2d4*10 = 50
Annihilate (Level 14) Book of Magic pg. 150
OOC Comments
Range: 500 feet + 100 ft./lvl
Damage: Special.
Duration: Instant.
Saving Throw: Dodge.
P.P.E.: 600; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E.
The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spell caster may hurl this globe at any target within 5 00 feet ( 1 52 m) and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet).
When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x 100 M.D.! If the damage exceeds the target' s M.D.C., it is completely vaporized! Not a trace is left, except for a three foot (0.9 m) deep, smoldering crater.
Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that does 4D6x10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.


Action 8-10: Casts Annihilate Range: 1100 Feet, Strike 1d20+14 = 33, Damage on target: 2d4*100 = 300, Damage in 10Ft radius: 2d4*10 = 60
Annihilate (Level 14) Book of Magic pg. 150
OOC Comments
Range: 500 feet + 100 ft./lvl
Damage: Special.
Duration: Instant.
Saving Throw: Dodge.
P.P.E.: 600; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E.
The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spell caster may hurl this globe at any target within 5 00 feet ( 1 52 m) and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet).
When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x 100 M.D.! If the damage exceeds the target' s M.D.C., it is completely vaporized! Not a trace is left, except for a three foot (0.9 m) deep, smoldering crater.
Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that does 4D6x10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.


Action 11-13: Casts Annihilate Range: 1100 Feet, Strike 1d20+14 = 30, Damage on target: 2d4*100 = 500, Damage in 10Ft radius: 2d4*10 = 70
Annihilate (Level 14) Book of Magic pg. 150
OOC Comments
Range: 500 feet + 100 ft./lvl
Damage: Special.
Duration: Instant.
Saving Throw: Dodge.
P.P.E.: 600; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E.
The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spell caster may hurl this globe at any target within 5 00 feet ( 1 52 m) and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet).
When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x 100 M.D.! If the damage exceeds the target' s M.D.C., it is completely vaporized! Not a trace is left, except for a three foot (0.9 m) deep, smoldering crater.
Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that does 4D6x10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.


Action 14: Further actions held for defense actions.

Parry Bonus: +19; 14d20:
5, 19, 7, 2, 10, 15, 7, 4, 12, 2, 13, 8, 16, 3
Mostly parrying attacks back with targeted deflection
Targeted Deflection: Parry Bonus: +13; 14d20:
3, 2, 18, 18, 20, 10, 11, 3, 11, 4, 3, 12, 16, 14

Auto-dodge: +11; 14d20:
15, 8, 13, 16, 2, 12, 18, 17, 11, 2, 4, 8, 19, 15

Dodge Bonus: +20; 14d20:
8, 13, 7, 18, 7, 7, 15, 16, 12, 18, 8, 10, 16, 16
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Re: Northeast Zone

Postby Townsend » Mon Feb 26, 2018 9:38 pm

Conditions:
Time: 0114.75
Location: Deep space, dimension unknown; inside the Mechanoid mothership; Deck 5
Gravity: fluctuating micro-gravity conditions (effectively zero-G); currently .9 G
Environment: artificial environment/pressurized spacecraft


And so it comes to this. Two Mechanoid Exterminators -- really groggy, barely awake Mechanoid Exterminators at that -- and a Mechanoid Skimmer versus a magically buffed elven Cyber-Knight, an equally magically buffed four-armed superhero, a demigod, a powerful wizard, a Psi-Ghost, and roughly half a dozen turbo-charged spell-slinging terracotta statues.

Before Rocky can join the battle, the stranger (Birger) looks at his battered armor and grimaces. “Here, take this. It’s something I was keeping in case of emergency.” He hands Rocky an amulet. “There’s one armor spell left in it. It’s not much but it might be just enough to let you get out of trouble if you need it.” ((OOC: you get one 8th level Armor of Ithan -- 80 MDC -- from this amulet. It’ll disappear once the Epic is over though.))

Image

If someone were somehow observing the battle from a place of safety, comfortably seated with delicious snacks, it may be about this point that he/she might realize that it may indeed be possible to actually feel sorry for insane murderous cyborgs bent on the complete eradication of all humanoid life throughout the known Megaverse as the remaining Mechanoids are slaughtered with amazing speed and efficiency. They never even have a chance to shoot back.

Ectype #2, feeling drawn back to the ‘real world’ cancels out his Realm of Chaos spell and re-deposits the battered Skimmer and Brute next to the nigh-exterminated Exterminators. For a moment it appears that the battle is not yet over -- but that’s when the other Ectypes begin casting SMD’s (Spells of Mass Destruction, for those not up to speed on magical combat jargon).

Brute, Ronith, John and Rocky just barely get away from the still-not-quite-fallen-over hulks of the Mechanoids as a volley of baseball-sized black orbs rain into the area they occupy. There are several flashes of light accompanied by several muffled sounds that could be a cross between an implosion and an incineration. When the flashes/sounds subside there is absolutely no trace of any of the Mechanoids (save for a few scatterings of ashes here and there). There are sections of floors/walls/ceilings missing as well, exposing complex substructures along with various spouts of steam/gas/liquids from pipes that have been broken.

As Rocky begins to press south, Presence puts a hand on his shoulder. “You want to get there, I can get us there fast.” She turns to her former teammates. “We’re gonna have to get to the energy core the old-fashioned way. You want to help, hold this area with the console room and the lift in case we need to fall back. If we can get the teleporters up and running again I’ll radio on the Omegas frequency. Good luck!”

She picks up Rocky and darts off down the massive corridor. ((OOC: I gave ML the heads-up that you’re heading down there, Rocky. Feel free to post in that thread now.))


Tale of the tape -- Round 2:
    Tyral: AoI is at -100 MDC
    Brute: Invincible Armor is -30 MDC
    Ronith: Invincible Armor is -15 MDC
    Ectype #4: -30 MDC
    Ectype #5: -10 MDC
    Presence: N-F50A Superheavy Force Field popped; NE-BA-26: Main Body destroyed, left arm armor destroyed, -38 to helmet ; -30 to personal M.D.C.
    Rocky: -33 I.S.P.; NE-BA-40: -16 to left leg, -14 to helmet, force field is gone, Main Body is destroyed; Psychic Body Field: 100 M.D.C. Was given a one-shot AoI talisman good for 80 MDC that will disappear at the end of the Epic

    All Mechanoids are destroyed and the corridor is heavily damaged.


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Re: Northeast Zone

Postby Brute » Tue Feb 27, 2018 6:51 am

Location: What's left of the Mechanoid Spaceship
Conditions: Monstrous Form, APS Limb: Crystal, Fleet Feet, Superhuman Agility
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Brute
Normal Form
AR: 0
HP: 40/40
SDC: 59/59
Monstrous Form
MDC: 574/574

Motion detector, 20’ radius range
Predator’s hearing (+2 Initiative, 8X Normal)

Omega Suit
Features:

1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'


Yggdrasil Bark Body Armor
M.D.C.: 120/120
Features:

• -5% prowl penalty.
• Magic Properties: Magic energy attacks, including fire, dragon's fire, lightning and energy blasts,
inflict one-third normal damage. Blows from rune weapons and most other magic weapons inflict full damage. Blasts from conventional energy weapons and explosives also do full damage.
• Bonuses: + 1 to save vs poisons, toxins, gases and disease.


Perception 48% 1d100 = 94
JIC: 1d20 = 3
1d100 = 69

Spell tracker
Fleet Feet
13/16 melees
Spd (max is 560 mph - Extraordinary speed, doubled - roughly a speed score of 382)
P.P. 42 (+5 parry/dodge/strike in addition to current bonuses, +12 total)
APM 16
Init +6 (+8 minus 2)
Surprise or strike from behind (spell says automatic BUT note that Brute's antennae offer motion detection)
Delicate skills at -20%

Superhuman Agility
7/10 melees
Walk a tightrope or narrow ledge at a base skill of 88%
+1 Init (+7 total)
+ 1 Parry, +5 Dodge (+12 Parry, + 18 Dodge total)
+5 Roll with Impact, Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts.)
+ 5 Automatic Dodge (+ 10 total)

Invincible Armor
100/150 MDC half damage vs energy EBA
Duration: 58/60 melees
The armor regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply.
Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.


Brute watches with his mouth hanging slack as Sentinel's annihilation spells devastate the corridor and it's mechanoid occupants. He turns to face the Terracotta Omega with a look of awe and admiration. His mind reeling, he can think of nothing more to say than "Get back, now. Look at the big magic on Zheng." He smiles and gives him a thumbs-up.

Presence wrote:"You want to help, hold this area with the console room and the lift in case we need to fall back. If we can get the teleporters up and running again I’ll radio on the Omegas frequency. Good luck!”


Brute looks at Ronith briefly before nodding at Presence. "We're here if you need reinforcements." He steps back into the console room. We've got a little breathing room... I should make this count and gather some more intel for CHIMERA. He pulls out his cellphone and takes an array of pictures of the Mechanoid ship, focusing on the command console in the room they're in, as well as any electrical or other systems exposed by Sentinel's barrage-o-death.

He attempts to gauge what in the immediate vicinity would be of most tactical importance to get pictures of.

Intelligence 50% 1d100 = 53 (FAIL)
Intelligence 50% 1d100 = 100 (VERY FAIL)
Recognize Weapon Quality 57% 1d100 = 57 (SUCCEED)

He also snaps discreet pictures of his teammates, without telling them: Ronith, the elvish commander, who has led them through Asgard and Hell. John, the mysterious outsider, brimming with power. Tyral, the adept mage from an ancient land. The Asgardian, Birger. And his teammate and friend from Century Station, Sentinel. Pictures taken, he slips his cellphone back into its pocket and takes a position near the command console room door, and watches the corridor for signs of hostiles, his antennae still twitching.

Track by scent 46% 1d100 = 72 (FAIL)
Identify common odors 96% 1d100 = 26 (SUCCEED)
Identify uncommon odors 56% 1d100 = 66 (FAIL)
Motion detector, 20’ radius range
Identify temperature (within 2 degrees) 96% 1d100 = 38 (SUCCEED)
Identify wind direction and speed 86% 1d100 = 48 (SUCCEED)

They're getting ready to blow this ship up. Hopefully, they have time to give us a heads-up before that happens, so we can portal out of here. He looks at Birger, confident in the Asgardian's ability to get them out... provided there is time.

Looking vaguely in the direction Presence and Rocky jetted off in, Brute says a silent wish. "Blow this ship to hell."

Combat contingency
If any mechanoids are stupid enough to investigate, Brute will dispatch them expeditiously. Brute will fight on until the last Mechanoid or until his friends can portal away, whichever comes first, and then he will portal to safety with them, if there's still time.

Initiative: 1d20+7 = 24
APM: 16

Action 1-2: Power Punch with crystal fist: 1d20+12 = 19; Damage 2d6+8 = 15 + 2d6*10 = 60 = 75
Action 3-4: Power Punch with Serious: 1d20+12 = 17; Damage 2d6+8 = 13 + 2d6*10 = 20 = 33
Action 5-6: Power Punch with Results: 1d20+12 = 27; Damage 2d6+8 = 14 + 2d6*10 = 100 = 114
Action 7-8: Power Punch with crystal fist: 1d20+12 = 24; Damage 2d6+8 = 17 + 2d6*10 = 50 = 67
Action 9-10: Power Punch with Serious: 1d20+12 = 29; Damage 2d6+8 = 13 + 2d6*10 = 60 = 73
Action 11-12: Power Punch with Results: 1d20+12 = 27; Damage 2d6+8 = 19 + 2d6*10 = 80 = 99
Action 13-14: Power Punch with crystal fist (Crit!): 1d20+12 = 30; Damage 2d6+8 = 13 + 2d6*10 = 80 = 93 X 2 = 186
Action 15: Reserved for Dodge 1d20+18 = 32
Action 16: Reserved for Dodge 1d20+18 = 21

Parries (if needed): 1) 1d20+12 = 19; 2) 1d20+12 = 22; 3) 1d20+12 = 26; 4) 1d20+12 = 14; 5) 1d20+12 = 31; 6) 1d20+12 = 17; 7) 1d20+12 = 17; 8 ) 1d20+12 = 15; 9) 1d20+12 = 29; 10) 1d20+12 = 24; 11) 1d20+12 = 16; 12) 1d20+12 = 26; 13) 1d20+12 = 13 (Nat. 1!); 14) 1d20+12 = 24; 15) 1d20+12 = 27; 16) 1d20+12 = 24

Automatic Dodge (if needed): 1) 1d20+10 = 13; 2) 1d20+10 = 28; 3) 1d20+10 = 16; 4) 1d20+10 = 18; 5) 1d20+10 = 16; 6) 1d20+10 = 29; 7) 1d20+10 = 25; 8 ) 1d20+10 = 20; 9) 1d20+10 = 21; 10) 1d20+10 = 17; 11) 1d20+10 = 25; 12) 1d20+10 = 12; 13) 1d20+10 = 22; 14) 1d20+10 = 20; 15) 1d20+10 = 29; 16) 1d20+10 = 28


Escape contingency
Provided they are given enough warning to portal out before the ship blows, Brute will put himself at the back of the group, ensuring the others get away before he himself gets free.


Failure contingencies
If the Mechanoid ship should fail to explode, Brute will stay aboard, and fight every mechanoid aboard, until they're all dead, or he is. The Mechanoids will not invade Earth while Brute lives. When the ship fails to explode, he turns to the others. "That's it, then. I'm staying aboard. Get yourselves home... I'm going to stay and finish these Mechanoids. If nothing else, they'll learn we are not so easily invaded."

If the mecahnoid ship DOES explode, and we are not able to get clear of it first, Brute will turn to his friends, amid the cataclysm, and say, "It has been my honor to fight alongside you." To Ronith, he adds "Valhalla will receive you, my friend."

If Brute dies, his final words are, "Tell... them... I dunno... think up something cool. Tell 'em I said it."



Oops
EDIT included too many actions! Sorry!
1d20+12 = 30
2d6+8 = 20
2d6*10 = 100
1d20+12 = 30
2d6+8 = 16
2d6*10 = 70
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Re: Northeast Zone

Postby John » Tue Feb 27, 2018 9:59 am

Perception 85%: 1d100 = 64
JIC: 1d20 = 5 / 1d100 = 88

Conditions and Stats
Conditions: Invincible Armor (450 MDC, 53.5 mins), Yggdrasil Bark Body Armor (120 MDC), Invisibility to Sensors (35.5 mins), Impervious to Energy (35.5 mins), Fleet Feet (8.5 mins), Superhuman Agility (8.5 mins), Sustain (15 days), Energy Sphere (36 days, 1640 PPE), Rifle 10/15 shots

Current Stats: MDC 192, PPE 242, PP 46, Spd 68, 12 APM, +10 Initiative, +9 Strike, +11 Parry, +18 Dodge, +13 Automatic Dodge, +12 Roll w/ Impact, Automatic Roll w/ Impact from Explosions

"A bit much don't you think," John calls back towards Sentinel before walking forward and crouching next to the nearest crater. Hesitantly he reaches down with a gloved hand and touches the tortured metal remains of the Annihilation spell's effect. Amazing, he muses, but raw magical destruction can't win all battles, he concludes thinking back to the Coalition's siege of Tolkeen, a home of his for a time.

Before Rocky & Presence run off he enchants each of them with Invincible Armor (150 MDC, 30 PPE, 18 minute duration), Impervious to Energy (20 PPE, 12 minute duration), and Invisibility to Sensors (20 PPE, 12 minute duration) to ensure they safely make it to wherever they're going. Then he sets about placing Watchguard (10 PPE, 6 hour duration, BOM p. 103) incantations along the various avenues of approach to the area the group needs to guard.

Once the alarms are in place he returns to where the others are gathered and swaps the partially used e-clip in his rifle for a fresh one and settles in to wait.

To Sentinel (or the nearest ectype) he asks, "Where did you learn that anyway? That's a very difficult incantation to master."

To Brute he asks, "What other powers do people on your Earth have? Like are there people that live hundreds of years or something? Without being turned into clay statues?"

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Stats: 192 MDC, 242 PPE
Abilities: Spell Strength 13, Charm/Impress 90%, Invoke Trust/Intimidate 80%, Fire & Cold Resistant (half damage), Bio-Regeneration, Sense Rifts within 150 miles, Sense Other Dimensional Disturbances (Teleportation, etc) 75 miles
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Re: Northeast Zone

Postby Brute » Tue Feb 27, 2018 10:33 am

(rolls and whatnot carried over)

John wrote:"What other powers do people on your Earth have? Like are there people that live hundreds of years or something? Without being turned into clay statues?"


Brute chuckles and shrugs. "The array of powers is vast... but most folks have none. It's a small minority, really, who have any kind of mutant powers or magic. We're really... just beginning to learn the possibilities, I guess."
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Re: Northeast Zone

Postby Ronith » Tue Feb 27, 2018 12:32 pm

JIC: 1d20 = 12, 1d100 = 31
PER: 1d100 = 64 vs. 66% (+15 hearing)

Ronith Conditions
-ISP: 46/66; PPE: 47/57; talisman 1/2 charges.
- Sustain: No need for food, water, breathable air, only needs two hours of sleep per night (15d remaining)
- + 1 to save vs poisons, toxins, gases and disease, -5% prowl
- Sense evil: 21m45s remain, 140ft. range
- All machine-provided bonuses negated, including from any modern weapons
- Additional +2 initiative, +2 strike/parry, +1 dodge, +6 to autododge
- Opponents are -2 to strike Ronith (-4 if using modern weapons), -2 to dodge his attacks, and lose one attack
- Fleet Feet (3m15s; PP [+3 s/p/d, +6I], Spd, APM x2; -2 initiative, -20% to delicate skills)
- Invincible armor (23m30s, 127/150 MDC, 1/2 damage from energym regenerates 1d6MDC/round)


Armor regeneration- 1d6 = 5

Ronith would almost feel bad for the Exterminators- if they weren't insane, genocidal cyborgs and a threat to virtually all life in the megaverse. As Sentinel unleashes his barrage, Ronith rides Sleipnir out of harm's way- retrieving Brute if necessary as he does so. Racing out of the devastation, Ronith reins up in front of the others and murmurs "Impressive."

While Presence is unfamiliar to the cyber-knight, he can pick out the similarities between her uniform and those of his empowered companions, and Rocky he recognizes from the Newfoundland mission some time back. With a nod to the psi-ghost as he disappears, Ronith rubs Sleipnir's neck and says "My thanks, noble steed, but it appears that I am now needed to adopt a more defensive posture." With that, Ronith dispels the horse- not without a pang at his hopes that he will be able to ride the majestic creature again once the Aesir are finished with him.

Keeping his swords drawn, Ronith will take up a position opposite Brute and await whatever else the Mechanoids decide to throw at them. Never much for idle conversation anyway, the cyber-knight remains mostly quiet- listening to the others and for any signs of the mechanoid reinforcements.
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Re: Northeast Zone

Postby Sentinel » Tue Feb 27, 2018 8:51 pm

Sentinel
Location: With team
Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 215/280 | H.P.: N/A | M.D.C.: 640 /640 AR: 16
Spell reference at this Link


Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
PPE and MDC boost for 24 hours from ectype 4.
Spells: Fleet Feet (Level 6) PFRGP Main Pg. 186
OOC Comments
P.P.E.: 20
Range: Self or other by spell up to 20 ft (6 m) away or ritual.
Duration: 2 Melee/lvl. (2:45 min)
Saving Throw: None
P.P.E.: 20

Fleet feet is an extremely popular and powerful magic spell; it is its popularity and therefore commonness that makes it a 6th level spell. The incantation doubles the physical prowess, speed and mobility of the enchanted person for 30 seconds (2 melee rounds) per level of the spell caster. This means the character's speed, and P.P. are doubled (providing increased P.P. bonuses to strike, parry and dodge) and perhaps most notably, the character's attacks per melee round are all doubled for the duration of the spell.
While the character is a veritable whirlwind of action, the enchantment does have some drawbacks. He is moving so fast and doing so much that the character is -2 on initiative and not likely to see a surprise attack coming (in most cases a surprise attack or strike from behind is automatic). Furthermore, the performance of delicate skills like picking locks or pockets, carving, writing, etc., are all at -20% and the character cannot control his precise movement.


Perception Bonus: 1d100 = 59/61% (+15% to recognizing the arcane)
D20 JiC: 1d20 = 2/ D100 JiC: / 1d100 = 9


The invocation pours forth from Sentinels stone lips faster than he anticipated. One after another in a blink of an eye the black pea sized ball of antimatter streaks into the mechanoids. With each steak the orb of energy gets smaller and smaller until it was as small as a lonely soap bubble bursting.

The orbs popped and rippled across the deck like Koi feeding on the surface of the water, the mechanoids disappearing in the whirlpool.

Sentinel stood there in stunned disbelief at the speed the spell worked upon him. Too describe what it feels like. he thinks at how the raw surge of power felt.

"Get back, now. Look at the big magic on Zheng." He smiles and gives him a thumbs-up.


The golem looks sidelong at Brute with an eery smile crawling across his face, ”Indeed Mr. Jackson, almost as big as your muscles.” Sentinel says cheerfully.
Last edited by Sentinel on Tue Feb 27, 2018 9:29 pm, edited 1 time in total.
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Re: Northeast Zone

Postby Sentinel » Tue Feb 27, 2018 9:28 pm

Ectype 2
Location: Realm of Chaos.

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 214/214 | H.P.: N/A | M.D.C.: 455 /455 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Spells: Fleet Feet (Level 6) PFRGP Main Pg. 186
OOC Comments
P.P.E.: 20
Range: Self or other by spell up to 20 ft (6 m) away or ritual.
Duration: 2 Melee/lvl.
Saving Throw: None
P.P.E.: 20


Fleet feet is an extremely popular and powerful magic spell; it is its popularity and therefore commonness that makes it a 6th level spell. The incantation doubles the physical prowess, speed and mobility of the enchanted person for 30 seconds (2 melee rounds) per level of the spell caster. This means the character's speed, and P.P. are doubled (providing increased P.P. bonuses to strike, parry and dodge) and perhaps most notably, the character's attacks per melee round are all doubled for the duration of the spell.
While the character is a veritable whirlwind of action, the enchantment does have some drawbacks. He is moving so fast and doing so much that the character is -2 on initiative and not likely to see a surprise attack coming (in most cases a surprise attack or strike from behind is automatic). Furthermore, the performance of delicate skills like picking locks or pockets, carving, writing, etc., are all at -20% and the character cannot control his precise movement.



Perception Bonus: 1d100 = 53/61% (+15% to recognizing the arcane)
D20 JiC: 1d20 = 12/ D100 JiC: / 1d100 = 15

Lore: Monsters and Demons 33% /1d100 = 35


Ronith reins up in front of the others and murmurs "Impressive."


Sentinel equally amazed at himself smiles after the devastation the magic wrought, but has other things in mind. He calls the Devil he has been examining to him and moves to Sentinel for the Link that hangs at his side to take it. It did not go as he had planned. The speed of his movement was tremendous, and he moves much father that he intended. [likely slamming into a wall]

The ectype collects himself off the ground, ”That was not as expected.” he says moving deliberately slower after he drops the spell on himself.

The ectype takes the Link to the Devil, ”Take a hold.” he commands. What magic does, this know? he thinks interested in learning more about the potential of his ability to summon. What else could I summon? I felt it but summoned what I knew from before. It was simple to think it.
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Re: Northeast Zone

Postby Sentinel » Tue Feb 27, 2018 9:59 pm



Ectype 3

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 125/214 | H.P.: N/A | M.D.C.: 455 /455 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Spells: Invisibility (Superior) (Level 7) RUE pg 213
OOC Comments
Range: Self or one other by touch.
Duration: 15 min
Saving Throw: None.
P.P.E.: 20
A powerful incantation that makes the spell caster invisible to all means of detection. Ordinary vision, infrared, ultraviolet and other optics, heat, motion detectors, and even an animal's sense of smell, can NOT locate the invisible person. No footprints are made, and little sound (prowls at 84%). The magic is broken only if the character makes a hostile move, or engages in combat/attacks. At that instant, he becomes completely visible. Note: The invisible character is not ethereal and can not walk through walls: he must still use a door. The act of forcing open a door or window, picking a lock, tapping somebody, accidentally bumping somebody, or accidentally getting shot or hurt, is not considered an act of aggression or combat, so invisibility is maintained.


Robot Electronics 93% / 1d100 = 38
Electrical Engineer 93% / 1d100 = 63
Robot Mechanics 88% / 1d100 = 21
Mechanical Engineer 88% / 1d100 = 87


Perception Bonus: 1d100 = 41/61% (+15% to recognizing the arcane)
D20 JiC: 1d20 = 4/ D100 JiC: / 1d100 = 51

As Rocky begins to press south, Presence puts a hand on his shoulder. “You want to get there, I can get us there fast.” She turns to her former teammates. “We’re gonna have to get to the energy core the old-fashioned way. You want to help, hold this area with the console room and the lift in case we need to fall back. If we can get the teleporters up and running again I’ll radio on the Omegas frequency. Good luck!”


”Lady Presence, I will do as you ask and hold here.” he says watching them go. He looks around the room and the control panel. Hmm, can I make this work? he thinks bending over the console.

Sentinel pokes and prods, and examines the alien technology. He thinks back to anything Marcus might have told him about the mechanoids. I wonder how Marcus is doing. John came back but he didn't. he thinks wondering and concerned why the Doctor didn't come back too.

Putting the distractions aside he searches his own memory, magic, science that may help him solve the puzzle of this "teleporter".
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Re: Northeast Zone

Postby Sentinel » Tue Feb 27, 2018 10:15 pm

Ectype 4

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 100/214 | H.P.: N/A | M.D.C.: 90/455 AR: 16
Spell reference at this Link

Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee

Spells:

Perception Bonus: 1d100 = 14/61% (+15% to recognizing the arcane)
D20 JiC: 1d20 = 5/ D100 JiC: / 1d100 = 90

Brute chuckles and shrugs. "The array of powers is vast... but most folks have none. It's a small minority, really, who have any kind of mutant powers or magic. We're really... just beginning to learn the possibilities, I guess."


Sentinel perks up joining in the commentary, ”Mr. Jackson is correct. I myself came to Century Station. Magic doesn’t seem to be as developed as it is here in this realm.” he says waving about and at the craters.

All my magic is stronger here. I doubt I would have the same results.” he says. ”It was an odd sensation now that I think about it. I barely knew of Century Station yet I came. My other selves came too, it was like a calling? he says shrugging not sure what to make of it.

What does it mean? I don’t remember. Why don’t I remember? Is it the same as Tyrals magic I remembered? he thinks. It continues to be a ravel of thoughts too confusing to focus on any one part.

[One remaining: 40mm grenades arm in about 12-14 rotations which is part of a safety feature. Average football RPM is 600 or 10 per second. With that in mind the grenade should easily arm right before it impacts but trigger the ward on contact as well hitting all mechonoids in 10ft with a sleep spell and an explosion 4d6 MD in 12 ft AOE. Wards (Level 10) Book of Magic pg. 138
OOC Comments
Range: Varies with type.
Duration : Effects vary with type.
Saving Throw: Standard; spells are base 12, wards created by ritual magic are 16.
P.P.E.: 90
The Wards invocation creates mystic symbols used to protect items of value, to protect dwellings, and as booby traps. The ward can be cast on a door or window, a section of floor, a cabinet or on a specific item such as a book or statue. The ward symbols on the object are always obvious, to serve as a warning. When somebody, other than the sorcerer who created them, touches the object, a spell is triggered. The following wards can be created. Each ward invocation will create two separate wards, the ritual invocation will create three. The object to be warded must be present.
Sleep: The ward will put to sleep everybody within a ten foot area around it. Each person must roll to save versus magic. The sleep lasts for 6D6 minutes. Effects are identical to the fifth level spell. [The victim can not be awakened by any means except by the mage canceling the magic or until the magic's duration time lapses. A successful save means the spell has no effect whatsoever.]
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Re: Northeast Zone

Postby Townsend » Wed Feb 28, 2018 7:14 am

MINI-UPDATE

Brute and Sentinel hear Presence's voice over their Omega frequency radios.

"Brute, Sentinel, the job's done and we're teleporting out. Suggest you do the same and fast. Good luck -- see you on the other side!"
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Re: Northeast Zone

Postby Brute » Wed Feb 28, 2018 7:22 am

(rolls carried over)

Presence wrote:"Brute, Sentinel, the job's done and we're teleporting out. Suggest you do the same and fast. Good luck -- see you on the other side!"

Brute turns to Birger, giving a thumbs-up. "That's it - other team's successful. Ship's done for. Time to go."

Brute turns to Sentinel. "Zheng... would you mind giving up some of your Omega RFID badges? Hand 'em to John, Ronith, and Tyral." Turning to the group, he adds. "I know odds are long, but if you ever find yourselves in Century Station, look us up."
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Re: Northeast Zone

Postby Townsend » Wed Feb 28, 2018 8:28 pm

The warriors chat amongst themselves as they take a holding position, waiting on word from Brute’s and Sentinel’s teammate… or Mechanoid reinforcements… or some other impetus for renewed combat. The group’s resident Omegas pass around spare badges to the others along with an invitation to visit Century Station should they find themselves in that dimensional neighborhood. ((OOC: Brute -- PM me with the stats on that if there are any and I’ll add them to the appropriate character sheets))

When Presence’s update comes through on the radio and is relayed to Birger, he nods. “I guess that’s my cue then. Get ready.” After some chanting and gesturing a swirling portal opens against one of the non-damaged corridor walls. The Bifrost can be seen on the other side. Heimdall and the coach driver are visible in the distance.

“I can’t keep this open long, gentlemen. I’d advise against lollygagging.” As if on cue, explosions can be heard in the distance as the group begins to step through the portal.

……………………………………………

After a carriage ride back through Asgard, the champions find themselves back where they first met each other -- those who weren’t already teammates, anyway -- The Vagabond Baker. There of course is a spread of food and drink laid out for them (a spread even more sumptuous then the one that was provided the first time) along with Baldr and Thor there to celebrate with them.

After a little while of food, drink, and merriment the door opens and Odin the All-Father himself joins the party. “By my bristling beard! Our champions return triumphant!” He grabs a mug of ale and downs it in what seems to be a single gulp. “Not only have you stole away into Hel’s domain and lived to tell the tale, but our sources have also confirmed that the evidence you collected has successfully been delivered to the Splugorth. Without their assistance it will take her centuries to re-create what you’ve destroyed… assuming it’s even possible at all.”

His smile fades slightly. “And now that you all have successfully completed the tasks for which we have brought you here, we must return you to your normal islands in the time stream. You will unfortunately not remember much upon your initial return to your normal time and space, but as you re-align yourselves with your… what did you call it, Baldr? Oh yes -- your ‘temporal echoes’ -- you will remember more fragments of your mission. But no matter how much or how little you remember when you return, know that you have played a great role in preventing the deaths of untold trillions of innocent beings throughout the Nine Realms and beyond. And for that, you have the eternal gratitude of Asgard. Now return to your homes, and may your enemies quake in fear at your approach.”

He raises his spear, which glows with a golden light… and the light grows brighter and brighter until all are blinded by it. When their vision clears they find themselves in the exact same time and place where Loki/Halfrost shook hands with them.

And with that, the Epic is concluded. It's been a genuine pleasure gentlemen.

Epic Looney Tunes End Shot.jpg
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Re: Northeast Zone

Postby Sentinel » Wed Feb 28, 2018 8:29 pm

Ectype 5

Yellow Dragon
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 214/214 | H.P.: N/A | M.D.C.: 455/455 AR: 16
Spell reference at this Link


Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
Spells:
Targeted Deflection (Level 6) Federation of Magic pg 114
OOC Comments
Range: Effective targeting deflection is 500 feet +50 ft./lvl. Trying to hit a target beyond this range is -1 to strike per every additional 100 ft. This spell can only be cast on the sorcerer himself,
Duration: One melee/lvl
Saving Throw: Dodge
Limitation: Energy attacks only, but as Deflect spell for all other.
P.P.E.: 15
Targeted Deflection is a more advanced form of the Deflect spell. After invoking this magic, the mage can magically parry energy attack/blasts with his arms and hands (a small field of energy momentarily appears around the hands and forearms). Best of all, he can deflect them in such a way that the attack is directed back at its source! Unless the attacker dodges, he takes full damage from his own attack and the mage takes none! To successfully return the attack to its source, the mage rolls to parry with a bonus of +3 (in addition to any P.P. and/or Targeting skill bonuses). A successful parry will block and deflect the attack harmlessly away. Any roll above a 13 will bounce the blast back at the attacker. The attacker can try to dodge the bounce back energy blast, but does so without bonuses and must match or beat the mage’s parry roll. A roll by the mage between 5-13 simply deflects the attack out of harm’s way, a roll of 1-4 means a fumbled deflection and the blast hits the mage without it being deflected.
The mage can also try to deflect the blast at a different target, but does so without any bonuses and needs a 16 or higher to strike. Note: Only energy blasts, including magical energy, can be deflected back at the attacker or at others. However, the mage can parry and deflect projectiles harmlessly away the same as the Deflect spell.

Deflect (Reference for Targeted Deflection above)
This spell allows the spell caster to attempt to magically parry and deflect incoming ranged-weapon attacks such as arrows, bullets, lasers, particle beams, rail guns, tire balls, called lightning, etc. The caster gets to roll a normal 20 sided die +4, for his or her parry (plus any P.P. attribute bonus; other parry bonuses do not apply). If successful, the attack is deflected by a small energy field, and harmlessly hits the ground 1D4x10 yard/meters away. Such a deflection may hit an ally or innocent bystander if used in a crowded or heavily occupied area.
This spell can also deflect missiles, even volleys, but the spell caster might get caught in the blast radius and innocent bystanders are likely to get hurt. When missiles or powerful energy blasts (those that inflict 1D4x10M .D. or more damage) are deflected. the character must roll a 20 sided die again, but without benefit of a bonus, to see whether or not the attack is deflected away without harm to others, or whether it strikes an innocent bystander. A roll of 1-4 means the attack is deflected into the ally nearest the mage! A roll of 5-8 means it hits an innocent bystander. A roll of 9 or higher means the attack is deflected without harm to others, unless the area is densely populated or crowded, then innocents are almost certain to be injured. Area affect attacks like exploding rockets. missiles, and grenades, or rail gun bursts may strike and injure or kill dozens of people; G.M.s should use their discretion in such determinations. No, the spell caster cannot accurately deflect the attack into a specific enemy target or location.


Perception Bonus: 1d100 = 27/61% (+15% to recognizing the arcane)
D20 JiC: 1d20 = 20/ D100 JiC: / 1d100 = 68

To Sentinel (or the nearest ectype) he asks, "Where did you learn that anyway? That's a very difficult incantation to master."


Upon seeing his other self overshoot his movement, the ectype takes up shorter than normal while moving to Sentinel’s side. Taking the scroll from his robe, ”Mr. John, I do not remember where or when I learned it before, but these scrolls Lord Birger gave me revealed to me the lost knowledge. My apologies, I do only have one left, I gave the others to Tyral.” Sentinel bows apologetically before handing the scroll the to demi-god. ”May it serve you.”

His question is accurate. When did I learn that powerful spell? That wasn't the first time I saw it on a scroll. I dearly wish to stay and study longer with the Asgardians. Sentinel thinks feeling deeply that a key to his memories must be there.

”Lord Birger, It has been an especially rare distraction to be here amongst you saving the mega-verse, may I entreat you to allow myself to stay among you in Asgard to learn and study?” the ectype asks politely implying only this ectype would be staying.


Brute turns to Sentinel. "Zheng... would you mind giving up some of your Omega RFID badges? Hand 'em to John, Ronith, and Tyral." Turning to the group, he adds. "I know odds are long, but if you ever find yourselves in Century Station, look us up."


Mr. Jackson, that is a reasonable idea.” Still at Sentinels side the ectype easily gathers a few of the comms devices from his fellow ectypes who unclip them from around their necks. Mr. Faraday can make some more on our return…hopefully not my return though. The ectype thought.

”Here you are.” the ectype says handing a com device to each.

4 x Neckband Radio/ID transponders Military quality, 10 mile range.
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Re: Northeast Zone

Postby John » Wed Feb 28, 2018 9:08 pm

Perception 85%: 1d100 = 53
JIC: 1d20 = 11 / 1d100 = 33

On the mothership...
John takes the scroll from Sentinel and gives a nod of thanks tucking it into a pocket. When Birger starts to open the portal the shifter watches him closely. What's this, his fourth portal? Or fifth? Where's he getting the energy? As curious as he might be in Birger's magical ability he spares no time in rushing through the rift to Asgard.

At the tavern...
Always interested in learning new magic John spends a few minutes studying the scroll he was given to commit the spell to memory (EP crit success) then sets about dropping his equipment and getting himself out of the Yggdrasil bark armor. The armor and the wirehorse are left on one of the tables but the sword he takes over to Balder himself. "An honorable weapon," he says as he holds it out. "I appreciate your trust in me to wield it." He begins a turn to join the reverie but with a heavy sigh he turns back to face the asgardian.

"You said something earlier. At the time I wasn't in the right frame of mind to pay much attention to it. You said I did great honor to my heritage. What did you mean by that?"
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Re: Northeast Zone

Postby Tyral » Thu Mar 01, 2018 11:36 am

Perception [66%]: 1d100 = 48
D20 JiC: 1d20 = 20
D100 JiC: 1d100 = 4

Conditions: Tongues [constant] & Truesight [Sees through Magical and Psionic illusions, Not Affected by Magical or Non-Magical Darkness, and can See Invisible], Bracelet [½ PPE cost for Spells], Ironhide Ring [MD Conversion, ++], The Ring of Yyn [+25% to Prowl / No footprints or sign of passage], Fly as the Eagle (479.00 Min, [50 MPH, +1 Parry, +2 Dodge, +2 Damage on Diving attack]), Chameleon (95.00 Min), Invincible Armor (24.00 Min), INVISIBLITY (Simple), Lightning Staff [IMPERVIOUS TO ENERGY, Lightning Bolts 4x/round, 8 Melees]

PPE: 181/218
Bracelet PPE: 120/120
[2] Energy Spheres
Personal MDC: 91/91
Sentinel Supplemental MD: 150/150
Yggdrasil Bark Body Armor: 120/120 MD
Invincible Armor: 200/200 MD [1d6 = 5 repair]

Tyral watches as the Statue man unleashes an awesome inspiring wave of destruction ad nods to himself in quiet reflection. The Wizard will take the 'Badge' bearing the Omega sign and drop it into his dimensional bag as the Portal off of the ship is manifested by Birger, "I will bear it fondly in the days to come, and darken your doorway should I ever sojourn to this Century Station ..."

In Asgard, Tyral will take several minutes of his carriage ride to enchant objects with Wards, then drops them into his Dimensional Bag

OOC:. This seems like a viable use for the 1800 PPE in an Orb he can't bring back. Placing Wards in the Sling Stones in his Belt Pouch (has 15), and his Orb of Light @ 90 PPE each, he should still have left over.

Tyral will imbue 6 Stones with Wards: Agony
Tyral will imbue 6 Stones with Wards: Firebolt
Tyral will imbue 3 Stones with Wards: Sleep
Tyral will imbue his Orb of Light with Wards: Agony

Upon arrival at the Tavern, Tyral will politely sample various foods (taking care to try the Wine(s)). When it is determined that their time is at an end, he stands and clears his throat, "I return home heartened by these last days and hope you remember me fondly in the future. I hope that you live long ... and prosperously ... "

WIZARDLY.SIGNATURE.BLOCK
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Re: Northeast Zone

Postby Townsend » Thu Mar 01, 2018 9:12 pm

John wrote:At the tavern...
Always interested in learning new magic John spends a few minutes studying the scroll he was given to commit the spell to memory (EP crit success) then sets about dropping his equipment and getting himself out of the Yggdrasil bark armor. The armor and the wirehorse are left on one of the tables but the sword he takes over to Balder himself. "An honorable weapon," he says as he holds it out. "I appreciate your trust in me to wield it."


Baldr nods as John hands him his sword. "The Earth Blade was made to be used against evil, and it's hard to find those more evil than the Mechanoids. I'm glad you were able to carry it into battle."

((OOC: Those who don't follow John's example in returning the gifts from the Asgardians (horses, armor, etc.) will find they're missing from their possessions when they return to their own space/time.))

John wrote:He begins a turn to join the reverie but with a heavy sigh he turns back to face the asgardian. "You said something earlier. At the time I wasn't in the right frame of mind to pay much attention to it. You said I did great honor to my heritage. What did you mean by that?"


The Asgardian sighs. "I doubt it is fully... appropriate... for me to say much on the subject, as that is his right and his responsibility... but I know your father. Not quite as well as Freyr, of course, as he has had far more extensive dealings outside our pantheon, but I know him well enough to recognize his light in you. It flows as strongly as the waters of the Tigris, or ‘مانند آبهای تگریس جریان دارد,’ as he himself might say.” He chuckles. For a moment John could swear Baldr spoke a line in Sumerian. “Your longevity? Your durability? Your aptitude for the magical arts? You were touched by godhood, John Dresden Smith. Sired by it, in fact. I believe the term the humans like to use is ‘demigod.’” He shrugs. “Whatever you want to call it, your heritage is of the gods. A god of magic if you want to be specific. If you want to know more than that I suggest you start by looking within.”

Sentinel wrote:”Lord Birger, It has been an especially rare distraction to be here amongst you saving the mega-verse, may I entreat you to allow myself to stay among you in Asgard to learn and study?” the ectype asks politely implying only this ectype would be staying.


Birger shrugs. “I would welcome you right here and now, your highness, but unfortunately that’s a decision for the All-Father to make.” He turns to Odin. “My lord, what say you?”

Odin strokes his beard and ponders for a minute before nodding. “Very well, champion…” he says to Sentinel. “Your clone may remain among us as our honored guest.” He turns back to Ectype #5. “Welcome, brave warrior -- I hope your stay with us is enlightening for all those involved.”

((OOC: It's my understanding you've got approval on this from ML/BH, so enjoy your stay in beautiful downtown Asgard!))
((Also OOC: That's REALLY all, folks -- this is my final Epic post.))
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