[MW V] The Belly of the Beast

The Phase World/Three Galaxies Archives

Moderators: Game Masters, AGMs

User avatar
Starchief
Group Leader
Posts: 486
Joined: Thu Apr 09, 2009 8:38 am
Location: Phase World PC (Adventurers)
Contact:

Re: [MW V] The Belly of the Beast

Post by Starchief »

Perception: 1d100 = 90: 90/59%
JIC: 1d20 = 1: 1/ 1d100 = 88: 88
Conditions
MDC:
  • Costume: 20/20 MDC
  • Personal: 400/439 MDC
NE-BA-55 "Supersoldier" Heavy Battle Armor:
  • Helmet: 100/100 MDC
  • Left Arm: 90/90 MDC
  • Right Arm: 90/90 MDC
  • Main Body: 220/220 MDC
  • Left Leg: 100/100 MDC
  • Right Leg: 100/100 MDC
  • Jet Pack: 40/40 MDC
  • N-50B: 160/160 MDC (not activated)
NE-99 Rapid Fire Assault Laser:
  • Ammo: 192/240 shots
NE-28-R Micro Missile Launchers:
  • Smart: 3/4 micro missiles
    • +4 to strike
    • If they miss, they will double back and attack again AKA two attacks per melee round
    • Require a called shot to strike and can dodge at +4
    • Speed: 88 or 60 mph/96 km
  • Dumb: 4/4 micro missiles
Cosmic Armor:
  • 141:00/160 min.
  • 727/800 MDC.
  • Magical flight in atmo @ 1/2 Mach 1 (383 MPH).
  • Magic and MD cold, heat/fire/plasma do 1/2 damage to Cosmic Armor.
  • EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.)
  • -5% to all Physical skills, -10% to highly technical skills that require a delicate touch.


The jaunt down to the subbasement is a stark reminder of the importance of their current mission. The littering of corpses and broken equipment showing that all those who tread before this group perished. But the combined might of the Galactic Adventurers and Rogues were not in the depths of a living demon planet to concern themselves with their own safety. It was the safety of the Three Galaxies that was at stake, and nothing would stop Andra "Starchief" Sekona from reaching that ultimate goal.

Rounding the final corner, nothing could have prepared Starchief for the sight ahead. Hordes of demons. Huge, ugly, nasty. Halthhag square in the middle of it all.
Chef Icky wrote:"Ladies, gentlemen, if we don't get outta dis, it's been a pleasure. On da other hand, if we DO get outta dis, den whoever's got da lowest kill count buys da brews when we get back..." he adds with a smirk.
"No one's dying today, Chef." Then with a bit of obvious joke in his voice, "And I'm not gonna be the one picking up the tab." Even in the face of a truly terrifying threat, Starchief remembers his true strength lies in his will.
Dark Lord wrote:DESTROY THE INTELOPERS! CORMAL SHALL AWAKEN!
Chef Icky wrote:"OI DERE! WE'RE CORMAL'S FRAKKIN' SNOOZE BUTTON -- ONLY WE HIT YOU! COME GET SOME, YA BASTICHES!!!!!"
Damn, that was some good banter. Make sure they know we aren't afraid.
"That's our cue! Open fire! Don't let them close in!"

Starchief starts by firing off a few Micro-Missiles from his forearm. He aims those at the bird-like demons. Gotta keep this out of the skies. He then unleashes with his NE-99 Rapid Fire Assault Laser, focusing first on any demons that might have taken flight, and then on any approaching hordes. If we can keep them contained, this will be much easier.


Initiative: 1d20+10 = 14: 4
APM: 11

Action 1: Fire Micro-Missile (dumb) at bird demons. Strike: 1d20+9 = 26: 17 Damage: 6d6 = 29: 5, 6, 4, 5, 3, 6 MD to a 3 foot area.
Action 2: Fire Micro-Missile (dumb) at bird demons. Strike: 1d20+9 = 25: 16 Damage: 6d6 = 23: 5, 4, 2, 3, 3, 6 MD to a 3 foot area.
Action 3: Fire NE-99 (Setting 2, 4 blasts) at flying targets first, then ground targets. Strike: 1d20+4 = 20: 16 Damage: 5d6 = 23: 6, 3, 3, 6, 5 MD
Action 4: Fire NE-99 (Setting 2, 4 blasts) at flying targets first, then ground targets. Strike: 1d20+4 = 10: 6 Damage: 5d6 = 12: 1, 4, 4, 2, 1 MD
Action 5: Fire NE-99 (Setting 2, 4 blasts) at flying targets first, then ground targets. Strike: 1d20+4 = 5: 1 Damage: 5d6 = 17: 1, 6, 4, 1, 5 MD
Action 6: Fire NE-99 (Setting 2, 4 blasts) at flying targets first, then ground targets. Strike: 1d20+4 = 20: 16 Damage: 5d6 = 20: 3, 4, 3, 6, 4 MD
Action 7: Fire NE-99 (Setting 2, 4 blasts) at flying targets first, then ground targets. Strike: 1d20+4 = 12: 8 Damage: 5d6 = 13: 4, 4, 1, 1, 3 MD
Action 8: Fire NE-99 (Setting 2, 4 blasts) at flying targets first, then ground targets. Strike: 1d20+4 = 6: 2 Damage: 5d6 = 20: 6, 5, 3, 1, 5 MD
Action 9: Fire NE-99 (Setting 2, 4 blasts) at flying targets first, then ground targets. Strike: 1d20+4 = 15: 11 Damage: 5d6 = 27: 5, 5, 5, 6, 6 MD
Action 10: Fire NE-99 (Setting 2, 4 blasts) at flying targets first, then ground targets. Strike: 1d20+4 = 15: 11 Damage: 5d6 = 21: 2, 6, 2, 6, 5 MD
Action 11: Fire NE-99 (Setting 2, 4 blasts) at flying targets first, then ground targets. Strike: 1d20+4 = 23: 19 Damage: 5d6 = 17: 2, 4, 5, 5, 1 MD

Auto-dodge: 1d20+13 = 21: 8 1d20+13 = 20: 7 1d20+13 = 30: 17 1d20+13 = 16: 3 1d20+13 = 14: 1 1d20+13 = 23: 10 1d20+13 = 19: 6 1d20+13 = 16: 3 1d20+13 = 29: 16 1d20+13 = 28: 15 1d20+13 = 20: 7
Starchief
Andra "Starchief" Sekona
the Shield of Seeron

MDC: 439/439|Costume: 20/20

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


Image
Ledger
User avatar
Solaris
Posts: 284
Joined: Tue Oct 29, 2013 6:01 pm
Location: Phase World: Galactic Adventurers
Contact:

Re: [MW V] The Belly of the Beast

Post by Solaris »

Per: 1d100 = 20: 20/33% +15% from Cybernetics
JiC d20/d100: 1d20 = 11: 11/ 1d100 = 10: 10
N-20B force field -25 M.D.C. Gravity Rifle 30/30 shots, 9/12 clips

[*]Cosmic Armor. 110.00 min. 774/800 MDC. Magical flight in atmo @ 1/2 Mach 1 (383 MPH). Magic and MD cold, heat/fire/plasma do 1/2 damage to Cosmic Armor. EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.) -5% to all Physical skills, -10% to highly technical skills that require a delicate touch.

Awesome, more hellish decorating. Thought they'd go more post-modern.
"Putting up my gravity field!", warns Solaris, trying to buy some breathing room by increasing gravity as much as she can directly in front of the rag-tag team (20' radius in front of the team).
Icky wrote: "Ladies, gentlemen, if we don't get outta dis, it's been a pleasure. On da other hand, if we DO get outta dis, den whoever's got da lowest kill count buys da brews when we get back..."
"Lowest kill count? What if I'm focused on killing our target?", Solaris asks, between grunting slightly with the effort of using her abilities, although she heeds Starchief's orders and takes aim at the tidal wave of minions.
I'm not dying here! He still owes me a date, doesn't he?

((If needed for combat:))
Initiative 1d20+9 = 17: 8
# of Actions: 7

Action 1: gravity field directly in front of the group
Action 2: shoot at the horde with long burst, strike 1d20+4 = 22: 18 damage 2d4*10 = 50: 3, 2
Action 3: shoot at nearest baddie with long burst, strike 1d20+4 = 14: 10 damage 2d4*10 = 50: 2, 3
Action 4: shoot at demons with long burst, strike 1d20+4 = 9: 5 damage 2d4*10 = 80: 4, 4
Action 5: reload
Action 6: shoot at jerkfaces with long burst, strike 1d20+4 = 9: 5 damage 2d4*10 = 50: 4, 1
Action 7: shoot at closest enemy with long burst, strike 1d20+4 = 21: 17 damage 2d4*10 = 40: 3, 1

Contingencies:

dodge/parry if necessary, roll with punch/fall/impact if hit with physical attack
Dodge rolls: 1d20+10 = 28: 18,
1d20+10 = 20: 10,
1d20+10 = 14: 4,
1d20+10 = 22: 12,
1d20+10 = 29: 19,
1d20+10 = 24: 14,
1d20+10 = 20: 10

Roll with Punch/Fall/Impact:
1d20+10 = 11: 1,
1d20+10 = 22: 12,
1d20+10 = 24: 14,
1d20+10 = 22: 12,
1d20+10 = 15: 5,
1d20+10 = 25: 15,
1d20+10 = 20: 10,
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
User avatar
Chef Icky
Diamond Level Patron
Diamond Level Patron
Posts: 359
Joined: Tue Jul 07, 2015 4:04 pm
Location: Phase World: Galactic Adventurers
Contact:

Re: [MW V] The Belly of the Beast

Post by Chef Icky »

((rolls held over))
Solaris wrote:
Icky wrote: "Ladies, gentlemen, if we don't get outta dis, it's been a pleasure. On da other hand, if we DO get outta dis, den whoever's got da lowest kill count buys da brews when we get back..."
"Lowest kill count? What if I'm focused on killing our target?"
"Den ya better snuff 'im quick, Goldie, 'fore we frag all da rest..." Icky grunts in between bursts. "But since I'm feelin' generous, if ya manage ta pull dat off I'll pick up yer tab meself." Oddly, a genuine smile spreads across Icky's muzzle. Fully stuck in the firefight. No time to be scared, or sad, or anything else. Nothing but how many you can kill before they get you. Forgot how good that felt.
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


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

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

Re: [MW V] The Belly of the Beast

Post by Prothor »

Percep 33%: Invalid dice code!
JIC: Invalid dice code! Invalid dice code!
Actions: 5
Init: Invalid dice code!

Lore: Demon & Monsters 63%=Invalid dice code!

Conditions: Night Vision, Force Field: MDC 109/160


As they make their way down into the depths of Cormal, Prothor readies himself as best he can. Forearm weapons are extended and the machine gun is loaded with MD rounds. This expensive Naruni plasma cannon is just not effective again too many of these demons.

When they breach the ritual chamber and are noticed, Prothor steps in to the front of the group to provide cover for those that need it. With my force field and armor still in adequate condition and my armor at one hundred percent I'll remain operational. If things go badly and it is clear we have lost, I can always activate the OP field and flight amulet and fly straight up and out of here.

As he steps forward, Prothor's eyes lock on the book Halthhag has on the dais. As fast as he can, he brings the Shoulder Cannon up and targets the book. "Perhaps the book is the key." he mutters to himself as he begins firing at it.

Prothor takes two careful shots at the book with a third being a little more reckless. As the third round is fired, Prothor knows the Shoulder Cannon is empty and begins considering what weapon he will use next.

If Prothor cannot locate the book or is disappears, he will shift his aim to Halthhag himself.

1-2. Strike Book Invalid dice code! Dmg: Invalid dice code! MD
3-4. Strike Book Invalid dice code! Dmg: Invalid dice code! MD
5. Strike Book Invalid dice code! NAT Dmg: Invalid dice code!x2=40 MD
Last edited by Prothor on Mon Oct 01, 2018 7:32 am, edited 1 time in total.
User avatar
Vortigern
Group Leader
Posts: 300
Joined: Wed May 27, 2015 1:26 pm
Contact:

Re: [MW V] The Belly of the Beast

Post by Vortigern »

[Rolls Held]

Vortigern turns towards Prothor with a nod after throwing his final grenade. "Perhaps. It could be. It may simply be his grimoire yet either way it is likely of inestimable value. We must make it a prize or destroy it!" he says, his tone grim. Shifting back to the fore he hefts his shield and prepares to weather the storm. "Battle line! Steady, Good Order! Keep them back and make them pay for each step!" he yells as the demons start to stream forward.

What I wouldn't give for damn block of bloody pikemen right now.
Vortigern
[ooc=Vortigern Tracker]HP: 57/57
SDC: 57/57
PPE: 190/190


Enchanted Full Plate Armor
• M.D.C.: 410/410

Magic Dwarven Battle Axe
M.D.C.: 200/200
Damage: 5D6+8 M.D.
Mundane Features
• Dwarven Craftmanship (+4 Damage, +2 to Strike and Parry)
Magic Features
• Super-Sharpness (+4 Damage; Critical Range: +2)
• Increased Damage: (+2D6 Damage)


Magic Dwarven Shield
M.D.C.: Indestructible.
Damage: 2D4 M.D.C.
Mundane Features
• Dwarven Craftsmanship (+3 to Parry)
Magic Features
• Indestructible (Can only be destroyed by an alchemist.)
[/ooc]

[ooc=Summons Tracker]NA at this time.[/ooc]
User avatar
Dark Lord
Dimension Master
Posts: 652
Joined: Thu Feb 02, 2006 9:36 am
Location: DIMENSION MASTER: PHASE WORLD

Re: [MW V] The Belly of the Beast

Post by Dark Lord »

You would think that facing down a ravening horde of demons would be cause for concern, if not outright terror. But for many of you who fought bravely in the defense of Center, this is not exactly your first rodeo. In some respects, it seems like years ago when your dinner party with Thraxus was interrupted by the invasion. Since then, you’ve faced this horde or one not dissimilar to it many times. Even the relative newcomers among you understand the stakes, and hold the line.

As disorganized as all demonic mobs are, they round on you quickly. A disgusting, mostly-rotting monstrosity lunges out of the crowd only to be immediately intercepted by Carbunckle. The powerful tiger beast bears his opponent to the ground, and within seconds the duo are a rolling, chaotic mess of talons and snapping jaws- clawing and biting at one another as they wrestle for dominance. The… zombie demon? Is followed by an enormous, bellowing baal-rog who summons a great whip made of fire and lashes it at the front lines of your defenders- Icky and Juan fend off most of the assault but the demon still scores a hit on the Godling and two on the Minotaur. The two of you, standing shoulder to shoulder, respond in kind- Juan with his energy blasts and Icky with his rail gun. While Juan’s energy blasts seem to do little, the rail gun packs quite a punch and even staggers the behemoth a bit. The baal-rog responds by bellowing in rage and readying his whip for another assault.

Meanwhile, Varya takes to the air and concentrates on the mobs of lesser demons, charging the area with static electricity and creating two small clouds where the canine and avian demons have congregated. While this does obscure them from your attacks, the dust does hamper their ability to rush you. Many of the demons howl and clutch their eyes, running out of the cloud but not aiding the press on your defensive position. Varya continues to hover above the battlefield, maintaining the static clouds and otherwise keeping herself safe.

With the lesser demons disorganized, the principal threats manifest. A rhythmic thumping from the other side of the room resolves into a massive, red-skinned demon thundering its way through the blinded canoids and slamming into Juan Echo. Juan has known freight trains that didn’t hit as hard, but doesn’t have much time to reflect on the matter as he is sent flying backwards through his allies and into the corridor behind them. Heedless of the others, the Brek-Shall only has eyes for Juan as he continues his charge into the corridor and makes his best effort to pound the Godling into jelly.

Meanwhile, a pair of demonically armored knights has risen into the air near Halthhag’s platform. One demon knight takes to the air and attacks Varya, and before long the two are little more than blurs around the ceiling of the room as the Bhlaze desperately tries to avoid the magically charged anti-matter blasts pouring from the knight’s hands. Fortunately, the nimble Bhlaze is able to dodge every one of the blasts.
The second stays where he is, raising his arms beseechingly into the air and uttering a quick chant in demongogian- too short to be a spell incantation, but probably not good whatever it is.
Demongogian
Those of you who can understand demongogian and passed your perception checks by at least 20% last round will understand what he is saying:
”Lord Modeus, grant me the power to crush your enemies!”
Back at your defensive position Sorrenson and Starchief step forward to fill in for Juan’s place on the front lines, with Solaris just behind and creating a high-gravity field to lock down any attackers headed that way (including the Gallu demon bull and a number of the lesser demons still milling about blindly. Sorrenson wastes little time in blasting the big, honking Baal-Rog right in front of him, pouring blaster fire and missiles into the thing until it is consumed by the awesome energies unleashed and crumbles into ash- paying the price for its arrogant charge at your two teams.

Solaris, having secured the direct approach, opens fire at some of the blinded lesser demons stumbling about more-or-less helplessly. Three of the Alu go down thanks to her expert marksmanship and the demons’ inability to see the attacks coming. Meanwhile, Starchief targets the other group- the Shedim. Leading with a pair of micro-missiles, the explosions catches three Shedim in its blast, each of which is summarily executed with a series of bursts from Starchief’s laser rifle.

Meanwhile, Prothor has eyes only for Halthhag. And specifically, the book over which the Star General is poring. The cyborg takes careful aim, and fires upon it- the book is immediately incinerated.

With literal fire in his eyes, Halthhag stands as his treasure is incinerated. With a bellow of rage (and possibly a tinge of fear) he screams in Trade 4 ”You FOOLS! That book was the only thing keeping Cormal asleep! You shall pay for your arrogant recklessness!” Halthhag then begins chanting- but not before Prothor tags him a couple times with his shoulder cannon.

Back by Halthhag, the demon locust has also taken to the air and begun shrieking guttural incantations of its own. The result is lightning bolts, streaking through the chamber again and again as they land upon each of you. This is followed by the Alu charging your position- at least, those that weren’t blinded. Several of the canine demons fall away, pawing at their eyes and effectively delayed from entering the battle. Several more are either felled by the front line or slowed to a crawl by Solaris’ gravity field. But that still leaves a few Alu who get through these impressive defenses and attack the front-line defenders with demonic weaponry- fortunately Icky, Solaris, and Starchief manage to beat the defenders back without being harmed.

Then, Halthhag finishes his spell. A small, black orb of energy appears above one of his hands, and with a casual gesture the Dyasha hurls it at Solaris. Solaris just barely avoids the devastating orb, but when it lands a massive explosion rings out. The three Alu you were fighting are atomized, and most of you in close proximity are struck by a wave of energy and sent flying- those of you airborne or not packed in tightly with the others are spared, and Sorrenson manages to keep his feet by virtue of his powered armor’s massive size, but your defensive line has collapsed. As if that wasn’t bad enough, Halthhag draws some sort of massive sword and advances on your now-disorganized group. Any of you who made a successful perception roll last round will realize that the Draconid's heavy fire team are all dead- killed by the explosively powerful spell. There is no sign of the Draconid himself.

With Prothor having destroyed the book, Bryke has taken to the air and managed to keep himself clear of Halthhag’s massive spell. Seeing his teammates fallen and disorganized, the Promethean peppers the ranks of lesser demons now trying to advance on the team. He manages to kill a single Shedim, but even his powerful phase beamer can only hold back the tide for moments. Nonetheless, the delay proves crucial as it gives Metri a chance to respond with his own area of effect magic. He creates a pair of meteors in the confined space and launches them at the group of Shedim advancing on his fallen teammates. With several of them blinded by Varya’s cloud, or near panic in the wake of Halthhag’s devastating spell, they never know what hit them and fiery death springs as if from nowhere and annihilates every last one of them. Metri then pauses to re-up his invulnerability protection and prepares to get back into the fight.

That leaves only a dozen or so Alu, a demon bull, and Vortigern. The summoner follows Varya’s blinding clouds with a hail of grenades, mixing blinder grenades with fragmentation. The remaining Alu screech and fall back, and even the Gallu is halted (albeit momentarily). The demon bull shakes its head (as if attempting to clear its vision) and charges Vortigern for this latest insult. Fortunately, it becomes apparently very quickly that the blinding grenade had its effect and Vortigern is able to easily fend off the thing’s clumsy attacks.

Nearly forgotten in the cacophony, the sounds of engines behind you resolve. Three suits of powered armor that look to be made of some kind of horrid bone (not dissimilar from some of the demon ships you saw on your way down to Cormal’s surface) descend down the corridor behind you. They each wield a rifle filled with something that looks disturbingly like blood, and wield a vibro-axe in their other had. They do not look friendly.

Round 1 summary
All ammo used as intended. Bryke, you did not have to teleport the book, otherwise all PPE/ISP used as intended.
Juan: -134 MDC, you lose initiative and one attack next round as you pick yourself up off of the floor
Icky: -188 MDC, you lose initiative and one attack next round as you pick yourself up off of the floor
Starchief: -158 MDC, you lose initiative and one attack next round as you pick yourself up off of the floor
Solaris: -153 MDC, you lose initiative and one attack next round as you pick yourself up off of the floor
Metri: -147 MDC, you lose initiative and one attack next round as you pick yourself up off of the floor
Sorrenson: -156 MDC
Prothor: -152 MDC, you lose initiative and one attack next round as you pick yourself up off of the floor
Bryke: -35 MDC
Vortigern: -157 MDC, you lose initiative and one attack next round as you pick yourself up off of the floor
Carbunkle: -32 MDC
Varya: -18 MDC

Current Status
Most of you are picking yourselves up off of the ground, and scattered in a ~20 foot radius around the doorway.
About a dozen Alu remain, milling about in the combat area. The Gallu is with them, attacking Vortigern, while behind you Juan is brawling with a Brek-Shall and three powered armor troopers have just come up from behind. Carbunkle and some kind of undead demon are in a pitched battle off to one side, but Carbunkle looks to be winning.
Halthhag is climbing down from his dais set on murder, with a demon locust and a demon knight near him. The demon knight is beginning to glow a funky color. A second knight is chasing Varya through the air.
Why kill a PC when you can torture their player?
ImageImageImageImage
User avatar
Starchief
Group Leader
Posts: 486
Joined: Thu Apr 09, 2009 8:38 am
Location: Phase World PC (Adventurers)
Contact:

Re: [MW V] The Belly of the Beast

Post by Starchief »

Perception: 1d100 = 47: 47/59%
JIC: 1d20 = 7: 7/ 1d100 = 27: 27
Conditions
MDC:
  • Costume: 20/20 MDC
  • Personal: 400/439 MDC
NE-BA-55 "Supersoldier" Heavy Battle Armor:
  • Helmet: 100/100 MDC
  • Left Arm: 90/90 MDC
  • Right Arm: 90/90 MDC
  • Main Body: 220/220 MDC
  • Left Leg: 100/100 MDC
  • Right Leg: 100/100 MDC
  • Jet Pack: 40/40 MDC
  • N-50B: 160/160 MDC (not activated)
NE-99 Rapid Fire Assault Laser:
  • Ammo: 156/240 shots
NE-28-R Micro Missile Launchers:
  • Smart: 3/4 micro missiles
    • +4 to strike
    • If they miss, they will double back and attack again AKA two attacks per melee round
    • Require a called shot to strike and can dodge at +4
    • Speed: 88 or 60 mph/96 km
  • Dumb: 2/4 micro missiles
Cosmic Armor:
  • 140:45/160 min.
  • 569/800 MDC.
  • Magical flight in atmo @ 1/2 Mach 1 (383 MPH).
  • Magic and MD cold, heat/fire/plasma do 1/2 damage to Cosmic Armor.
  • EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.)
  • -5% to all Physical skills, -10% to highly technical skills that require a delicate touch.

Dark Lord wrote:Meanwhile, Prothor has eyes only for Halthhag. And specifically, the book over which the Star General is poring. The cyborg takes careful aim, and fires upon it- the book is immediately incinerated.

With literal fire in his eyes, Halthhag stands as his treasure is incinerated. With a bellow of rage (and possibly a tinge of fear) he screams in Trade 4 ”You FOOLS! That book was the only thing keeping Cormal asleep! You shall pay for your arrogant recklessness!” Halthhag then begins chanting- but not before Prothor tags him a couple times with his shoulder cannon.
Second objective completed. That book has to have been his control over this planet. Starchief doesn't get to think about it much more before a giant explosion rocks everyone around him and sends him aloft.

As Starchief goes flying through the air after Halthhag's massive attack, he thinks One misstep could mean the fate of all life! Get up soldier! Everything depends on it! Righting himself as quickly as possible, Starchief gives out some more orders while focusing on what he believes to be the most important target currently, the glowing Demon Knight. "Solaris, slow down Halthhag! Prothor, Icky, Sorrenson, take the armors down! Everyone else, take down the demon wolves!"

With his NE-99 in hand, Starchief hopes to take out the Demon Knight before its glowing becomes something more sinister. If he takes the Demon Knight down, he will move to help take down the Alu with Metri and Bryke.

Initiative: N/A ( 1d20+10 = 30: 20)
APM: 11

Action 1: Get off the ground.
Action 2: Fire NE-99 (Setting 2, 4 blasts) at Demon Knight near Halthhag. Strike: 1d20+4 = 23: 19 Damage: 5d6 = 17: 3, 5, 2, 4, 3 MD
Action 3: Fire NE-99 (Setting 2, 4 blasts) at Demon Knight near Halthhag. Strike: 1d20+4 = 12: 8 Damage: 5d6 = 24: 6, 5, 4, 3, 6 MD
Action 4: Fire NE-99 (Setting 2, 4 blasts) at Demon Knight near Halthhag. Strike: 1d20+4 = 14: 10 Damage: 5d6 = 22: 3, 4, 3, 6, 6 MD
Action 5: Fire NE-99 (Setting 2, 4 blasts) at Demon Knight near Halthhag. Strike: 1d20+4 = 6: 2 Damage: 5d6 = 23: 4, 5, 4, 4, 6 MD
Action 6: Fire NE-99 (Setting 2, 4 blasts) at Demon Knight near Halthhag. Strike: 1d20+4 = 5: 1 Damage: 5d6 = 20: 4, 5, 5, 2, 4 MD
Action 7: Fire NE-99 (Setting 2, 4 blasts) at Demon Knight near Halthhag. Strike: 1d20+4 = 15: 11 Damage: 5d6 = 22: 3, 3, 6, 4, 6 MD
Action 8: Fire NE-99 (Setting 2, 4 blasts) at Demon Knight near Halthhag. Strike: 1d20+4 = 12: 8 Damage: 5d6 = 14: 2, 2, 4, 1, 5 MD
Action 9: Fire NE-99 (Setting 2, 4 blasts) at Demon Knight near Halthhag. Strike: 1d20+4 = 6: 2 Damage: 5d6 = 16: 6, 3, 1, 1, 5 MD
Action 10: Fire NE-99 (Setting 2, 4 blasts) at Demon Knight near Halthhag. Strike: 1d20+4 = 8: 4 Damage: 5d6 = 14: 3, 4, 1, 1, 5 MD
Action 11: Fire NE-99 (Setting 2, 4 blasts) at Demon Knight near Halthhag. Strike: 1d20+4 = 17: 13 Damage: 5d6 = 14: 1, 1, 3, 6, 3 MD


Auto-dodge: 1d20+13 = 19: 6 1d20+13 = 22: 9 1d20+13 = 15: 2 1d20+13 = 15: 2 1d20+13 = 26: 13 1d20+13 = 30: 17 1d20+13 = 31: 18 1d20+13 = 14: 1 1d20+13 = 15: 2 1d20+13 = 32: 19 1d20+13 = 18: 5
Starchief
Andra "Starchief" Sekona
the Shield of Seeron

MDC: 439/439|Costume: 20/20

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


Image
Ledger
User avatar
Sorrenson
Silver Level Patron
Silver Level Patron
Posts: 319
Joined: Wed Aug 05, 2015 2:13 am
Location: Phase World (Rogues)
Contact:

Re: [MW V] The Belly of the Beast

Post by Sorrenson »

Perception: 1d100 = 19: 19
JiC d20/d100: 1d20 = 9: 9 / 1d100 = 85: 85
-4 to save vs. HF for the next 3 hours.
OOC Comments
PPE: 67/137 (includes -10 this turn to activate AoI)
ISP: 14/41
HP: 34
SDC: 30

NE PA003 "Drudge" Industrial PA
M.D.C. by Location.
Arms (2) - 200 each
Hands (2) - 100 each
Legs (2) - 200 each
Sensor Cluster (head) - 50
Main Body - 322/400
TW Armor of Ithan - 100/100, 10 minutes remain
Starfire Cannon ammo 32/32
Fusion Blocks 5/5
After something freaking massive goes BOOM! Sorrenson opens up his eyes and scans around. The rest of the team have been knocked over, but it looks like everyone is still alive and kicking. Whoa! I'm still standing! He instinctively re-news his Armor of Ithan Enchant, he can tell by the ringing in his ears, and the slightly acrid odor of slagged Drudge armor plating, that it got used up in the blast.
Starchief wrote:"Solaris, slow down Halthhag! Prothor, Icky, Sorrenson, take the armors down! Everyone else, take down the demon wolves!"
Sorrenson nods vigorously and replies, "Okay, will do!" He pivots on one leg so the demon PA are in his arc of fire and lets rip with his arm blaster again and again.

Combat rolls:
OOC Comments
APM: 8
Initiative: 1d20 = 10: 10
Action 1: Activate AoI
Action 2: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 18: 16, Damage 2d4*10 = 80: 4, 4 M.D.
Action 3: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 6: 4, Damage 2d4*10 = 50: 4, 1 M.D.
Action 4: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 18: 16, Damage 2d4*10 = 70: 3, 4 M.D.
Action 5: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 22: 20, Damage 2d4*10 = 30: 1, 2 M.D.
Action 6: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 3: 1, Damage 2d4*10 = 40: 2, 2 M.D.
Action 7: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 22: 20, Damage 2d4*10 = 30: 2, 1 M.D..
Action 8: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 10: 8, Damage 2d4*10 = 40: 3, 1 M.D.

Contingency: Re-up AoI if used up, shredded etc will sacrifice actions in order to do so.

Dodges if needed: 1d20+8 = 16: 8, 1d20+8 = 15: 7, 1d20+8 = 12: 4, 1d20+8 = 14: 6, 1d20+8 = 22: 14
Parries if needed: 1d20+10 = 27: 17, 1d20+10 = 24: 14, 1d20+10 = 12: 2, 1d20+10 = 12: 2, 1d20+10 = 25: 15, 1d20+10 = 18: 8, 1d20+10 = 15: 5, 1d20+10 = 25: 15
User avatar
Metri
Diamond Level Patron
Diamond Level Patron
Posts: 273
Joined: Sat Sep 22, 2012 1:52 am
Location: Phase World PC (Adventurers)
Contact:

Re: [MW V] The Belly of the Beast

Post by Metri »

-----------------------------------
Perception: 1d100 = 22: 22/48% (33(base)+15(enhanced perception)=48)
JIC: 1d20 = 7: 7| 1d100 = 20: 20%
Initiative (lost as per GM post): 1d20+7 = 12: 5
APM: 7 (9 after Fighting Spirit)
-----------------------------------
Current Status
Psionic Crystal Armor (20/35 MDC)
  • Psionic ForceField [off]. <4/4 uses/24 hr left> (70/70 MDC)
OP Field <17/20 switches left on battery>

PPE: 96/159
ISP: 111/260
MDC: 57/69
SoE. PPE: 0/80. <4/10 spells>
WoS. PPE: 0/40. <3/5 spells>
PPE Battery 1. PPE: 64/180.
PPE Battery 2. PPE: 55/180.
PPE Battery 3. PPE: 45/180.
Stormstrike Mag. 98/100 rounds.
Conditions (constant): Sixth sense, Radiate nature [focused/analytical] (3rd eye: psychics within 100 ft. nonpsychics within 12 ft), Sense supernatural evil and magic energy, Sense life, Sense magic and ley lines (Staff of Earth: as per ley line walker), See the Invisible (Wand of Seeing)
Conditions (temporary):
  • Enhance Reflexes. 13.75 min. +1 attack per melee, +3 initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all physical skills that rely on coordination or balance.
  • Telepathy: Superior. 500 ft probe. 1000 ft comm. 13.75min.
  • TK:Super. 45.50 min. 14 objects. 400 lbs.
  • Enhanced Perception. 45.50 min.
    • This enhanced state of awareness sharpens all natural senses by 50%, and further enables the psychic to "filter" all of this extra sensory input in order to concentrate on one or a few specific things. While using this ability, the psychic will notice every detail around him down to the slightest motion, sound, scent, and shadow. He will further be likely to notice changes and inconsistencies that might reveal traps, illusions, feints, or tricks (including sleight-of-hand, etc.).
    • Bonuses: +3 to Perception (+15% by house rule), +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).
  • Armor of Ithan. 15.75 min. 13/160 MDC. 1/2 damage from magic fire, lightning, cold.
  • Suppress Fear. 7.75 min.
  • Invulnerability. 16 melee rounds. 50/50 MDC. +20 save vs magic, psionics and Horror Factor.
"Hmm. Better that could have gone." Metri mutters to himself while on the flat of his back. He is secretly glad he was able to thin out the crowd a bit, but is immensely concerned at how a single casting of magic was able to so thoroughly decimate his magical protection. The irony of such musings to the little arcane battle master who also just unleashed tremendously damaging magic is lost upon him. Instead, his thoughts go toward how to get himself back into the fight.

Armor of Ithan practically collapsed. Shouldn't be spending precious moments renewing weaker magical protection. Should just invest extra energy now and not have to worry about replenishing my own protection. Metri casts Cosmic Armor on himself, quickly followed by Fighting spirit to improve his combat efficiency.

Now granted magical flight through the Cosmic Armor, Metri will regain his footing, righting himself and flying up into the air (ideally above Alu melee range if space allows), hovering prominently and displaying his diminutive self in unspoken challenge. While silently daring the demons to test his magical invulnerability (+21 save vs magic/psionics), and thereby relieving focus from his teammates, the Yhabbayar will stay active.

Realizing his magical reserves are running low, Metri instead turns to tapping his non-trivial psychic abilities. Using evil-eye (Bio-manipulation: Paralysis), the Yhabbayar attempts to seize up the motor functions of some of the biggest brutes confronting them. He will spend the remainder of the round channeling his psychic evil eye to try to stop (in order of priority): Brek-Shall, Gallu, Baal-rog, Demon Knight (glowing) and ultimately, Halthag. He will not move down the priority list until the target is immobilized (if Brek-Shall is never paralyzed, all Bio-manip attempts will be spent on it), likely easily observable with his early targets (Brek-Shall/Gallu), specialized melee combatants.
Actions
Action 1: Cosmic Armor (Metri)
Action 2: Fighting Spirit (Metri)
Action 3: Stand up/Fly
Action 4: Bio-manipulation: Paralysis (Brek-Shall)
Action 5: Bio-manipulation: Paralysis (Brek-Shall. If already paralyzed, then Gallu)
Action 6: Bio-manipulation: Paralysis (in order of priority if not paralyzed: Brek-Shall, Gallu, Baal-rog, Demon Knight (glowing))
Action 7: Bio-manipulation: Paralysis (in order of priority if not paralyzed: Brek-Shall, Gallu, Baal-rog, Demon Knight (glowing), Halthag)
Actions 8-9: Reserved for Contingencies (see below)

Contingencies (in order of priority):
  • Armor of Ithan (AoI) to protect teammates (or himself if current AoI is lost) in need.
  • Extra attempts at Bio-manipulation (see above for priority).
Code for Spells/Psionics used

Code: Select all

[*]Cosmic Armor. 160.00 min. [color=green]800[/color]/800 MDC. Magical flight in atmo @ 1/2 Mach 1 (383 MPH). Magic and MD cold, heat/fire/plasma do 1/2 damage to Cosmic Armor. EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.) -5% to all Physical skills, -10% to highly technical skills that require a delicate touch.

Code: Select all

[*]Fighting Spirit. 16 melee rounds. +2 attacks/actions per melee round, +1 on initiative, +1 to strike with guns, +3 to strike in melee combat, +2 to disarm, +2 to parry, +2 to dodge, +4 to pull punch, +2 on roll with impact, +4 to save vs Horror Factor/fear, +2 to save vs possession, Critical Strike on Natural 18-20, karate kick (1D8 SDC), jump kick, paired weapons, leap attack and judo flip/throw.

Code: Select all

[*]Armor of Ithan. 16.00 min. [color=green]160[/color]/160 MDC. Magic fire, cold, lightning do half damage.
Expenditure Tally this round
  • PPE: -23 CA, -20 FS, -5 per AoI
  • ISP: -5 per Bio-manipulation (will need to know how many fired to track expenditure)
  • Stormstrike rounds: -0
User avatar
Juan Echo
Diamond Level Patron
Diamond Level Patron
Posts: 193
Joined: Tue Apr 24, 2018 3:42 pm

Re: [MW V] The Belly of the Beast

Post by Juan Echo »

[Rolls delayed]

Jonny and June
Dark Lord wrote:A rhythmic thumping from the other side of the room resolves into a massive, red-skinned demon thundering its way through the blinded canoids and slamming into Juan Echo. Juan has known freight trains that didn’t hit as hard
Juan staggers up and looks at the giant red demon with the gleefully murderous grin. The last person to hit him that hard was Juna. Is this love all over again?

It is a story so cliche that you have probably heard it before. She was the restless princess and heir to a planet in the Anvil Galaxy and allied with the Spuglorth. He was the patron god of every soul full of wanderlust. When the Wanderer appeared on her planet looking for a new ship Princess Juna saw her chance to find adventure among the stars. Together, they ran away on a luxury rocket with no plan on where to go.

At first life was easy. They sped from planet to planet in their rocket, exploring treacherous terrains and seeing natural wonders, meeting countless new species, tasting hundreds of unique cuisines, and getting caught in more than one interplanetary conflict. The adventures of the lovely young woman traveling with an eccentric immortal alien could be the basis for a popular long-running vid-series.

Eventually the luxury rocket was wrecked. They sold it for scrap and jumped on the first freighter they could. Along the way, Princess Juna led a mutiny and took the freighter for herself and her new paramour. When they reached port, they ditched the freighter and crew and stole away on a new spaceship bound for parts unknown. They bounced from ship to ship, commandeering vessels as they needed and disappearing at a moment's notice. Some would say that there was something sexual about their escapades. That was not accurate. They had plenty of sex, and didn't need an excuse to pounce on each other. The thrill of hitchhiking across the Three Galaxies was something else entirely.

The Princess felt truly blessed to be in the presence of god; and the Wanderer provided her with everything she could ever desire. In turn, the Wanderer felt for the first time that he had met an Urqos that was his equal. She was sharp, reckless, judicious, imperial, and humble in equal turns. Every star system was a new adventure, and they shared an intoxicating joy of exploring the unknown together. If the Wanderer could love anyone aside from his dearest sister, let alone an Urqos, Princess Juna was the one.

Unfortunately, like an Urqos life, their romance had to come to an end. The Princess awoke one morning in an empty space freighter with no fuel on a desert planet.

There was a note:
Juan Echo wrote:Dear Princess,
This is a dangerous planet. Be careful trying to find a way off world. I will probably never see you again, but I will not forget you.
Heart,
Jonny
Filled with a combination of grief and rage, the Princess found a way to refuel the rocket and launched into space. It did not take her long to find the Wanderer, he was just in orbit helping a crew of engineers repair a set of orbital defense satellites. As the Wanderer made his way back to the engineers' ship he felt the full force of the Princess' ship hit him. Somehow the collision did not kill him, but severely damaged his EBA. Worse, the Wanderer was now reentering the planet's atmosphere at a steep angle.

Juan regained consciousness just as Juna made one final pass over the planet. He had hoped to go look for her after he finished working on the satellites, but he had assumed that she would want to continue exploring the skies. They would find themselves on a pleasure planet, perhaps, have drinks and laugh about old times. Maybe they could rekindle their partnership. But no, Juna would never forgive the Wanderer, as she made clear by dropping an empty shipping crate on him as a parting note.

He still thinks about her, centuries later. A sharp blow to the head will remind him of the way she had kicked him when they were stranded on a mining station riding a comet. No one could hurt him the way she did. And the ringing pain in his head is either love or a grave threat.

Please don't die.
Status: Juan Echo
M.D.C.: 300/300
P.P.E.: 50/50
I.S.P.: 76/76

May the rest of the Yayamama Pantheon have mercy on our SOULS!
User avatar
Juan Echo
Diamond Level Patron
Diamond Level Patron
Posts: 193
Joined: Tue Apr 24, 2018 3:42 pm

Re: [MW V] The Belly of the Beast

Post by Juan Echo »

Perception (24%): 1d100 = 76: 76
JiC: 1d20 = 9: 9/ 1d100 = 53: 53
Initiative: 1d20+1 = 6: 5
Effects
Combat Status
APM: 5
Cosmic Armor: 568/800 M.D.C.; Magical flight in atmo @ 1/2 Mach 1 (383 MPH); Magic and M.D. cold, heat/fire/plasma do 1/2 damage to Cosmic Armor. EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.) -5% to all Physical skills, -10% to highly technical skills that require a delicate touch (135:45 min.)
Relevent abilities
Lore:Demons & Monsters (70%) - 1d100 = 50: 50 SUCCESS!
Moves
Actions
1. Body flip Brek-Shall demon; strike - 1d20 = 11: 11/damage - 1d4 = 2: 2 M.D.
2. Twin strike Brek-shall with Magical Clubs
right club, strike - 1d20+5 = 16: 11/damage - 5d6 = 20: 5, 3, 1, 6, 5 M.D.
left club, strike - 1d20+5 = 19: 14/damage - 5d6 = 18: 2, 4, 3, 4, 5 M.D.
3. Twin strike Brek-shall with Magical Clubs
right club, strike - 1d20+5 = 25: 20 Critical strke! (x2 damage)/damage - 5d6 = 17: 6, 1, 1, 3, 6 M.D.C. x2 damage = 34 M.D.C
left club, strike - 1d20+5 = 19: 14/damage - 5d6 = 16: 2, 5, 3, 4, 2 M.D.
4. Twin strike Brek-shall with Magical Clubs
right club, strike - 1d20+5 = 22: 17/damage - 5d6 = 14: 5, 2, 3, 2, 2 M.D.
left club, strike - 1d20+5 = 20: 15/damage - 5d6 = 17: 2, 3, 5, 2, 5 M.D.

Contingencies
1. Swap Magical Clubs for V81
2. Fire wide blast with V81 Volcano; strike - 1d20+1 = 20: 19/damage - 4d6 = 16: 5, 6, 2, 3 M.D.
3. Fire wide blast with V81 Volcano; strike - 1d20+1 = 3: 2/damage - 4d6 = 9: 1, 5, 1, 2 M.D.

Auto-parry rolls
1) 1d20+6 = 21: 15; 2) 1d20+6 = 17: 11; 3) 1d20+6 = 25: 19; 4) 1d20+6 = 10: 4; 5) 1d20+6 = 23: 17
Juan cracks his neck, twirls the Magical Club in his right hand and sizes up the demon. He has fought the Brek-Shall before, and in an odd way he almost respects them, as much as he can respect a demon. This will be a battle of physical strength and, more importantly, will power. "Lowly berserker, when this is done, I want you to ask me to remove my weapon from your eye socket."

Before Juan can make his move, he spots the three armored soldiers advancing. This changes the dynamic of the battle considerably. What was going to be a respectable brawl between two hardened warriors was now an ambush. Juan makes a quick move to throw the Brek-Shall over his shoulder, heaving the berserker as hard and far as he can (Action 1).

If Juan can throw the demon into the approaching soldiers he quickly put his clubs in his tether cable and then fling his V81 over his shoulder (Contingency 1). He will then fire two wide blasts on the tangle of demonic warriors, in an attempt to neutralize the threat (Contingencies 2 and 3).

More likely, Juan will just get the Brek-Shall between him and the new enemies. He will take wide swipes with his Magical Clubs while walking back into the main chamber (Actions 2-4).

The defensive line is on the verge of collapsing; Juan knows that he has to prevent the enemies from striking the team from both directions. Regardless of how he fights, he will shout, "Enemies are coming from behind! It's a pincer attack!"

Juan also notices Metri's aid in fighting the berserker. Under normal circumstances he would have bristled at someone interfering in his duel. But if the Brek-Shall has allies, so does the Wanderer. He calls to his teammates, "Send cold this way! The Brek-Shall are weak against it. I can't imagine it will help the other oncoming threats."
Status: Juan Echo
M.D.C.: 300/300
P.P.E.: 50/50
I.S.P.: 76/76

May the rest of the Yayamama Pantheon have mercy on our SOULS!
User avatar
Vortigern
Group Leader
Posts: 300
Joined: Wed May 27, 2015 1:26 pm
Contact:

Re: [MW V] The Belly of the Beast

Post by Vortigern »

Perception: 1d100 = 59: 59/33
JIC: 1d100 = 86: 86
JIC: 1d20 = 20: 20
JIC/Magic: 1d20+7 = 26: 19
JIC/Psionic: 1d20+5 = 25: 20
JIC/Horror: 1d20+8 = 26: 18
Lore
Lore: Demons & Monsters: 1d100 = 56: 56/80
History: Demons & Devils: 1d100 = 8: 8/85
Vortigern lands on his side, sliding a few inches (perhaps feet) before letting his body roll into the motion. The roll crosses his shoulder spinning his legs, tucking in for the roll, up and around until he comes into a standing motion moving away from the source of the blast. Quickly he points up at the Demon Knight attacking Varya. "Carbunckle, bring him down!" As he comes up into a run and tosses his grenades ... he is shortly confronted by the Gallu who clumsily seeks to swat him through the impairment of the blinding grenades tossed a moment before. Squaring briefly, for a transient yet seemingly lasting moment, off against the massive demon Vortigern hefts his axe and sets himself centered before the bulk of the beast. Toe to toe, shield and axe at the ready, Vortigern looks the massive demon up and down. All fifteen feet of massive bulking muscle looming over him, with the striped red and black mane on the beast's shoulders catching his eye. "Azram's Bane!" he exclaims, his voice surprised and incredulous as he clearly recognizes the beast from somewhere.

How can this be? I have wandered far, and yet here is this evil from home?

And yet the mortal man does not give ground before the bestial inhumanity of his foe. Instead he clashes his axes on the outer surface of his shield loudly, in striking challenge, and steps forward. "Azram's Bane! I, Vortigern Taerea, know you. Foe of the Empire and of Man! I know you, and your deeds! And I shall bring you low!" he exclaims. And with that the armored man dips into motion, rushing towards the demon shield forward and angled down and forward covering his first series of strikes at the legs of the beast as he runs forward and then circling around as he attacks. He attempts to engage in solo combat with the giant Gallu, warding briefly with his shield but also actively using it to set up attacks.

Intent: Vortigern will engage the Gallu, trying to inflict as much damage as possible before the blinder grenade wears off. As long as Vortigern and the Gallu are solo for this melee Vortigern will engage in Paired Weapon fighting going more on the offense. If others start to swarm Vortigern however he will switch back to more defensive fighting and cease fighting Paired. If Paired fighting the intended distribution will be 9 attacks and 3 attacks reserved for parries/dodges.

Carbunckle is to try and pounce attack and latch on to the Demon Knight and bring him down to the ground. Note Carbunckle can jump/pounce up to 50 feet high and 100 feet in distance.

Varya is to remain evasive, all actions on defense and giving up the static clouds for now.
Vortigern Combat Rolls
Initiative: 1d20 = 20: 20

Strike: 1d20+11 = 20: 9 Damage: 9d6+8 = 33: 1, 1, 3, 1, 4, 2, 5, 6, 2
Strike: 1d20+11 = 20: 9 Damage: 9d6+8 = 43: 2, 2, 6, 5, 6, 2, 5, 1, 6
Strike: 1d20+11 = 31: 20 Damage: 9d6+8 = 48: 3, 5, 6, 6, 6, 6, 1, 2, 5 Crit! Dmg: 96
Strike: 1d20+11 = 26: 15 Damage: 9d6+8 = 39: 5, 2, 6, 4, 3, 5, 3, 1, 2
Strike: 1d20+11 = 31: 20 Damage: 9d6+8 = 44: 1, 6, 6, 4, 4, 5, 3, 6, 1 Crit! Dmg: 88
Strike: 1d20+11 = 27: 16 Damage: 9d6+8 = 48: 4, 6, 6, 3, 3, 6, 4, 6, 2 Crit! Dmg: 96
Strike: 1d20+11 = 26: 15 Damage: 9d6+8 = 28: 2, 1, 2, 2, 2, 2, 5, 1, 3
Strike: 1d20+11 = 26: 15 Damage: 9d6+8 = 48: 5, 6, 3, 5, 5, 6, 6, 2, 2
Strike: 1d20+11 = 20: 9 Damage: 9d6+8 = 41: 5, 1, 6, 1, 6, 4, 1, 6, 3

Parry: 1d20+14 = 17: 3 Dodge: 1d20+8 = 28: 20
Parry: 1d20+14 = 19: 5 Dodge: 1d20+8 = 26: 18
Parry: 1d20+14 = 15: 1 Dodge: 1d20+8 = 26: 18
Parry: 1d20+14 = 34: 20 Dodge: 1d20+8 = 19: 11
Parry: 1d20+14 = 20: 6 Dodge: 1d20+8 = 10: 2
Parry: 1d20+14 = 17: 3 Dodge: 1d20+8 = 23: 15
Carbunckle Combat Rolls
Initiative: 1d20+4 = 12: 8

JIC/Magic: 1d20+5 = 11: 6
JIC/Psionics: 1d20+2 = 20: 18

Pounce Strike: 1d20+8 = 16: 8 Damage: 2d6 = 10: 5, 5(x10 dmg) (3 attacks)(33% chance to pin.) (Pin Test: 1d100 = 42: 42/33)

If the first pounce doesn't bring down/pin the Demon Knight, Carbunckle will try again.

Pounce Strike: 1d20+8 = 13: 5 Damage: 2d6 = 4: 3, 1(x10 dmg) (3 attacks)(33% chance to pin.) (Pin Test: 1d100 = 42: 42/33)

Parry: 1d20+6 = 9: 3 Dodge: 1d20+6 = 24: 18
Parry: 1d20+6 = 11: 5 Dodge: 1d20+6 = 21: 15
Parry: 1d20+6 = 12: 6 Dodge: 1d20+6 = 23: 17
Parry: 1d20+6 = 10: 4 Dodge: 1d20+6 = 16: 10
Parry: 1d20+6 = 13: 7 Dodge: 1d20+6 = 16: 10
Parry: 1d20+6 = 10: 4 Dodge: 1d20+6 = 14: 8
Varya Combat Rolls
Initiative: 1d20+6 = 26: 20

JIC/Magic: 1d20+2 = 7: 5
JIC/Psionics: 1d20+4 = 22: 18

Parry: 1d20+6 = 25: 19(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 24: 17 (+6 Flying)
Parry: 1d20+6 = 13: 7(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 15: 8 (+6 Flying)
Parry: 1d20+6 = 21: 15(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 19: 12 (+6 Flying)
Parry: 1d20+6 = 17: 11(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 13: 6 (+6 Flying)
Parry: 1d20+6 = 13: 7(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 12: 5 (+6 Flying)
Parry: 1d20+6 = 12: 6(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 21: 14 (+6 Flying)
Parry: 1d20+6 = 19: 13(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 18: 11 (+6 Flying)
Vortigern
[ooc=Vortigern Tracker]HP: 57/57
SDC: 57/57
PPE: 190/190


Enchanted Full Plate Armor
• M.D.C.: 410/410

Magic Dwarven Battle Axe
M.D.C.: 200/200
Damage: 5D6+8 M.D.
Mundane Features
• Dwarven Craftmanship (+4 Damage, +2 to Strike and Parry)
Magic Features
• Super-Sharpness (+4 Damage; Critical Range: +2)
• Increased Damage: (+2D6 Damage)


Magic Dwarven Shield
M.D.C.: Indestructible.
Damage: 2D4 M.D.C.
Mundane Features
• Dwarven Craftsmanship (+3 to Parry)
Magic Features
• Indestructible (Can only be destroyed by an alchemist.)
[/ooc]

[ooc=Summons Tracker]NA at this time.[/ooc]
Prothor

Re: [MW V] The Belly of the Beast

Post by Prothor »

Percep 33%: Invalid dice code!
JIC: Invalid dice code! Invalid dice code!
Actions: 5
Init: Invalid dice code! LOST

Conditions: Night Vision, Force Field: MDC shorted out/160

Pushing himself to his feet, Prothor leaves the empty shoulder cannon on the ground as he hears Starchief's orders, No time to debate, just follow through.

Prothor aims both of his extended arm weapons at the closest demon power armor and begins firing simultaneous blasts at the creature. Happy to be firing a varied type of weapon at the beast, Less likelihood it is immune.

1. STAND
2. Strike Invalid dice code! laser Dmg: Invalid dice code! MD, Machine gun (10rnd burst) Dmg: Invalid dice code! MD
3. Strike Invalid dice code! laser Dmg: Invalid dice code! MD, Machine gun (10rnd burst) Dmg: Invalid dice code! MD
4. Strike Invalid dice code! laser Dmg: Invalid dice code! MD, Machine gun (10rnd burst) Dmg: Invalid dice code! MD
5. Strike Invalid dice code! laser Dmg: Invalid dice code! MD, Machine gun (10rnd burst) Dmg: Invalid dice code! MD
User avatar
Solaris
Posts: 284
Joined: Tue Oct 29, 2013 6:01 pm
Location: Phase World: Galactic Adventurers
Contact:

Re: [MW V] The Belly of the Beast

Post by Solaris »

Per: 1d100 = 55: 55/33% +15% from Cybernetics
JiC d20/d100: 1d20 = 1: 1/ 1d100 = 72: 72
N-20B force field -25 M.D.C. Gravity Rifle 30/30 shots, 8/12 clips

[*]Cosmic Armor. 120.00 min. 621/800 MDC. Magical flight in atmo @ 1/2 Mach 1 (383 MPH). Magic and MD cold, heat/fire/plasma do 1/2 damage to Cosmic Armor. EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.) -5% to all Physical skills, -10% to highly technical skills that require a delicate touch.

"UGH!", Solaris grunts as Halthaag's attack hits and knocks the former CAF officer flying. For a split second, she loses focus and her increased gravity drops. Quickly recovering, she picks herself up. Star General's a Star Jackwagon., she thinks.
Fearless leader wrote: "Solaris, slow down Halthhag! Prothor, Icky, Sorrenson, take the armors down! Everyone else, take down the demon wolves!"
I hope you know what you're doing, 'Chief., Solaris thinks but keeps it to herself.

"I'm on it!", shouts Solaris, focusing all her gravity warping power on Halthaag.
"Take that, monster!", Solaris taunts, opening up with her gravity rifle.
"C'mon, bring it! C'MON!"
Juan wrote: "Enemies are coming from behind! It's a pincer attack!"
Of course we'd be surrounded.

Initiative: None!
# of Actions: 6

Action 1: gravity field on Halthaag (The gravitational pull is such that he can not move or be budged - no combat bonuses. -6 penalty on all combat moves.) Speed factor of those affected is reduced to one point, skill performance is -90% and the victim has only one melee action per round.
Action 2: shoot at Halthaag with long burst, strike 1d20+4 = 15: 11 damage 2d4*10 = 40: 1, 3
Action 3: reload
Action 4: shoot at Halthaag with long burst, strike 1d20+4 = 14: 10 damage 2d4*10 = 60: 4, 2
Action 5: shoot at Halthaag with long burst, strike 1d20+4 = 13: 9 damage 2d4*10 = 40: 3, 1
Action 6: shoot at Halthaag with long burst, strike 1d20+4 = 22: 18 damage 2d4*10 = 70: 4, 3

Contingencies:

dodge/parry if necessary, roll with punch/fall/impact if hit with physical attack
Dodge rolls: 1d20+10 = 11: 1,
1d20+10 = 24: 14,
1d20+10 = 25: 15,
1d20+10 = 23: 13,
1d20+10 = 22: 12,
1d20+10 = 29: 19,
1d20+10 = 30: 20

Roll with Punch/Fall/Impact:
1d20+10 = 13: 3,
1d20+10 = 21: 11,
1d20+10 = 19: 9,
1d20+10 = 19: 9,
1d20+10 = 29: 19,
1d20+10 = 29: 19,
1d20+10 = 18: 8,
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
User avatar
Chef Icky
Diamond Level Patron
Diamond Level Patron
Posts: 359
Joined: Tue Jul 07, 2015 4:04 pm
Location: Phase World: Galactic Adventurers
Contact:

Re: [MW V] The Belly of the Beast

Post by Chef Icky »

Perception: 1d100 = 5: 5/43%
JIC: 1d20 = 9: 9/ 1d100 = 45: 45
Initiative: 1d20+3 = 4: 1 (not like it matters)
APM: 8

Conditions:
- Ammo: 216 short bursts or 108 heavy bursts remaining
- Armor: 120/120 MDC
- Force Field: 104/110 MDC
- Cosmic Armor. 154.75 min/619 melees. 612/800 MDC. Magical flight in atmo @ 1/2 Mach 1 (383 MPH). Magic and MD cold, heat/fire/plasma do 1/2 damage to Cosmic Armor. EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.) -5% to all Physical skills, -10% to highly technical skills that require a delicate touch.

Icky had to admit, for a boss fight it was going pretty well -- until it wasn't. But like the humans say, they're not dead yet. And if Icky's not dyin', he's fightin'. Well, he's clearly a bad guy boss -- he called us 'fools...' he thinks to himself with a smirk. He looks a bit too peeved though, you'd think if the book was the only thing keeping the planet snoozing he'd have destroyed it himself.

The lashes from the baal-rog's fire whip and the force of Halthhag's blast brings Icky's thoughts back to the here and now. "I'll give ya credit, Uncle Halthy, dat's been da best dat's been give us so far..." he chuckles as he scrambles back to his feet. "We may actually break a sweat today." Hope I sound convincing, he adds silently.
Juan Echo wrote:"Enemies are coming from behind! It's a pincer attack!"
For a brief moment, Icky debates whether or not to enlighten Juan-the-god as to the difference between a pincer attack and arrival of good old-fashioned reinforcements... but ultimately decides it's not worth the effort. Regardless of what one wants to call it, it means more trouble. Armored, flying, blood-rifle-toting trouble.
Captain Meatball wrote:"Solaris, slow down Halthhag! Prothor, Icky, Sorrenson, take the armors down! Everyone else, take down the demon wolves!"
"On it!" Icky replies with a forced grin. "Uncle Halthy must be pissin' his little demonic underpants if he's callin' fer help already..." he adds as he brings his rail gun to bear on the newcomers.
Combat Actions
Actions:
  1. Scramble to his feet
  2. Ventilate the bone power armors with the NE-105 Super Rail Gun. Strike: 1d20+3 = 11: 8 | Damage: 1d6*10 = 50: 5 MD
  3. Perforate the bone power armors with the NE-105 Super Rail Gun. Strike: 1d20+3 = 7: 4 | Damage: 1d6*10 = 60: 6 MD
  4. Exterminate the bone power armors with the NE-105 Super Rail Gun. Strike: 1d20+3 = 11: 8 | Damage: 1d6*10 = 60: 6 MD
  5. Eviscerate the bone power armors with the NE-105 Super Rail Gun. Strike: 1d20+3 = 23: 20 | Damage: 1d6*10 = 10: 1 MD (CRITICAL STRIKE!)
  6. Obliterate the bone power armors with the NE-105 Super Rail Gun. Strike: 1d20+3 = 23: 20 | Damage: 1d6*10 = 60: 6 MD (CRITICAL STRIKE!)
  7. Mutilate the bone power armors with the NE-105 Super Rail Gun. Strike: 1d20+3 = 12: 9 | Damage: 1d6*10 = 50: 5 MD
  8. Reserved for dodging. Dodge: 1d20+15 = 21: 6


Auto-Parries if needed: 1d20+14 = 27: 13, 1d20+14 = 17: 3, 1d20+14 = 27: 13, 1d20+14 = 27: 13, 1d20+14 = 20: 6, 1d20+14 = 22: 8, 1d20+14 = 16: 2, 1d20+14 = 31: 17
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


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

- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
User avatar
Dark Lord
Dimension Master
Posts: 652
Joined: Thu Feb 02, 2006 9:36 am
Location: DIMENSION MASTER: PHASE WORLD

Re: [MW V] The Belly of the Beast

Post by Dark Lord »

In the aftermath of Halthhag’s devastating attack you struggle to regroup- just in time to spot enemy reinforcements coming in from behind you. Starchief redirects his forces- forming a line of heavy-hitters to the rear to engage the powered armor pilots, directing Solaris to try and keep Halthhag himself locked down, and ordering the rest of the team to take out as many demons as possible.

The rear rank forms up. Sorrenson, Icky, and Prothor square off against three suits of demonic powered armor- Icky has to repress a twinge of memory at the sight. The demon pilots heft strange-looking, double-rifles- the bottom ‘barrel’ looks common enough, likely some sort of laser. The second is connected to a series of three tanks on the back of each suit- each of which appears to be filled with something that looks suspiciously like blood. As one, the trio draws and opens fire at you. The defenders themselves struggle to return fire- and the cacophony of heavy weapons filling the chamber (mere inches above Juan Echo and his new playmate, to boot) provide an echoing counterpoint not dissimilar to the anti-matter explosion Halthhag summoned. The three defenders have little time to reflect on the wisdom of “presenting a moving target” before the barrage hits- Icky’s cosmic armor lights up and the minotaur goes flying. Sorrenson quickly realizes that his armor can’t take much of this, and re-ups his armor of ithan just in time for it to go down again under the hail of blood (and even in his powered armor, he barely keeps his feet in the way of the assault). Prothor, meanwhile, takes four nasty shots on the chest and his body armor is blown to smithereens. Incredibly, however, the cyborg keeps his feet. As the haze clears, you see that two of the powered armors have been destroyed, but the third continues to menace your flank.

Meanwhile, almost alone among your allies, Vortigern’s minions were spared the tumult by being outside the effects of Halthhag’s spell. In response to his master’s command, Carbunkle attempts to leap away from his foe- only to be rewarded with a nasty bite on the shoulder from the zombie-demon grappling with him. Carbunckle roars in rage and strikes back, disemboweling the creature. Shaking his adversary free, the tiger-beast gathers himself and makes a tremendous leap into the air; however the demon knight sees the attack coming and easily deflects it, smashing its demonic sword into the beast as it passes. The knight flies in close- resuming its pursuit of Varya and wielding its sword to deadly effect as it strikes the Bhlaze three times despite her best attempts to avoid the blows. Varya goes careening out of the air to land heavily against one wall, gingerly picking herself up but still dazed.

Amidst the tattered remnants of your front line, Solaris yells out a challenge and focuses her gravity manipulation abilities on Halthhag. The Star General merely smiles in response, then vanishes. Before Solaris can react, Halthhag has teleported behind her and swiped at her with his massive sword. Only the soldier’s battle-trained reflexes save her from the blow, as Solaris skips out of the way in the nick of time. Solaris turns, barely manages to lock onto Halthhag with her gravity power again, and pours laser fire at the Dyasha. Immobilized, he is unable to dodge and the laser fire hits his enchanted armor- which, even as you watch (horrified) beings to regenerate before your eyes! To top it off, the Star General smiles again, and his sword pulses once, briefly. The ground around Solaris erupts, and from it emerge seven of the same creatures you fought earlier- ‘centitaurs!’ At the same time, the infernal energies around Halthhag’s platform erupt, and one of the floating horrors coalesces there. Still staring at Solaris, Halthhag’s sword glows again and fires three energy blasts at its master’s captor- without any aiming required on Halthhag’s part.

Still flitting about the back of the room, the demon locust sets its sights on Metri, and pummels the Yhabbayar with another series of lightning bolts. Metri casts as fast as he can, regenerating his armor of ithan (and providing some emergency protection for Prothor while he’s at it), but even so finds his layers of magical protection raked over and over again as the demon locust focuses its potent spellcasting on his fellow mage. Meanwhile, Vortigern recovers his feet and bellows his own challenge to the Gallu demon bull- one that is met with no small amount of enthusiasm. The Gallu charges, and Vortigern brandishes his blade and stands his ground. Too late, Vortigern realizes that the Gallu has lowered its head and is charging much like the beast that bears its name- the swordsman-summoner barely manages to avoid the charge, and realizes that the Gallu is feeling the effects of Varya’s static cloud, and can barely see. Emboldened, Vortigern presses the attack- the Gallu’s blinded efforts are child’s play to stay ahead of, and Vortigern manages a number of successful counter-strikes. Dancing around his foe, Vortigern’s sword flashes again and again as he darts at the demon’s sides, skillfully avoiding the Gallu’s clumsy parries. Just as it shakes its head and clears its vision, the Gallu freezes- immobilized, courtesy of Metri’s evil eye. Vortigern doesn’t have much of a chance to rest on his laurels, however, as the Alu horde falls upon him. Though they too are blinded and flailing about helplessly, Vortigern can only do so much against such a press of bodies as they claw and stab at him and (nearby) Metri.

De-prioritized amidst all the other crises the group must face, Juan Echo and the Brek-Shall demon berserker roll across the floor. The Brek-Shall promptly resumes trying to smash the Godling into jelly and hits him three times with the berserker’s massive fists. Gritting his teeth, Juan mutters a threat at the demon and calls upon every reserve of strength he has. Grabbing the Brek-Shall in a massive bear hug, Juan turns, flips onto his feet, and throws 1,000 pounds of demonic muscle straight at one of the powered armor troopers. He then turns, switches weapons, and sets two jets of plasma into the main chamber- targeting the Alu horde and carefully avoiding Vortigern and Metri. Howling in agony as a single chorus, several of them stagger back- easing the press on Vortigern and Metri somewhat. Behind Juan, the Brek-Shall and the armored trooper are struggling to disentangle themselves from one another when the Brek-Shall suddenly goes rigid- courtesy of Metri’s bio-manipulation. With a muffled cry, the powered armor pilot thrashes against the suddenly immobile Brek-Shall, and begins the laborious process of trying to shift it off of him.

Starchief, meanwhile, has been in enough fights to know that when the bad guy starts glowing with a terrible aura, it is a Very Bad Sign. After recovering his balance, the Seeronian takes back to the air and charges straight at the second demon knight. Starchief opens fire with his rifle and… nothing. The energy blasts bounce off of the knight without apparent effect, and he contemptuously ignores Starchief. In frustration, the Seeronian strafes the Alu horde, bringing down several more of them in conjunction with Juan’s plasma, as he tries to come up with an alternative strategy.

Then he hears, oh-so-softly, the demon chanting. Then he hears it stop, and his danger sense gives a renewed twinge (quite an accomplishment given the events of the last 30 seconds).

An ominous, dark gray cloud erupts from the knight and sweeps forward into the chamber. And where this cloud touches, magic abruptly ends. Those of you who fought alongside Sir Zem may recognize one of his favored tactics, and in so doing realize that your chances of survival went way down.

A sinking feeling of dread fills your hears as, one by one, all of your layers of magical protection wink out of existence. Magical enhancements, magical weapons, techno-wizardry- all of them are abruptly ended. Alchemically altered armor retains its structure (i.e., MDC), and magical weapons remain potentially lethal. Vortigern almost feels his control of his summons slip away, but manages to hold on via sheer force of will. The rest of you now need to finish this fight without any magical aid. With a contemptuous chortle, the demon knight fires his anti-matter blasts at Starchief- whether caught off-guard, or demoralized by the demon’s spell, the blasts hit hard and Starchief goes crashing to the ground. Along with Bryke, as his magical flight abruptly cuts out.

Begin Round 3!

Round 2 Summary
Ammo/PPE/ISP used as intended.
Carbunckle: -13 MDC
Varya: -180 MDC, lose initiative next round.
Icky: -380 MDC, lose initiative and one attack next round.
Prothor: -310 MDC, EBA DESTROYED
Sorrenson: AoI depleted twice
Solaris: -190 MDC
Metri: Old AoI destroyed, per contingencies new AoIs cast on yourself and Prothor. Deduct ISP for four uses of bio-manipulation per your post, in addition to other spellcasting. Your invulnerability aura’s MDC is depleted (but retains its bonuses); deduct another 239 MDC from your cosmic armor.
Vortigern: -147 MDC
Juan: -60 MDC
Starchief: Force field destroyed, armor is -160 MDC
Bryke: Lose initiative and one attack next round

Current Status
Halthhag is contained (for now?), with Solaris nearby, but seven centitaurs are moving into position. A floating horror is about to join the fight near Starchief and one of the demon knights (and the demon locust, who is hanging back).
The second demon knight is moving on Varya but Carbunckle is moving to intercept. Nine Alu are menacing Vortigern and Metri, but the Gallu appears paralyzed near them. Two of the powered armor troopers have been neutralized, and the third is trying to lift his way out from under the paralyzed Brek-Shall.
An anti-magic cloud fills the main chamber, and a good 300 feet into the corridor beyond it at least.
Why kill a PC when you can torture their player?
ImageImageImageImage
User avatar
Bryke
Posts: 268
Joined: Sun Oct 20, 2013 6:53 am
Contact:

Re: [MW V] The Belly of the Beast

Post by Bryke »

Perception: 1d100+10 = 72: 62
JiC d20/d100: 1d20 = 7: 7 / 1d100 = 69: 69
Initiative: N/A

Current Conditions:
Force Field: 110mdc | 100mdc
Suppress Fear


Bryke scrambles to pick himself up off the floor after falling from the loss of flight. He looks around to see if it was only he that suffered, but realizes he was not. Very angry at the demon that caused him to lose a new favorite ability, he focus fires on the one that cast the anti-magic cloud and all the evil beings that surround it.

ACTION 1: STRIKE: 1d20+1 = 16: 15 DAMAGE: 4d6 = 13: 1, 6, 4, 2 | 6d6 = 17: 5, 4, 1, 5, 1, 1 Shoot at the Knight til it is dead
ACTION 2: STRIKE: 1d20+1 = 8: 7 DAMAGE: 4d6 = 12: 3, 2, 6, 1 | 6d6 = 22: 6, 2, 2, 3, 3, 6 Shoot at the Knight til it is dead
ACTION 3: STRIKE: 1d20+1 = 8: 7 DAMAGE: 4d6 = 12: 1, 4, 3, 4 | 6d6 = 17: 1, 4, 4, 2, 3, 3 Shoot at the Knight til it is dead
ACTION 4: STRIKE: 1d20+1 = 20: 19 DAMAGE: 4d6 = 19: 6, 6, 2, 5 | 6d6 = 20: 1, 5, 4, 6, 3, 1 Shoot at the Knight til it is dead
ACTION 5: STRIKE: 1d20+1 = 17: 16 DAMAGE: 4d6 = 15: 6, 2, 2, 5 | 6d6 = 21: 5, 2, 5, 3, 5, 1 Shoot at the Knight til it is dead

Contingencies
If/when the Demon-Knight is downed Bryke will change targets to assist anyone who seems to be losing their fight.

PARRY: 1d20+6 = 13: 7, 1d20+6 = 18: 12, 1d20+6 = 7: 1, 1d20+6 = 10: 4, 1d20+6 = 25: 19
DODGE: 1d20+6 = 22: 16, 1d20+6 = 15: 9, 1d20+6 = 11: 5, 1d20+6 = 19: 13, 1d20+6 = 15: 9
Natural Abilities
Doesn't breathe air and are immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and have eagle-like normal vision.
Phased bodies: Prometheans are in a permanent state of “phase.” Damage from any M.D. source becomes S.D.C. and any damage from an S.D.C. source is halved.
Phased Teleportation: Prometheans can “step out of phase” and travel at incredible speeds in an intangible state. Concentration takes one melee round and is the only action that can be performed during that round. Range: One mile per level of experience. Chance of Success: 50% +4%/lvl| 83%
Sense Dimensional Anomalies: Can automatically detect rifts, dimensional envelopes and pockets, fourth-dimensional and Two-dimensional beings, astral travelers and the invisible energy essence of alien-intelligence's and entities. Range: One mile (1.6) or line of sight, whichever is less.
Ley Line Phasing: Equal to the ley line walker ability.


PPE: 236/236
ISP: 125/125
SDC: 634/634 (All damage from MD sources converted to SDC)
HP: 155/155

CAPTURED PPE: 0/0

BRYKE
SPELLBOOK

I am telecommunicating
I am speaking Trade 4
I am thinking

CURRENT CONDITIONS:

Call Names/Nicknames:
Bryke, Wraith
User avatar
Juan Echo
Diamond Level Patron
Diamond Level Patron
Posts: 193
Joined: Tue Apr 24, 2018 3:42 pm

Re: [MW V] The Belly of the Beast

Post by Juan Echo »

Perception (24%): 1d100 = 70: 70
JiC: 1d20 = 1: 1/ 1d100 = 5: 5
Initiative: 1d20+1 = 15: 14
Effects
Combat Status
APM: 6
Energy Aura: 80/80 M.D.C.]
Moves
Actions
1. Switch V81 Volcano for Magical Clubs (while running)
2. Activate Energy Aura (while running) (second time in 24 hours)
3. Sliding Karate Kick into the face of the Power Armor; strike - Invalid dice code!/ damage - 2d6 = 5: 2, 3 M.D.
4. Twin strike with Magical Clubs on Brek-Shall and power-armored demon
right club, strike - 1d20+5 = 21: 16/damage - 5d6 = 24: 6, 4, 6, 4, 4 M.D.
left club, strike - 1d20+5 = 17: 12/damage - 5d6 = 17: 4, 6, 2, 1, 4 M.D.
5. Twin strike with Magical Clubs on Brek-Shall and power-armored demon (if it's still breathing)
right club, strike - 1d20+5 = 12: 7/damage - 5d6 = 14: 3, 2, 3, 4, 2 M.D.
left club, strike - 1d20+5 = 9: 4/damage - 5d6 = 14: 2, 5, 5, 1, 1 M.D.
6. Twin strike with Magical Clubs on Brek-Shall and power-armored demon (if it's not a fine paste already)
right club, strike - 1d20+5 = 16: 11/damage - 5d6 = 16: 4, 3, 1, 6, 2 M.D.
left club, strike - 1d20+5 = 7: 2/damage - 5d6 = 24: 4, 5, 4, 6, 5 M.D.
Contingencies
1. Pick up any loose weapon nearby and ram it into the Brek-Shall's eye
2. Karate Kick found weapon into Brek-Shall's face; strike - Invalid dice code!/ damage - 2d6 = 10: 6, 4 M.D.
Parry rolls:
1) 1d20+6 = 20: 14; 2) 1d20+6 = 19: 13; 3) 1d20+6 = 11: 5; 4) 1d20+6 = 26: 20; 5) 1d20+6 = 15: 9
The aid of Chef Icky, Prothor, Sorrenson, and most importantly Metri, neutralized the enemy's rear support and Juan returned the favor by helping thin the heard of Alu demons attacking the front line. With that crisis more-or-less neutralized it's time for the Wandering God to get back to the business of putting a divine foot up the ass of a bloodthirsty demon. Juan had prepared to charge full speed at the pile of demon limbs when he felt his Cosmic Armor fade away. This won't change plans too much.

And Juan Echo starts to run at a full speed. As he runs, he slips his V81 over his shoulder and grabs the Magical Clubs tucked into his waist (Action 1). Juan continues his charge as his Energy Aura activates, covering his body in a soft red glow (Action 2). He then slides low and forcefully, extending his legs and aiming for the power armored demon's head (Action 3). If he can aim it right, he will go for a two-for-one, using the force of his kick to knock the armored head knock into the Brek-Shall.

Juan then drops his Magical clubs forcefully on both demons as he gets up to his feet (Action 4). As long as the two demons show signs of life he will strike them with his clubs again (Action 5) and again (Action 6). Once the power-armored demon has been killed, Juan will then direct all his energy towards the Brek-Shall.

Juan's respect, if one wants to call it that, for the Brek-Shall is little more than an appreciation for its determination and intensity in a fight. Now that Metri has rendered the creature immobile the berserker is nothing more than a lifeless sack of demon meat. If Juan is left undisturbed he will look around to see if there is anything sharp enough to make good on his earlier threat and stab the Berk-Shall in the eye (Contingency 1). If he still has time, he will Karate Kick the weapon deeper into the Brek-Shall's face (Contingency 2). Most demons, at this point, would ask for help removing something caught in their eye.
Status: Juan Echo
M.D.C.: 300/300
P.P.E.: 50/50
I.S.P.: 76/76

May the rest of the Yayamama Pantheon have mercy on our SOULS!
User avatar
Sorrenson
Silver Level Patron
Silver Level Patron
Posts: 319
Joined: Wed Aug 05, 2015 2:13 am
Location: Phase World (Rogues)
Contact:

Re: [MW V] The Belly of the Beast

Post by Sorrenson »

Perception: 1d100 = 26: 26 /34%
JiC d20/d100: 1d20 = 5: 5 / 1d100 = 54: 54
-4 to save vs. HF for the next 3 hours.
OOC Comments
PPE: 47/137
ISP: 14/41
HP: 34
SDC: 30

NE PA003 "Drudge" Industrial PA
M.D.C. by Location.
Arms (2) - 200 each
Hands (2) - 100 each
Legs (2) - 200 each
Sensor Cluster (head) - 50
Main Body - 322/400
TW Armor of Ithan - 0/100, 0 minutes remain
Starfire Cannon ammo 32/32
Fusion Blocks 5/5
Sorrnenson is alarmed that he has to re-up his armor enchant twice! I don't know how long I can play this game... I might run out of mana! Whatever this blood stuff is, the PAs dispensing it need to go down and fast! Then his stomach sinks and he knows something is wrong, very very wrong. Uh oh... what the? The anti-magic cloud forms in the chamber and Sorrenson watches with rising panic as his TW systems go offline in rapid succession. "No magic systems? Not cool." Feeling panic starting to rise up and take over, Sorrenson buys himself a little time and takes a breath. No! I have a choice. Panic, die and let my buddies down. Or Fight, probably die anyway, but go down swinging and let no-one down. The choice is easy. Sorrenson keeps fighting. He shouts at the remaining PA while tracking it and firing shot after shot. "Just die! you blood barfing dickhead!"

Combat rolls:
OOC Comments
APM: 8
Initiative: 1d20 = 3: 3
Action 1: Activate AoI
Action 2: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 7: 5, Damage 2d4*10 = 60: 4, 2 M.D.
Action 3: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 17: 15, Damage 2d4*10 = 50: 4, 1 M.D.
Action 4: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 21: 19, Damage 2d4*10 = 40: 3, 1 M.D.
Action 5: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 17: 15, Damage 2d4*10 = 50: 1, 4 M.D.
Action 6: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 7: 5, Damage 2d4*10 = 30: 1, 2 M.D.
Action 7: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 13: 11, Damage 2d4*10 = 30: 1, 2 M.D.
Action 8: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 8: 6, Damage 2d4*10 = 30: 2, 1 M.D.

Contingency: If/when demon PA turns to dust Sorrenson turns to dust he'll switch targets to the demon knight or other available targets.

Dodges if needed: 1d20+8 = 16: 8, 1d20+8 = 27: 19, 1d20+8 = 14: 6, 1d20+8 = 18: 10, 1d20+8 = 22: 14, 1d20+8 = 20: 12
Parries if needed: 1d20+10 = 27: 17, 1d20+10 = 25: 15, 1d20+10 = 23: 13, 1d20+10 = 20: 10, 1d20+10 = 27: 17, 1d20+10 = 13: 3, 1d20+10 = 11: 1, 1d20+10 = 23: 13
User avatar
Metri
Diamond Level Patron
Diamond Level Patron
Posts: 273
Joined: Sat Sep 22, 2012 1:52 am
Location: Phase World PC (Adventurers)
Contact:

Re: [MW V] The Belly of the Beast

Post by Metri »

-----------------------------------
Perception: 1d100 = 11: 11/48% (33(base)+15(enhanced perception)=48)
JIC: 1d20 = 7: 7| 1d100 = 5: 5%
Initiative: 1d20+7 = 9: 2
APM: 7
-----------------------------------
Current Status
Psionic Crystal Armor (20/35 MDC)
  • Psionic ForceField [off]. <4/4 uses/24 hr left> (70/70 MDC)
OP Field <17/20 switches left on battery>

PPE: 96/159
ISP: 91/260
MDC: 57/69
SoE. PPE: 0/80. <4/10 spells>
WoS. PPE: 0/40. <3/5 spells>
PPE Battery 1. PPE: 41/180.
PPE Battery 2. PPE: 35/180.
PPE Battery 3. PPE: 35/180.
Stormstrike Mag. 98/100 rounds.
Conditions (constant): Sixth sense, Radiate nature [focused/analytical] (3rd eye: psychics within 100 ft. nonpsychics within 12 ft), Sense supernatural evil and magic energy, Sense life, Sense magic and ley lines (Staff of Earth: as per ley line walker), See the Invisible (Wand of Seeing)
Conditions (temporary):
  • Enhance Reflexes. 13.50 min. +1 attack per melee, +3 initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all physical skills that rely on coordination or balance.
  • Telepathy: Superior. 500 ft probe. 1000 ft comm. 13.50min.
  • TK:Super. 45.25 min. 14 objects. 400 lbs.
  • Enhanced Perception. 45.25 min.
    • This enhanced state of awareness sharpens all natural senses by 50%, and further enables the psychic to "filter" all of this extra sensory input in order to concentrate on one or a few specific things. While using this ability, the psychic will notice every detail around him down to the slightest motion, sound, scent, and shadow. He will further be likely to notice changes and inconsistencies that might reveal traps, illusions, feints, or tricks (including sleight-of-hand, etc.).
    • Bonuses: +3 to Perception (+15% by house rule), +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).
  • Suppress Fear. 7.50 min.
Metri's eyes go wide as the encroaching cloud drains all the magic in the area. Like Sir Zem... he manages to think before the vanishing magic strips him of his magical flight and he drops toward the cavern floor. Redirecting his attention, the Yhabbayar lands gracefully with telekinetic assistance.

Immediately realizing the dire nature of his situation, about to be overrun by a mob of Alu, Metri relocates. In a TK:Super-assisted leap, Metri launches himself like a green bullet away from the Alu and toward an elevated position ideally beyond the reach of ground-based melee combatants (cavern ceiling or high point on a wall). As he launches, he telekinetically depresses the button activating his out-of-phase field, minimizing the chances of any physical object preventing him from reaching his destination.

Somersaulting mid-air ((Backflip: 1d100 = 35: 35 vs 100%)), the diminutive Yhabbayar de-activates the field moments before contact with the ceiling/wall, "lands" feet-first, applies continued TK-Super pressure to maintain his position, and simultaneously wills his armor's psionic forcefield into existence.

From his new vantage point (hopefully beyond melee harassment), Metri yells, "Source of the cloud, the demon knight is!" and flips the switch on his Stormstrike, doing his best impression of a Warlock Marine and unleashes rapid-fire bursts of explosive munition down at the demon knight (that cast !magic cloud).
Actions
Action 1: TK:Super assisted leap toward nearby wall (or ideally the cavern ceiling with LOS on Halthag), simultaneously activate OP-field w/ TK once airborn

Action 2: De-activate OP-field, Land against wall, apply TK-pressure to maintain position (ideally outside melee range of non-fliers), activate Psionic FF

Action 3: Shoot Demon Knight (!magic cloud) w/ Stormstrike. Strike: 1d20+3 = 23: 20. Damage (9-round burst): 2d6*10 = 70: 4, 3 +3 MD to 2 ft area. (Anyone hit by this weapon must roll a 15 (10 if protected by force field) or better to stay on their feet (P.P. bonus is applied) or they will be blown to the ground, lose initiative and half their attacks for the rest of that melee round and are stunned: Reduce bonuses to strike, parry, dodge, disarm and roll with impact by half.) (Crit! Double damage to 146 MD)

Action 4: Shoot Demon Knight (!magic cloud) w/ Stormstrike. Strike: 1d20+3 = 18: 15. Damage (9-round burst): 2d6*10 = 40: 2, 2 +3 MD to 2 ft area. (Anyone hit by this weapon must roll a 15 (10 if protected by force field) or better to stay on their feet (P.P. bonus is applied) or they will be blown to the ground, lose initiative and half their attacks for the rest of that melee round and are stunned: Reduce bonuses to strike, parry, dodge, disarm and roll with impact by half.)

Action 5: Shoot Demon Knight (!magic cloud) w/ Stormstrike. Strike: 1d20+3 = 15: 12. Damage (9-round burst): 2d6*10 = 70: 6, 1 +3 MD to 2 ft area. (Anyone hit by this weapon must roll a 15 (10 if protected by force field) or better to stay on their feet (P.P. bonus is applied) or they will be blown to the ground, lose initiative and half their attacks for the rest of that melee round and are stunned: Reduce bonuses to strike, parry, dodge, disarm and roll with impact by half.)

Action 6: Shoot Demon Knight (!magic cloud) w/ Stormstrike. Strike: 1d20+3 = 16: 13. Damage (9-round burst): 2d6*10 = 90: 6, 3 +3 MD to 2 ft area. (Anyone hit by this weapon must roll a 15 (10 if protected by force field) or better to stay on their feet (P.P. bonus is applied) or they will be blown to the ground, lose initiative and half their attacks for the rest of that melee round and are stunned: Reduce bonuses to strike, parry, dodge, disarm and roll with impact by half.)

Action 7: Reserved for Contingencies

Contingencies (in order of priority):
  • If swarmed in melee, activate OP-field, relocate.
  • If psionic FF (70 MDC) collapses, re-activate psionic FF
Code for Spells/Psionics used
Expenditure Tally this round
  • PPE:
  • ISP:
  • Stormstrike rounds: -9 rounds per burst (4*9 = 36 rounds total)
  • OP field -1 charge
  • Psionic FF -1 charge
Last edited by Metri on Mon Oct 15, 2018 1:42 am, edited 1 time in total.
User avatar
Solaris
Posts: 284
Joined: Tue Oct 29, 2013 6:01 pm
Location: Phase World: Galactic Adventurers
Contact:

Re: [MW V] The Belly of the Beast

Post by Solaris »

Per: 1d100 = 55: 55/33% +15% from Cybernetics
JiC d20/d100: 1d20 = 16: 16/ 1d100 = 60: 60
N-20B force field -25 M.D.C. Gravity Rifle 30/30 shots, 7/12 clips

"Anyone have eyes on who nullified our magic?", Solaris yells over the radio, "Will killing them allow us to use magic again?" The suggestion is obvious, focus fire on the enemy causing the cloud and get the team re-buffed.
"Alternate suggestion; we could feign being routed and lure them out of the cloud."

Okay, so I only have a crap ton of minions and Halthaag himself to vanquish solo. Piece of cake., the ex-CAF officer thinks ruefully.

Solaris starts rapidly firing at the centitaurs, emptying her rifle in three long bursts, reloading quickly and firing again as if doing a drill.
combat stuff
Initiative: 1d20+9 = 16: 7
# of Actions: 7

Action 1: keep the gravity field on Halthaag (The gravitational pull is such that he can not move or be budged - no combat bonuses. -6 penalty on all combat moves.)
Speed factor of those affected is reduced to one point, skill performance is -90% and the victim has only one melee action per round.
Action 2: reload
Action 3: shoot at centitaur with long burst, strike 1d20+4 = 12: 8 damage 2d4*10 = 60: 3, 3
Action 4: shoot at centitaur with long burst, strike 1d20+4 = 13: 9 damage 2d4*10 = 40: 2, 2
Action 5: shoot at centitaur with long burst, strike 1d20+4 = 21: 17 damage 2d4*10 = 80: 4, 4
Action 6: reload
Action 7: shoot at centitaur with long burst, strike 1d20+4 = 10: 6 damage 2d4*10 = 60: 4, 2
contingencies
Contingencies:

if Halthaag shoots again with his sword, try to pull an enemy in the way with Force Manipulation 1d20 = 18: 18

dodge/parry if necessary, roll with punch/fall/impact if hit with physical attack
Dodge rolls: 1d20+10 = 26: 16,
1d20+10 = 14: 4,
1d20+10 = 22: 12,
1d20+10 = 11: 1,
1d20+10 = 27: 17,
1d20+10 = 19: 9,
1d20+10 = 26: 16

Roll with Punch/Fall/Impact:
1d20+10 = 20: 10,
1d20+10 = 26: 16,
1d20+10 = 24: 14,
1d20+10 = 16: 6,
1d20+10 = 14: 4,
1d20+10 = 17: 7,
1d20+10 = 18: 8,
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
User avatar
Starchief
Group Leader
Posts: 486
Joined: Thu Apr 09, 2009 8:38 am
Location: Phase World PC (Adventurers)
Contact:

Re: [MW V] The Belly of the Beast

Post by Starchief »

Perception: 1d100 = 94: 94/59%
JIC: 1d20 = 11: 11/ 1d100 = 87: 87
Conditions
MDC:
  • Costume: 20/20 MDC
  • Personal: 400/439 MDC
NE-BA-55 "Supersoldier" Heavy Battle Armor:
  • Helmet: 100/100 MDC
  • Left Arm: 90/90 MDC
  • Right Arm: 90/90 MDC
  • Main Body: 60/220 MDC
  • Left Leg: 100/100 MDC
  • Right Leg: 100/100 MDC
  • Jet Pack: 40/40 MDC
  • N-50B: 0/160 MDC (overloaded)
NE-99 Rapid Fire Assault Laser:
  • Ammo: 156/240 shots
NE-28-R Micro Missile Launchers:
  • Smart: 3/4 micro missiles
    • +4 to strike
    • If they miss, they will double back and attack again AKA two attacks per melee round
    • Require a called shot to strike and can dodge at +4
    • Speed: 88 or 60 mph/96 km
  • Dumb: 2/4 micro missiles

Wasn't up for 10 seconds before they sent me crashing into the ground again. The shimmer is gone. They just cancelled our magic. We need to get this back under control and fast. Halthhag can teleport, he's summoning more reinforcements. I need to take down this Demon Knight and then help Solaris. This is bad. But there is still hope!

No longer having use of the magical armor or flight, Starchief switches back to his standard armaments. From his crashed position on the ground, Starchief activates his jetpack and rockets up to the Demon Knight. Unsheathing his Phase Sword, he leads with a few micro missiles to the Knight's left to keep him off balance, followed by a series of sword strikes from the right. "So, you can shrug off my energy rifle, can you? Let's see how you fare against some Promethean steel!"

Initiative: 1d20+10 = 22: 12
Action 1: Fly up to Demon Knight and unsheathe Phase Sword.
Action 2: Fire Micro Missile (dumb). Strike: 1d20+9 = 13: 4 Damage: 6d6 = 16: 2, 1, 4, 3, 2, 4 MD to a 3 foot area.
Action 3: Fire Micro Missile (dumb). Strike: 1d20+9 = 29: 20 (NAT20!) Damage: 6d6 = 19: 1, 1, 3, 5, 4, 5x2=38 MD to a 3 foot area.
Action 4: Slash Demon Knight with Phase Sword. Strike: 1d20+12 = 22: 10 Damage: 4d6 = 19: 6, 4, 4, 5 MD
Action 5: Slash Demon Knight with Phase Sword. Strike: 1d20+12 = 31: 19(NAT19!) Damage: 4d6 = 11: 1, 6, 3, 1x2=22 MD
Action 6: Slash Demon Knight with Phase Sword. Strike: 1d20+12 = 19: 7 Damage: 4d6 = 15: 2, 5, 3, 5 MD
Action 7: Slash Demon Knight with Phase Sword. Strike: 1d20+12 = 22: 10 Damage: 4d6 = 19: 5, 3, 5, 6 MD
Action 8: Slash Demon Knight with Phase Sword. Strike: 1d20+12 = 13: 1 Damage: 4d6 = 21: 4, 6, 6, 5 MD
Action 9: Slash Demon Knight with Phase Sword. Strike: 1d20+12 = 32: 20(NAT20!) Damage: 4d6 = 15: 5, 3, 2, 5x2=30 MD
Action 10: Slash Demon Knight with Phase Sword. Strike: 1d20+12 = 28: 16 Damage: 4d6 = 7: 1, 1, 1, 4 MD
Action 11: Slash Demon Knight with Phase Sword. Strike: 1d20+12 = 20: 8 Damage: 4d6 = 13: 1, 2, 6, 4 MD


Parries: 1d20+16 = 29: 13 1d20+16 = 22: 6 1d20+16 = 31: 15 1d20+16 = 26: 10 1d20+16 = 31: 15 1d20+16 = 36: 20(NAT20!) 1d20+16 = 34: 18(NAT18!) 1d20+16 = 26: 10 1d20+16 = 34: 18(NAT18!) 1d20+16 = 30: 14 1d20+16 = 34: 18(NAT18!)

Auto-dodge: 1d20+13 = 30: 17 1d20+13 = 30: 17 1d20+13 = 16: 3 1d20+13 = 23: 10 1d20+13 = 25: 12 1d20+13 = 14: 1 1d20+13 = 14: 1 1d20+13 = 23: 10 1d20+13 = 18: 5 1d20+13 = 24: 11 1d20+13 = 30: 17
Starchief
Andra "Starchief" Sekona
the Shield of Seeron

MDC: 439/439|Costume: 20/20

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


Image
Ledger
User avatar
Chef Icky
Diamond Level Patron
Diamond Level Patron
Posts: 359
Joined: Tue Jul 07, 2015 4:04 pm
Location: Phase World: Galactic Adventurers
Contact:

Re: [MW V] The Belly of the Beast

Post by Chef Icky »

Perception: 1d100 = 36: 36/43%
JIC: 1d20 = 14: 14/ 1d100 = 15: 15
Initiative: 1d20+3 = 6: 3 (again, not like it matters)
APM: 8

Conditions:
- Ammo: 204 short bursts or 102 heavy bursts remaining
- Armor: 120/120 MDC
- Force Field: 104/110 MDC
- Cosmic Armor: Gone. Zip. Zilch. Nada. Ixnay. Squaddoo.


As Icky scrambles to his feet again he's encouraged at the sight of two of the three power armors down and the third incapacitated, but that doesn't totally cancel out his frustration at having been knocked flat on his rump roast twice now. Gorrammit, I'm tired of being frakking bounced around like a bead of sweat in a pole dancer's butt-cleavage. If these monsters want to lob exploding spells, then let 'em do it where they'll hit their own minions as well... he thinks to himself as he slings his rail gun and pulls out his sword. Then he sees the cloud of... whatever... wash through the chamber and his magical armor spell waver before fading away. Well that just made things a bit more challenging...
Sorrenson wrote:"No magic systems? Not cool."
Metri wrote:"Stripped of magic, Halthag is too!"
Solaris wrote:"Anyone have eyes on who nullified our magic? Will killing them allow us to use magic again? Alternate suggestion; we could feign being routed and lure them out of the cloud."
"Oi, I reckon Uncle Halthy ain't learned da proper meanin' o' playtime..." he quips, unwilling to let Halthhag see any signs of fear. I'll be scared later -- right now I'm too pissed. "Goldie, keep 'im in 'Time Out' just a bit longer so he can learn while we demonstrate on our other playmates, willya?" That's not good. She's formidable in a scrap, no doubt, but not 7-against-1 good. They overrun her, Halthhag gets free -- and that wouldn't be good.

With no magical flight at the moment, he kicks his grav-pack into overdrive and launches himself at the centitaurs, slicing at their throats to thin out their numbers as quickly as possible.
Combat Actions
Actions:
  1. Scramble to his feet. Again.
  2. Switch weapons
  3. Slice off a centitaur's head. Strike: EP-purchased critical strike. | Damage: (9d6)*2 = 0: 6, 3, 6, 4, 4, 3, 4, 6, 2 MD | Damage, Take #2: 9d6 = 33: 6, 2, 1, 4, 6, 5, 2, 2, 5 MD (not doubled)
  4. Slice off a centitaur's head. Strike: EP-purchased critical strike. | Damage: (9d6)*2 = 0: 3, 2, 4, 6, 6, 5, 6, 1, 4 MD | Damage, Take #2: 9d6 = 30: 1, 5, 5, 1, 4, 3, 5, 5, 1 MD (not doubled)
  5. Slice off a centitaur's head. Strike: EP-purchased critical strike. | Damage: (9d6)*2 = 0: 1, 6, 4, 1, 5, 4, 4, 2, 4 MD | Damage, Take #2: 9d6 = 35: 4, 2, 6, 1, 5, 6, 4, 5, 2 MD (not doubled)
  6. Slice off a centitaur's head. Strike: EP-purchased critical strike. | Damage: (9d6)*2 = 0: 6, 5, 1, 2, 6, 4, 5, 6, 3 MD | Damage, Take #2: 9d6 = 42: 6, 4, 3, 6, 1, 5, 6, 6, 5 MD (not doubled)
  7. Slice off a centitaur's head. Strike: EP-purchased critical strike. | Damage: (9d6)*2 = 0: 4, 5, 6, 2, 5, 2, 1, 1, 3 MD | Damage, Take #2: 9d6 = 28: 2, 5, 2, 1, 3, 3, 4, 6, 2 MD (not doubled)
  8. Reserved for dodging. Dodge: 1d20+15 = 17: 2


Auto-Parries if needed: 1d20+14 = 22: 8, 1d20+14 = 26: 12, 1d20+14 = 15: 1, 1d20+14 = 23: 9, 1d20+14 = 30: 16, 1d20+14 = 16: 2, 1d20+14 = 27: 13, 1d20+14 = 17: 3
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


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

- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
User avatar
Vortigern
Group Leader
Posts: 300
Joined: Wed May 27, 2015 1:26 pm
Contact:

Re: [MW V] The Belly of the Beast

Post by Vortigern »

Perception: 1d100 = 36: 36/33
JIC: 1d100 = 64: 64
JIC: 1d20 = 14: 14
JIC/Magic: 1d20+7 = 15: 8
JIC/Psionic: 1d20+5 = 15: 10
JIC/Horror: 1d20+8 = 11: 3

Vortigern takes a moment for breath, pulling away from his rain of blows to the Gallu as the giant demon freezes motionless. Yet he is unable to capitalize on this moment. Taking stock of the situation Vortigern watches from afar as one Demon Knight evades Carbunckle... and the other disperses an Anti-Magic Cloud. The Circle Sorcerer's eyes widen for a moment before the effect envelopes him. The enchantments augmenting his armor, weapons, and other gear having their energies drained away leaves him suddenly burdened by the heavy plate of his armor while no longer having his strength inhumanly bolstered. Yet before anything further can take his attention the Cloud has, enveloping both himself and his Retinue, the beginnings of a similar draining effect on the Binding of his Summons. The mental strain bears down upon him all at once as they both strive for their freedom.

Yet the Sorcerer will not be so easily undone.

I. Am. Master.

The Westerner holds fast and bears down instantly on both Bindings at once pushing roughly with raw will. The Bonds hold, a thinning pair of threads for a stark moment, and then a filling and flowing connection once again. Taking a deep breath he shifts on his feet to refocus towards the swarming Alu with a slight snarl escaping his lips. Briefly he begins to form up with Metri, to cover the diminutive man with his own bulk and shield, and yet then he departs under his own power through air. Giving a brief grimace Vortigern realizes he is alone amongst the mass of his enemies and in a weakened state.

Thoth! Anhur! Give me wisdom and strength! he thinks, struggling and looking about for a plan. Desperately he casts about for a way to turn the tide ... and quickly decides he has yet to find one and he must act accordingly. "Hold! We must hold!" he says, hefting his shield and muttering under his breath as he grows accustomed to armor that was formerly weightless and is now suddenly returned to being nearly one hundred pounds.

"Carbunckle, Bring him down! Varya, protect me!" he exclaims, backing away from the Alu and attempting to keep them from overwhelming him. Vortigern seeks to attack those who draw near while continually falling back and/or circling away, seeking to keep them from being able to mass or surround him. If possible he will retreat back towards the friendly line. Unless Carbunckle brings down a Demon Knight to the ground, in which case he will attempt to move over to assist with attacking the trapped enemy.
Vortigern Combat Rolls
Initiative: 1d20 = 6: 6

Strike: 1d20+11 = 22: 11 Damage: 4d6+4 = 15: 4, 1, 3, 3
Strike: 1d20+11 = 23: 12 Damage: 4d6+4 = 13: 2, 4, 2, 1
Strike: 1d20+11 = 12: 1 Damage: 4d6+4 = 12: 1, 1, 3, 3
Strike: 1d20+11 = 26: 15 Damage: 4d6+4 = 18: 6, 3, 4, 1
Strike: 1d20+11 = 26: 15 Damage: 4d6+4 = 18: 6, 2, 4, 2
Strike: 1d20+11 = 27: 16 Damage: 4d6+4 = 14: 1, 2, 1, 6 Crit! Dmg: 28

Parry: 1d20+14 = 18: 4 Dodge: 1d20+8 = 19: 11
Parry: 1d20+14 = 16: 2 Dodge: 1d20+8 = 15: 7
Parry: 1d20+14 = 28: 14 Dodge: 1d20+8 = 14: 6
Parry: 1d20+14 = 28: 14 Dodge: 1d20+8 = 23: 15
Parry: 1d20+14 = 15: 1 Dodge: 1d20+8 = 24: 16
Parry: 1d20+14 = 30: 16 Dodge: 1d20+8 = 26: 18
Carbunckle Combat Rolls
Initiative: 1d20+4 = 13: 9

JIC/Magic: 1d20+5 = 21: 16
JIC/Psionics: 1d20+2 = 15: 13

Strike: 1d20+8 = 11: 3 Damage: 2d6 = 5: 3, 2 x 10 MDC (Pin Chance: 1d100 = 63: 63/33%)

Contingency: Miss, or failure to pin, reattempt Pounce Attack.

Strike: 1d20+8 = 26: 18 Damage: 2d6 = 5: 3, 2 x 10 MDC (Pin Chance: 1d100 = 10: 10/33%)

Contingency: Pounce/Pin is successful, swipe at the pinned demon knight while it is trapped.

Strike: 1d20+8 = 13: 5 Damage: 6d6 = 16: 6, 4, 1, 3, 1, 1
Strike: 1d20+8 = 26: 18 Damage: 6d6 = 17: 4, 2, 4, 4, 2, 1
Strike: 1d20+8 = 28: 20 Damage: 6d6 = 20: 1, 2, 2, 5, 5, 5 Crit! Dmg: 40

Parry: 1d20+6 = 13: 7 Dodge: 1d20+6 = 10: 4
Parry: 1d20+6 = 20: 14 Dodge: 1d20+6 = 23: 17
Parry: 1d20+6 = 9: 3 Dodge: 1d20+6 = 10: 4
Parry: 1d20+6 = 16: 10 Dodge: 1d20+6 = 14: 8
Parry: 1d20+6 = 12: 6 Dodge: 1d20+6 = 24: 18
Parry: 1d20+6 = 22: 16 Dodge: 1d20+6 = 14: 8
Varya Combat Rolls
Initiative: 1d20+6 = 24: 18

JIC/Magic: 1d20+2 = 5: 3
JIC/Psionics: 1d20+4 = 15: 11

Strike: 1d20+6 = 15: 9(+1 in flight) Damage: 6d6+6 = 33: 6, 1, 5, 6, 6, 3
Strike: 1d20+6 = 8: 2(+1 in flight) Damage: 6d6+6 = 27: 6, 4, 6, 1, 3, 1
Strike: 1d20+6 = 9: 3(+1 in flight) Damage: 6d6+6 = 30: 4, 6, 5, 5, 3, 1
Strike: 1d20+6 = 9: 3(+1 in flight) Damage: 6d6+6 = 27: 6, 2, 6, 5, 1, 1
Strike: 1d20+6 = 14: 8(+1 in flight) Damage: 6d6+6 = 28: 5, 4, 2, 1, 5, 5
Strike: 1d20+6 = 10: 4(+1 in flight) Damage: 6d6+6 = 26: 6, 1, 4, 3, 1, 5
Strike: 1d20+6 = 20: 14(+1 in flight) Damage: 6d6+6 = 35: 5, 5, 4, 6, 4, 5

Parry: 1d20+6 = 8: 2(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 16: 9 (+6 Flying)
Parry: 1d20+6 = 13: 7(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 21: 14 (+6 Flying)
Parry: 1d20+6 = 25: 19(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 17: 10 (+6 Flying)
Parry: 1d20+6 = 19: 13(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 26: 19 (+6 Flying)
Parry: 1d20+6 = 24: 18(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 17: 10 (+6 Flying)
Parry: 1d20+6 = 25: 19(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 21: 14 (+6 Flying)
Parry: 1d20+6 = 25: 19(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 25: 18 (+6 Flying)
Last edited by Vortigern on Wed Oct 24, 2018 3:32 pm, edited 1 time in total.
Vortigern
[ooc=Vortigern Tracker]HP: 57/57
SDC: 57/57
PPE: 190/190


Enchanted Full Plate Armor
• M.D.C.: 410/410

Magic Dwarven Battle Axe
M.D.C.: 200/200
Damage: 5D6+8 M.D.
Mundane Features
• Dwarven Craftmanship (+4 Damage, +2 to Strike and Parry)
Magic Features
• Super-Sharpness (+4 Damage; Critical Range: +2)
• Increased Damage: (+2D6 Damage)


Magic Dwarven Shield
M.D.C.: Indestructible.
Damage: 2D4 M.D.C.
Mundane Features
• Dwarven Craftsmanship (+3 to Parry)
Magic Features
• Indestructible (Can only be destroyed by an alchemist.)
[/ooc]

[ooc=Summons Tracker]NA at this time.[/ooc]
User avatar
Solaris
Posts: 284
Joined: Tue Oct 29, 2013 6:01 pm
Location: Phase World: Galactic Adventurers
Contact:

Re: [MW V] The Belly of the Beast

Post by Solaris »

((rolls held))
Captain Obvious wrote: "Goldie, keep 'im in 'Time Out' just a bit longer so he can learn while we demonstrate on our other playmates, willya?"
No shit, Icky! It's not exactly easy!, Solaris thinks at the Minotaur's...encouragement?
However, all she can grunt out is "Hurry!", as she struggles to keep from being overrun.
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
Prothor

Re: [MW V] The Belly of the Beast

Post by Prothor »

Percep 33%: Invalid dice code!
JIC: Invalid dice code! Invalid dice code!
Actions: 5
Init: Invalid dice code!

Conditions: Night Vision

Armor blasted away, Prothor know that not all of them are going to make it out of this mess. "Anti-Magic cloud... It is a good thing I am no longer a magic user then." Prothor's head tips down with the same blank robotic expression, but a determined manor settles about him.

Changing his target, Prothor turns toward Halthhag and starts off at a dead run towards the demon leader. Dropping his shoulder cannon, he draws his Soul Craft Longsward as his speed builds. The first thing that gets in his way will receive a paired blast from his arm weapons. When the next things gets in his way, Prothor attempts another paired blast but his laser cannon fires but only a clip is emitted from his empty minigun.

If nothing presents itself, Prothor will fire at Halthhag until the minigun is empty.

Down to only his laser cannon, Prothor dodges anything else that gets in his way as he speeds along at 120 mph. Some of his focus is directed internally as he begins to deactivate a number of onboard safety systems and protocols.

As he nears Halthhag, smoke is visible rising from Prothor's chassis as he leaps into the air, extending the Soul Craft Longsword in an attempt to impale the demon general on the life draining weapon.

If, for some reason, Prothor can't make it to Halthhag, he will dibert to the largest grouping of demons he can find.


1. run, drop shoulder cannon, draw Soul Craft Longsword
2. Strike Invalid dice code! Laser Dmg: Invalid dice code!MD, Machine gun (10rnd burst) Dmg: Invalid dice code! MD
3. Strike Invalid dice code! Laser Dmg: Invalid dice code!MD
4. Dodge (Bonus: Legs +10 / Arms +11): Invalid dice code!
5. Strike Halthhag: Invalid dice code! Soul Craft Longsword Dmg: Invalid dice code!MD direct to HP
User avatar
Chef Icky
Diamond Level Patron
Diamond Level Patron
Posts: 359
Joined: Tue Jul 07, 2015 4:04 pm
Location: Phase World: Galactic Adventurers
Contact:

Re: [MW V] The Belly of the Beast

Post by Chef Icky »

((Rolls held over))
Solaris wrote:"Hurry!"
"Workin' on it..." Icky grunts back as he carves his way through the centitaurs. "Dese buggers are tough as royal mikado prawns -- probably taste just as bad too..." If I never have to shell and clean another mikado prawn, it'll be too soon. Hate those things.
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


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

- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
User avatar
Dark Lord
Dimension Master
Posts: 652
Joined: Thu Feb 02, 2006 9:36 am
Location: DIMENSION MASTER: PHASE WORLD

Re: [MW V] The Belly of the Beast

Post by Dark Lord »

The anti-magic cloud sweeps all magic away before it including what is, for most of you, your first and most effective line of defense. The demons howl with glee as they see your cosmic armors fall, and it is hard not to feel an edge of panic in your thoughts as they redouble their assault- optimistic about finally bringing you all down.

Incensed by your perceived vulnerability, the Alu rush the remnants of your defensive line. Vortigern prepares to stand side-by-side with Metri, only as the diminutive Yhabbayar leaps away- his form blurring into intangibility as he goes. Vortigern swallows, and calls to his minions- somehow preserving his mystic control over both despite the cloud’s pernicious effects. Varya responds first, zipping across the battlefield to engage the Alu alongside her ‘master.’

Perhaps it is the magic, or rather the lack of it- and Vortigern had gotten too accustomed to dueling with the aid of his enchantments. Perhaps the demoralizing effects of the cloud coupled with the demons’ rush finally got to him. Or perhaps the strain of trying to hold on to his minions despite their efforts distracted him. Whatever it was, Vortigern struggles in vain to try and hold back the Alu’s advance. Four of the might demons charge him- two swinging with knives, two with nasty-looking tridents. Virtually all of them slip through his guard- where normally Vortigern would have dealt with the attacks with ease and panache, he now finds his armor weathering a brutal assault. It will not withstand another. Even so, the summoner is able to retalitate- one Alu falls to ash in front of him, and he wounds a second.

At his side, Varya fares a little better. Half of the Alu rush the Bhlaze, and while she does her best to fight them off the bum’s rush quickly overwhelms her defenses. Energy and light explode out from the Bhlaze- three of them are incinerated, and Varya even destroys the Alu that Vortigern wounded as she takes to the air- but the pitched brawl has cost her her outer skin. In her pure energy form, Varya floats back above the battle and continues the fight- no matter the cost.

Meanwhile, thanks to his telekinetic acrobatics Metri has managed to extricate himself from the rapidly diminishing horde of Alu demons. Though he is unable to telekinetically affix himself to the wall ((and take additional actions)), Metri is able to get clear and thanks to Varya’s lightshow the Alu appear to have been distracted and not realized that he is clear. Unfortunately, the same cannot be said for the demon locust. Wings buzzing angrily, the locust tracks Metri’s movement and moves to intercept the Yhabbayar- the demon’s speed more than a match for Metri’s agility. Bringing its tail to bear, a wicked stinger protrudes and stabs repeatedly at Metri’s force field- even as the Yhabbayar tries to get a clear shot on the source of the magic-nullifying cloud while keeping an eye on his psionic force field. Metri manages to get several good shots in at the far demon knight, but the locust’s wicked stinger brings down Metri’s force field- twice. The Yhabbayar barely avoids a stinger to his face in addition- taking it on his armor’s chestplate instead. However Metri’s assault has a devastating effect on the demon knight- ripping his grafted armor to shreds and sending the twisted mockery of a knight crashing to the ground.

Metri’s assault gives Starchief the opening he’d been looking for. Firing up his jetpack and drawing his phase sword, Starchief leads into the opponent threatening to turn the tide of this battle with two more micro-missiles, before landing and going on full offense. Incredibly, despite being clearly dazed by Metri’s attack, the demon knight summons his weapon and actually puts up a passable defense- Starchief scores several hits, but not enough to incapacitate his opponent. In response the demon-knight smiles, intones another guttural incantation, and creates his own (horrific) suit of cosmic armor. He growls, ”You are all going to die here, human.” and blasts Starchief with a nice, thick jolt of anti-matter that Starchief easily manages to dodge away from. And it’s just as well, because Bryke takes that moment to pick himself up off of the ground and open fire with his heavy phase beamer, heedless of the collateral damage. The knight’s cosmic armor takes a pounding from the blasts, but fortunately Starchief’s superhuman reflexes kick in and he is able to get clear of most (but not all) of the phase blasts’ area of effect.

Bryke’s assault on his compatriot has not gone unnoticed. With Varya having fled to Vortigern, the other demon knight appears to be ground-bound as he stalks over towards the Promethean and unleashes a blistering assault with his sword. Caught off-guard thanks to his furious concentration on his other target, Bryke mounts a hasty defense as he attempts a series of awkward parries with his phase beamer. But the knight easily overcomes Bryke’s defense, smashes through the Promethean’s force field with a pair of strokes, then tears into Bryke’s EBA. Within seconds, the Promethean’s defenses are stripped, and he now has to confront a very angry-looking demon knight without the benefit of protection. The growing terror within the Promethean is abruptly replaced with puzzlement when seemingly out of nowhere Carbunckle bounds over Bryke’s head and tackles the demon knight. The two go down in a tangle of claws and snarling- though from the speed and ferocity of it all it is unclear which belong to whom.

Back in the corridor, the powered armor pilot struggles and finally manages to get the paralytic Brek-Shall off of him- just in time to spot Juan Echo charging at the two of them. With a cry the pilot leaps back, pops a mini-missile launcher out of its chest, and unloads at the Godling. Juan takes the full force of nine mini-missiles straight to his chest- his energy aura evaporates and his armor now bears a fashionable new scorch mark. To top it off, Juan goes flying back into the main room, where he lands amidst the battling Alu (and Vortigern), and clubs another one of the demons to death after he’s had a chance to get back to his feet. Behind you, the powered armor pilot hefts his laser rifle and fires wildly at Sorrenson. Sorrenson has the sense to try and dodge, and manages it for about half of the assault, but two more laser shots score the armor of his drudge. The techno-wizard does manage to retaliate with his arm blasters, however, and scores a trio of direct hits along the powered armor’s torso.

You could be forgiven for forgetting about Halthhag; with everything else going on the Star General is relatively quiescent. But former CAF Commander Lisa Solaris knows her duty is to keep the big bad out of the fight as much as possible, and so she does. The eruption of creepy-crawlies from around her make that challenging, however. Fighting to stay calm as the ‘centitaurs’ swarm her, she feels that something’s off- and then she realizes. These beasties aren’t like the ones they fought near the reactor- previously, Cormal’s parasitic minions had seemed slow and lethargic. This group is, for lack of a better term, wide awake. That can’t be good. Solaris fights valiantly attempting to defend herself, shoot as many bugs as possible, and keep Halthhag contained. She goes down under the weight of hits, rolling across the floor to try and use the momentum of the bites and punches to partially evade her attackers. She is only partially successful, and beginning to get a little worried.

Then Icky shows up. Having kicked his own momentum into overdrive courtesy of his grav-pack, he brandishes his sword and hits the massed mob of centitaurs like a wrecking ball. The massive minotaur carves two of the beasts practically in half as he lands; Solaris recovers her equilibrium and empties her clips into another one, reloading and shooting a fourth. The centitaurs recover from their surprise, however, and resume the press on both of you- Icky fends them off as well as he can (surprisingly well for some time), but these creatures are fast and very, very good with their pointy bits. Although only four of them remain, they are pressing the attack aggressively and beginning to overwhelm you. Then the floating horror makes its appearance- you remember these things for their fearsome mass of tentacles, and powerful magic (though fortunately that’s less of an issue at the moment). It makes for Icky and Solaris directly- it’s all you can do to fight the press of centitaurs, one of these tentacled monstrosities might be the death of you.

Then, suddenly, Prothor is there.

Interposing himself between the floating horror and the rest of his team, he fires his laser cannon. The floating horror, distracted, reaches down and plucks the cyborg up despite his immense weight. Prothor, seemingly, has stopped firing, and instead is fiddling with his chest or something.

Then the chamber fills with light, and noise, and fury. A brilliant, contained fusion explosion rocks Halthhag’s platform. When it clears, both Prothor and the horror are no more.

From his confinement, Halthhag snarls. ”The cyborg was the smart one. I am going to kill you. And your families. And everyone you ever knew or loved or even cared about. These galaxies belong to the demons!” He grins savagely again.

A shimmering, golden ball of energy appears next to Halthhag- crackling with power. That can’t be good.
Lore check
A successful Lore: Demon and Monster check at -20% will identify the sphere as a deific power- the mobile sphere of destruction.
Begin Round 4!

Round 3 Summary
Ammo/PPE/ISP used as intended.
Vortigern: -309 MDC.
Varya: Outer shell destroyed.
Metri: Psionic force field destroyed twice, -14 MDC to crystal armor.
Starchief: -42 MDC; bypasses armor.
Bryke: Force field destroyed, EBA destroyed.
Juan: Energy aura destroyed, -50 MDC, lose initiative next round.
Sorrenson: -60 MDC.
Solaris: -136 MDC.
Icky: -184 MDC.
Prothor: So long and thanks for all the fish.

Current Status
Sorrenson and the powered armor are still duking it out in the corridor. The paralyzed Brek-shall is with them.
Carbunckle and one of the demon knights are in a tangle off to one side, along with Bryke.
Juan and Vortigern are surrounded by four Alu (and the paralyzed Gallu), with Varya in her unstable energy form flying above them.
Metri is in one of the rear corners, opposite Bryke and company, and facing off against the demon locust.
Halthhag, Solaris, Icky, and four remaining centitaurs are around the center of the room.
Starchief and the demon knight responsible for the anti-magic cloud are towards the northern end of the room, not too far from Halthhag’s platform.
Why kill a PC when you can torture their player?
ImageImageImageImage
User avatar
Sorrenson
Silver Level Patron
Silver Level Patron
Posts: 319
Joined: Wed Aug 05, 2015 2:13 am
Location: Phase World (Rogues)
Contact:

Re: [MW V] The Belly of the Beast

Post by Sorrenson »

Perception: 1d100 = 12: 12 /34% +15% Magical / Mechanical
JiC d20/d100: 1d20 = 5: 5 / 1d100 = 83: 83
-4 to save vs. HF for the next 3 hours.
OOC Comments
PPE: 47/137
ISP: 14/41
HP: 34
SDC: 30

NE PA003 "Drudge" Industrial PA
M.D.C. by Location.
Arms (2) - 200 each
Hands (2) - 100 each
Legs (2) - 200 each
Sensor Cluster (head) - 50
Main Body - 262/400
TW Armor of Ithan - 0/100, 0 minutes remain
Starfire Cannon ammo 32/32
Fusion Blocks 5/5
Trading shots with the PA keeps Sorrenson busy, very busy. Usually he relies on his armor enchant to keep him alive, today the Anti-Magic cloud has put a hard stop that that. Ouch, no AoI means I have to actually avoid getting shot. Nope, don't like it.
Prothor goes bye bye wrote:Then the chamber fills with light, and noise, and fury. A brilliant, contained fusion explosion rocks Halthhag’s platform. When it clears, both Prothor and the horror are no more.
As soon as the auto flash suppressors on his visual feed fade Sorrenson looks over at where Prothor used to be. His heart simultaneously freezes and sinks, another Rogue dead. Only three left... He thinks to himself. "NO! Prothor! Fuck!" Immediately pushing aside thoughts that Prothor probably won't be the last of his crew to die today, he keeps up his fire at the demon PA. "Fucking die! Don't you get it? I need you dead before I can help kill your boss!" He practically screeches at the demonic PA.
Combat Rolls
APM: 8
Initiative: 1d20 = 19: 19
Action 1: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 7: 5, Damage 2d4*10 = 60: 3, 3 M.D.
Action 2: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 19: 17, Damage 2d4*10 = 40: 3, 1 M.D.
Action 3: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 14: 12, Damage 2d4*10 = 40: 1, 3 M.D.
Action 4: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 17: 15, Damage 2d4*10 = 60: 2, 4 M.D.
Action 5: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 7: 5, Damage 2d4*10 = 80: 4, 4 M.D.
Action 6: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 14: 12, Damage 2d4*10 = 50: 1, 4 M.D.
Action 7: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 20: 18, Damage 2d4*10 = 30: 1, 2 M.D.
Action 8: Shoot PA ugly with arm blasters. Strike roll 1d20+2 = 18: 16, Damage 2d4*10 = 50: 3, 2 M.D.

Contingency: If/when demon PA turns to dust Sorrenson turns to dust he'll switch targets to the demon knight, paralyzed Brek-shall or other available targets.

If he can, he'll stomp on the Brek-shall.
Stomp attack rolls: Strike roll 1d20+4 = 14: 10, Strike roll 1d20+4 = 5: 1, Strike roll 1d20+4 = 5: 1, Strike roll 1d20+4 = 12: 8
Stomp damage: 2d6*10 = 60: 3, 3 M.D., 2d6*10 = 50: 4, 1 M.D., 2d6*10 = 70: 2, 5 M.D., 2d6*10 = 30: 2, 1 M.D.

Dodges if needed: 1d20+8 = 27: 19, 1d20+8 = 11: 3, 1d20+8 = 14: 6, 1d20+8 = 12: 4, 1d20+8 = 19: 11, 1d20+8 = 25: 17, 1d20+8 = 21: 13, 1d20+8 = 28: 20
Parries if needed: 1d20+10 = 28: 18, 1d20+10 = 11: 1, 1d20+10 = 24: 14, 1d20+10 = 15: 5, 1d20+10 = 24: 14, 1d20+10 = 29: 19, 1d20+10 = 13: 3, 1d20+10 = 29: 19
User avatar
Juan Echo
Diamond Level Patron
Diamond Level Patron
Posts: 193
Joined: Tue Apr 24, 2018 3:42 pm

Re: [MW V] The Belly of the Beast

Post by Juan Echo »

Perception (24%): 1d100 = 64: 64
JiC: 1d20 = 15: 15/ 1d100 = 37: 37
Initiative: 1d20+1 = 16: 15
Effects
Combat Status
APM: 6
Energy Aura: 80/80 M.D.C.
Relevant Skills
Lore:Demons & Monsters (+65%- 10%= 55%)- 1d100 = 24: 24 Success!
Moves
Actions
1. Activate Energy Aura (third time in 24 hours)
2. Twin strike with Magical Clubs on Alu demon nearest Vortigern
right club, strike - 1d20+5 = 17: 12/damage - 5d6 = 17: 4, 1, 2, 6, 4 M.D.
left club, strike - 1d20+5 = 22: 17/damage - 5d6 = 21: 1, 6, 4, 6, 4 M.D.
3. Twin strike with Magical Clubs on Alu demon nearest Vortigern or nearest one standing
right club, strike - 1d20+5 = 14: 9/damage - 5d6 = 20: 6, 2, 5, 3, 4 M.D.
left club, strike - 1d20+5 = 9: 4/damage - 5d6 = 22: 1, 5, 6, 6, 4 M.D.
4. Twin strike with Magical Clubs on nearest Alu demon
right club, strike - 1d20+5 = 22: 17/damage - 5d6 = 17: 5, 2, 4, 5, 1 M.D.
left club, strike - 1d20+5 = 23: 18/damage - 5d6 = 15: 3, 2, 4, 5, 1 M.D.
5. Twin strike with Magical Clubs on nearest Alu demon
right club, strike - 1d20+5 = 14: 9/damage - 5d6 = 19: 6, 2, 2, 4, 5 M.D.
left club, strike - 1d20+5 = 17: 12/damage - 5d6 = 22: 6, 5, 6, 3, 2 M.D.
6. Twin strike with Magical Clubs on nearest Alu demon
right club, strike - 1d20+5 = 19: 14/damage - 5d6 = 18: 6, 5, 1, 5, 1 M.D.
left club, strike - 1d20+5 = 11: 6/damage - 5d6 = 22: 5, 2, 6, 5, 4 M.D.
Contingencies
1. Energy blast; strike - 1d20 = 16: 16/damage - 2d6 = 3: 1, 2 M.D.
2. Energy blast; strike - 1d20 = 20: 20 NAT 20 (x2 damage)/damage - 2d6 = 5: 2, 3 x2 = 10 M.D.
3. Energy blast; strike - 1d20 = 20: 20 NAT 20 (x2 damage)/damage - 2d6 = 12: 6, 6 x2 = 24 M.D.
Parry rolls:
1) 1d20+6 = 24: 18; 2) 1d20+6 = 25: 19; 3) 1d20+6 = 24: 18; 4) 1d20+6 = 11: 5; 5) 1d20+6 = 22: 16 6) 1d20+6 = 20: 14; 7) 1d20+6 = 26: 20; 8.) 1d20+6 = 20: 14; 9) 1d20+6 = 13: 7; 10) 1d20+6 = 13: 7
What did Papa Sol always say?

Nine rockets blasted into his chest sent Juan Echo flying out of the hallway and across the chamber. His energy aura was torn to shreds a second time and his EBA was scuffed and dinged in several places.

Juan, there will come a day when you will run into a problem that brute strength alone cannot solve.

As he staggered to his feet Juan reflexively clubbed the first Alu demon that approached him. He scanned his immediate surroundings to find himself and Vortigen surrounded by four more demons. Beyond his immediate scope there is a larger battle that needs to be contained.

The Horror above made him shudder; it was the tentacles that bothered him most. But Juan also felt it was his duty to take on the Horror and hopefully keep it from incapacitating the others. Before he could make his move, Prothor made his heroic move.
Dark Lord wrote:Then the chamber fills with light, and noise, and fury. A brilliant, contained fusion explosion rocks Halthhag’s platform. When it clears, both Prothor and the horror are no more.
And you will find out that willpower won't be enough to overcome that obstacle.

"Urqos Prothor," Juan murmers. Maybe Juan didn't understand what Prothor was, but he saw the mortal's heroic sacrifce and knew that it had staved total defeat for the moment. He takes a moment to regroup himself and assume a fighting stance. A soft pink light forms around him as he summons his energy armor for the third time today (Action 1).

"Well Urqos," Juan says to Vortigern, "I can clear you a path to aid the others. I will join you once these lowly creatures are done."

That your chin can take only so much before it breaks.
Dark Lord wrote:A shimmering, golden ball of energy appears next to Halthhag- crackling with power.
"He's not a low demon! Juan blurts. He recognizes the glowing orb of death as a deific power. Halthhag is more than just a demonic general, he is a demonic God who happens is also the general of a demonic fleet. The orb is him flexing muscles that Juan will probably never live long enough to flex. "Everyone watch out for the orb. He has the power of seven roided Gods of War. If that orb touches you, it breaks you."

There are some things that even a God cannot cope with.

Juan then charges at the first Alu demon standing in their way striking it at with a flurry of club swings (Action 2) Once the first one has fallen he will turn and attack the others, one by one (Actions 3 - 6), aggresively striking to knock them down quickly and viciously. The advantage to fighting the Alu demons is that they are melee fighters and Juan can deflect their attacks with his Magical Clubs (Parry rolls).

Once the Alu demons have been defeated he will take the chance to fire Energy blasts (Contingencies 1 - 3) at the most urgent target, likely Demon Knight that is sparring with Starchief or the Locust demon staring down Metri. Regardless of the situation, Juan will keep attacking demons until they're all dead.

Brother! It was a warning, not a dare!
Last edited by Juan Echo on Fri Oct 19, 2018 1:20 pm, edited 5 times in total.
Status: Juan Echo
M.D.C.: 300/300
P.P.E.: 50/50
I.S.P.: 76/76

May the rest of the Yayamama Pantheon have mercy on our SOULS!
User avatar
Metri
Diamond Level Patron
Diamond Level Patron
Posts: 273
Joined: Sat Sep 22, 2012 1:52 am
Location: Phase World PC (Adventurers)
Contact:

Re: [MW V] The Belly of the Beast

Post by Metri »

-----------------------------------
Perception: 1d100 = 10: 10/48% (33(base)+15(enhanced perception)=48)
JIC: 1d20 = 19: 19| 1d100 = 80: 80%
Initiative: 1d20+4 = 17: 13
APM: 7
-----------------------------------
Current Status
Psionic Crystal Armor (6/35 MDC)
  • Psionic ForceField [off]. <2/4 uses/24 hr left> (70/70 MDC)
OP Field <16/20 switches left on battery>

PPE: 96/159
ISP: 91/260
MDC: 57/69
SoE. PPE: 0/80. <4/10 spells>
WoS. PPE: 0/40. <3/5 spells>
PPE Battery 1. PPE: 41/180.
PPE Battery 2. PPE: 35/180.
PPE Battery 3. PPE: 35/180.
Stormstrike Mag. 62/100 rounds.
Conditions (constant): Sixth sense, Radiate nature [focused/analytical] (3rd eye: psychics within 100 ft. nonpsychics within 12 ft), Sense supernatural evil and magic energy, Sense life, Sense magic and ley lines (Staff of Earth: as per ley line walker), See the Invisible (Wand of Seeing)
Conditions (temporary):
  • Enhance Reflexes. 13.25 min. +1 attack per melee, +3 initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all physical skills that rely on coordination or balance.
  • Telepathy: Superior. 500 ft probe. 1000 ft comm. 13.50min.
  • TK:Super. 45.00 min. 14 objects. 400 lbs.
  • Enhanced Perception. 45.00 min.
    • This enhanced state of awareness sharpens all natural senses by 50%, and further enables the psychic to "filter" all of this extra sensory input in order to concentrate on one or a few specific things. While using this ability, the psychic will notice every detail around him down to the slightest motion, sound, scent, and shadow. He will further be likely to notice changes and inconsistencies that might reveal traps, illusions, feints, or tricks (including sleight-of-hand, etc.).
    • Bonuses: +3 to Perception (+15% by house rule), +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).
  • Suppress Fear. 7.25 min.
  • (!magic disabled) Cosmic Armor. 159.50 min. 561/800 MDC. Magical flight in atmo @ 1/2 Mach 1 (383 MPH). Magic and MD cold, heat/fire/plasma do 1/2 damage to Cosmic Armor. EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.) -5% to all Physical skills, -10% to highly technical skills that require a delicate touch.
  • (!magic disabled) Fighting Spirit. 15 melee rounds. +2 attacks/actions per melee round, +1 on initiative, +1 to strike with guns, +3 to strike in melee combat, +2 to disarm, +2 to parry, +2 to dodge, +4 to pull punch, +2 on roll with impact, +4 to save vs Horror Factor/fear, +2 to save vs possession, Critical Strike on Natural 18-20, karate kick (1D8 SDC), jump kick, paired weapons, leap attack and judo flip/throw.
  • (!magic disabled) Invulnerability. 14 melee rounds. 0/50 MDC. +20 save vs magic, psionics and Horror Factor.
Metri grunts with exertion as the demon locust engages him in melee and forces him off his goal to damage the demon knight holding all his magical conjurations hostage. Incidentally, he wholly misses Prothor's noble sacrifice and will no doubt mourn the loss later (if there is a later). The frustration is especially poignant when one of the tail strikes ruptures his psionic forcefield and practically obliterates the crystalline mesh armor beneath.

I can't take too much more of this. Metri thinks even as he wills another forcefield into existence. I need to harry this demon locust, lay down additional fire against the demon knight in hopes the anti-magic cloud will dissipate once he is dead, and... The Yhabbayar catches a glimpse of the shimmering golden orb being summoned by Halthag. That can't be good...

"A problem for us, hmm?" Metri asks the demon locust in earnest, jerking a tridactyl thumb toward Halthag's conjuration. He will try to make a small mental note of the demon's reaction (whether he himself is worried, or whether he responds with a wicked smile), but will immediately resume the pace of combat, firing a heavy burst at the demon locust. He will then alternate his fire between the demon locust, demon knight (that summoned the anti-magic cloud), and even Halthag (if given the opportunity).

While shooting, the Yhabbayar tries to keep track of the demon general. If it seems like he is about to activate whatever the shimmering ball of energy does, and his magical protection has not yet returned (anti-magic cloud still in effect), Metri will preemptively will himself into the parallel astral plane. If the anti-magic cloud is gone, Metri will remain in the material plane, hoping his magical protections will absorb the blow.


Actions
Action 1: Activate Psionic FF

Action 2: Shoot Demon Locust w/ Stormstrike. Strike: 1d20+3 = 14: 11. Damage (9-round burst): 2d6*10 = 60: 4, 2 +3 MD to 2 ft area. (Anyone hit by this weapon must roll a 15 (10 if protected by force field) or better to stay on their feet (P.P. bonus is applied) or they will be blown to the ground, lose initiative and half their attacks for the rest of that melee round and are stunned: Reduce bonuses to strike, parry, dodge, disarm and roll with impact by half.)

Action 2: Shoot Demon Knight (!magic cloud) w/ Stormstrike. Strike: 1d20+3 = 18: 15. Damage (9-round burst): 2d6*10 = 90: 6, 3 +3 MD to 2 ft area. (Anyone hit by this weapon must roll a 15 (10 if protected by force field) or better to stay on their feet (P.P. bonus is applied) or they will be blown to the ground, lose initiative and half their attacks for the rest of that melee round and are stunned: Reduce bonuses to strike, parry, dodge, disarm and roll with impact by half.)

Action 3: Shoot Demon Locust w/ Stormstrike. Strike: 1d20+3 = 10: 7. Damage (9-round burst): 2d6*10 = 50: 3, 2 +3 MD to 2 ft area. (Anyone hit by this weapon must roll a 15 (10 if protected by force field) or better to stay on their feet (P.P. bonus is applied) or they will be blown to the ground, lose initiative and half their attacks for the rest of that melee round and are stunned: Reduce bonuses to strike, parry, dodge, disarm and roll with impact by half.)

Action 4: Shoot Demon Knight (!magic cloud) w/ Stormstrike. Strike: 1d20+3 = 18: 15. Damage (9-round burst): 2d6*10 = 40: 2, 2 +3 MD to 2 ft area. (Anyone hit by this weapon must roll a 15 (10 if protected by force field) or better to stay on their feet (P.P. bonus is applied) or they will be blown to the ground, lose initiative and half their attacks for the rest of that melee round and are stunned: Reduce bonuses to strike, parry, dodge, disarm and roll with impact by half.)

Action 5: Shoot Halthag w/ Stormstrike. Strike: 1d20+3 = 6: 3. Damage (9-round burst): 2d6*10 = 110: 6, 5 +3 MD to 2 ft area. (Anyone hit by this weapon must roll a 15 (10 if protected by force field) or better to stay on their feet (P.P. bonus is applied) or they will be blown to the ground, lose initiative and half their attacks for the rest of that melee round and are stunned: Reduce bonuses to strike, parry, dodge, disarm and roll with impact by half.)

Action 6: Shoot Demon Knight (!magic cloud) w/ Stormstrike. Strike: 1d20+3 = 14: 11. Damage (9-round burst): 2d6*10 = 100: 6, 4 +3 MD to 2 ft area. (Anyone hit by this weapon must roll a 15 (10 if protected by force field) or better to stay on their feet (P.P. bonus is applied) or they will be blown to the ground, lose initiative and half their attacks for the rest of that melee round and are stunned: Reduce bonuses to strike, parry, dodge, disarm and roll with impact by half.)

Action 7: Reserved for Contingencies

Parries (+13 not included):
Dodges (+13 not included):

Contingencies (in order of priority):
  • (top priority) If Halthag appears about to activate shimmering golden ball of energy next to him, and the anti-magic cloud is still in place: Astral Transference (-8 ISP) into astral space (parallel to physical reality, not the true astral plane)
  • Parry/Dodge (as above)
  • If psionic FF (70 MDC) collapses, re-activate psionic FF (spend ISP if necessary)
Code for Spells/Psionics used
Expenditure Tally this round
  • PPE:
  • ISP: AT (-8 ISP), -10 ISP per Psionic FF past 4 uses
  • Stormstrike rounds: -9 rounds per burst (6*9 = 54 rounds total)
  • OP field
  • Psionic FF -1 charge per use
User avatar
Solaris
Posts: 284
Joined: Tue Oct 29, 2013 6:01 pm
Location: Phase World: Galactic Adventurers
Contact:

Re: [MW V] The Belly of the Beast

Post by Solaris »

Per: 1d100 = 13: 13/33% +15% from Cybernetics
JiC d20/d100: 1d20 = 12: 12/ 1d100 = 42: 42
EBA 145/220 N-20B force field 0/75 Gravity Rifle 30/30 shots, 6/12 clips

"Shit! Prothor's down!", Solaris announces over the team frequency. "'Chief! I'm going to increase gravity in an area to hinder the centitaurs, but it's going to give Halthy a little bit more mobility!"

Stay calm, we HAVE to succeed! Maybe we should focus fire on the Demon Knight?

With Starchief's permission, Solaris switches the high gravity effect from just Halthaag to an area which will trap Halthaag and the centitaurs. She then will try to fling the Demon Knight responsible for the Anti-Magic Cloud into the effect, and start plugging away at it with her Gravity Rifle.
combat stuff
: Initiative: 1d20+9 = 12: 3
# of Actions: 7

Action 1: switch the gravity field to an area effect (up to 260' away, 20' radius, if she has to move to keep Halthaag in it, she'll do so; Movement is difficult, no combat bonuses, -3 penalty on all combat moves, speed factor of those affected is reduced to 3 points, skill performance is -60%, and the victim(s) has only one half his melee actions/attacks per round.)
Action 2-4: Try to get the Demon Knight nearby into the High Gravity effect with Force Manipulation strike 1d20+4 = 24: 20 ((NAT 20!))
Action 5: shoot at Demon Knight with long burst, strike 1d20+4 = 6: 2 damage 2d4*10 = 40: 1, 3
Action 6: shoot at Demon Knight with long burst, strike 1d20+4 = 16: 12 damage 2d4*10 = 50: 4, 1
Action 7: reload
contingencies
:

if Halthaag shoots again with his sword, try to pull an enemy in the way with Force Manipulation 1d20 = 14: 14

dodge/parry if necessary, roll with punch/fall/impact if hit with physical attack
Dodge rolls: 1d20+10 = 14: 4,
1d20+10 = 15: 5,
1d20+10 = 25: 15,
1d20+10 = 30: 20,
1d20+10 = 23: 13,
1d20+10 = 22: 12,
1d20+10 = 20: 10

Roll with Punch/Fall/Impact:
1d20+10 = 21: 11,
1d20+10 = 19: 9,
1d20+10 = 19: 9,
1d20+10 = 19: 9,
1d20+10 = 13: 3,
1d20+10 = 17: 7,
1d20+10 = 12: 2,
Last edited by Solaris on Sat Oct 20, 2018 5:21 am, edited 1 time in total.
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
User avatar
Chef Icky
Diamond Level Patron
Diamond Level Patron
Posts: 359
Joined: Tue Jul 07, 2015 4:04 pm
Location: Phase World: Galactic Adventurers
Contact:

Re: [MW V] The Belly of the Beast

Post by Chef Icky »

Perception: 1d100 = 86: 86/43%
JIC: 1d20 = 13: 13/ 1d100 = 61: 61
Initiative: 1d20+3 = 16: 13
APM: 8

Conditions:
- Ammo: 204 short bursts or 102 heavy bursts remaining
- Armor: 60/120 MDC
- Force Field: 0/110 MDC
- Cosmic Armor: Gone. Zip. Zilch. Nada. Ixnay. Squaddoo.

Lore: Demons & Monsters -- 1d100 = 44: 44/44%

Icky sighs as Prothor sacrifices himself. Gods speed you, Sparky. You won't be forgotten. There's no time to mourn, however, as there are still too many demons to dispatch -- to say nothing of their boss.

Speaking of their boss, Halthagg's gloating threat only incenses him further. "General o' an entire planet's worth o' demons, and dat's da best line ya can come up wit'?" he sneers back. "Gotta say I'm disappointed in ya, Uncle Halthy. Yer gonna take over da universe, at least get ya some better gorram speech writers."

He scowls a bit as Solaris expands her gravity fields since he was planning on slicing and dicing the remaining centitaurs. Well, so much for that... he thinks to himself as he looks around for a new choice of targets. He glances at Halthagg, then the centitaurs, the remaining Alu, and then the Demon Knight that Solaris is shooting at. The one responsible for the anti-magic cloud that's blocking their armor spells. The armor spells that would come in extremely handy when whatever that glowing ball of... whatever... that Halthagg's cooking up goes off. Whatever it is, Juan's scared frakkless and if it's as powerful as he says it is... Then a stray thought clicks. Wait, that's no ordinary spell -- that's a sphere of destruction. That goes off before we get those spells back and we're well and truly hosed.

"Dat'll do..." he mutters as he switches back to the rail gun. "Everybody who can, frag dat Knight!"
Combat Actions
Actions:
  1. Switch back to the rail gun.
  2. Shoot the Demon Knight with the NE-105 Super Rail Gun. Strike: EP-purchased critical strike. | Damage: 1d6*10 = 20: 2 MD (critical strike)
  3. Shoot the Demon Knight with the NE-105 Super Rail Gun. Strike: EP-purchased critical strike. | Damage: 1d6*10 = 20: 2 MD (critical strike)
  4. Shoot the Demon Knight with the NE-105 Super Rail Gun. Strike: EP-purchased critical strike. | Damage: 1d6*10 = 30: 3 MD (critical strike)
  5. Shoot the Demon Knight with the NE-105 Super Rail Gun. Strike: EP-purchased critical strike. | Damage: 1d6*10 = 30: 3 MD (critical strike)
  6. Shoot the Demon Knight with the NE-105 Super Rail Gun. Strike: EP-purchased critical strike. | Damage: 1d6*10 = 50: 5 MD (critical strike)
  7. Reserved for dodging. Dodge: 1d20+15 = 32: 17
  8. Reserved for dodging. Dodge: 1d20+15 = 17: 2


Auto-Parries if needed: 1d20+14 = 23: 9, 1d20+14 = 27: 13, 1d20+14 = 31: 17, 1d20+14 = 21: 7, 1d20+14 = 26: 12, 1d20+14 = 29: 15, 1d20+14 = 27: 13, 1d20+14 = 29: 15
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


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

- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
User avatar
Vortigern
Group Leader
Posts: 300
Joined: Wed May 27, 2015 1:26 pm
Contact:

Re: [MW V] The Belly of the Beast

Post by Vortigern »

Perception: 1d100 = 91: 91/33
JIC: 1d100 = 87: 87
JIC: 1d20 = 5: 5
JIC/Magic: 1d20+4 = 24: 20
JIC/Psionic: 1d20+5 = 25: 20
JIC/Horror: 1d20+8 = 28: 20

The rain of blows leaves Vortigern confused, guarded, and under constant strain. Despite this, through raw training and long accustomization to combat, he struggles to keep his awareness of the field of battle high and takes in the tactical shifts that have occurred. Particularly the decision of Varya to engage in melee and the conjuring of the glowing sphere by Demon General. For the span of a breath he weighs options, his eyes widening as he realizes the true import of the sphere that has been conjured, the threat of which looms before them all. He growls orders gruffly, his normal poise clearly disturbed in the heat of battle. Towards Varya: "Foolish Sprite! What are you doing? Will you sacrifice your own life, and innumerable trillions of innocents along with you, to spite me? Your failures and scornful nature will be remembered. Now blind him, before he slays us all! Then attack these Alu mongrels. Once they are down, retreat, reconstitute, and then return immediately to me." he exclaims, pointing towards Halthhag, the Alu, and the tunnels behind them in turn. Then he reaches for and throws blind grenade at Halthhag himself as well.

If all is lost I shall make them pay for each step none the less!

Once the grenade is aloft he grimaces and turns back to the Alu, refocusing his attention on them. They must also be dealt with or should surely die. Too many threats in this horrid brawl to even begin to manage them all. Carbunckle ... appears well occupied with a worthy foe. He decides to leave him to it. He returns to his defensive tactics, retreating slowly with measured steps designed to attempt to keep the Alu from engaging him en masse and instead trying to angle them so that one or two are faced at once where he can feasibly counter attack.
Vortigern Combat Rolls
Intent: Fall back, attempting to channel attackers as much as possible, while attacking those who draw into melee range.

Initiative: 1d20 = 1: 1

Throw Blind Grenade (Target: Halthagg): 1d20+6 = 17: 11 Damage: N/A (Effect: -8 to Strike, Parry, Dodge. No Initiative, and lose 2 attacks for 1D4 Rounds. Afterwards victim is -1 Initiative, -4 Strike, Parry , and Dodge, and -1 Attack. Those in Power Armor or with Special light shielding are distracted for one round, losing initiative and one attack. Cameras are blinded for 1D4 rounds.
Area of Effect: 30 ft radius.)

Strike: 1d20+11 = 22: 11 Damage: 4d6+4 = 15: 2, 4, 2, 3
Strike: 1d20+11 = 28: 17 Damage: 4d6+4 = 16: 4, 4, 2, 2
Strike: 1d20+11 = 13: 2 Damage: 4d6+4 = 15: 1, 2, 4, 4
Strike: 1d20+11 = 13: 2 Damage: 4d6+4 = 16: 2, 6, 3, 1
Strike: 1d20+11 = 23: 12 Damage: 4d6+4 = 18: 1, 5, 3, 5

Parry: 1d20+14 = 16: 2 Dodge: 1d20+8 = 17: 9
Parry: 1d20+14 = 19: 5 Dodge: 1d20+8 = 28: 20
Parry: 1d20+14 = 32: 18 Dodge: 1d20+8 = 23: 15
Parry: 1d20+14 = 15: 1 Dodge: 1d20+8 = 17: 9
Parry: 1d20+14 = 22: 8 Dodge: 1d20+8 = 25: 17
Parry: 1d20+14 = 30: 16 Dodge: 1d20+8 = 26: 18
Carbunckle Combat Rolls
Intent: Carbunckle will try to tear the Demon Knight he is engaged with a new one. Contingency: If Carbunckle takes a seriously threatening amount of damage he will use his Psychic Body Field power to mitigate damage.

Initiative: 1d20+4 = 23: 19

JIC/Magic: 1d20+5 = 14: 9
JIC/Psionics: 1d20+2 = 7: 5

Strike: 1d20+8 = 21: 13 Damage: 6d6 = 18: 3, 5, 3, 2, 4, 1
Strike: 1d20+8 = 20: 12 Damage: 6d6 = 19: 2, 3, 6, 1, 4, 3
Strike: 1d20+8 = 12: 4 Damage: 6d6 = 19: 4, 5, 2, 3, 2, 3
Strike: 1d20+8 = 17: 9 Damage: 6d6 = 28: 5, 1, 5, 5, 6, 6
Strike: 1d20+8 = 15: 7 Damage: 6d6 = 19: 5, 1, 6, 3, 2, 2
Strike: 1d20+8 = 26: 18 Damage: 6d6 = 20: 3, 3, 5, 1, 2, 6

Parry: 1d20+6 = 14: 8 Dodge: 1d20+6 = 15: 9
Parry: 1d20+6 = 16: 10 Dodge: 1d20+6 = 25: 19
Parry: 1d20+6 = 10: 4 Dodge: 1d20+6 = 9: 3
Parry: 1d20+6 = 18: 12 Dodge: 1d20+6 = 12: 6
Parry: 1d20+6 = 23: 17 Dodge: 1d20+6 = 18: 12
Parry: 1d20+6 = 14: 8 Dodge: 1d20+6 = 15: 9
Varya Combat Rolls
Intent: Blind Halthagg + Centitaurs, Attack Alu Demons, Retreat & Reform. Learn from her grievous mistakes and make it all up to her glorious master.

Initiative: 1d20+6 = 10: 4

JIC/Magic: 1d20+2 = 22: 20
JIC/Psionics: 1d20+4 = 14: 10

Static Dust Cloud, Centered on Halthhag. (2 Attacks): Position to try to catch Halthhag and as many of the Centitaurs as possible, while not also affecting any friendlies.

Strike: 1d20+6 = 9: 3(+1 in flight) Damage: 6d6+6 = 23: 4, 3, 3, 3, 3, 1
Strike: 1d20+6 = 14: 8(+1 in flight) Damage: 6d6+6 = 27: 2, 4, 5, 5, 2, 3
Strike: 1d20+6 = 23: 17(+1 in flight) Damage: 6d6+6 = 22: 3, 2, 3, 1, 3, 4
Strike: 1d20+6 = 24: 18(+1 in flight) Damage: 6d6+6 = 27: 1, 4, 5, 5, 4, 2
Strike: 1d20+6 = 20: 14(+1 in flight) Damage: 6d6+6 = 17: 5, 1, 1, 1, 1, 2

Parry: 1d20+6 = 23: 17(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 27: 20 (+6 Flying)
Parry: 1d20+6 = 16: 10(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 21: 14 (+6 Flying)
Parry: 1d20+6 = 8: 2(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 13: 6 (+6 Flying)
Parry: 1d20+6 = 13: 7(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 17: 10 (+6 Flying)
Parry: 1d20+6 = 8: 2(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 19: 12 (+6 Flying)
Parry: 1d20+6 = 16: 10(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 14: 7 (+6 Flying)
Parry: 1d20+6 = 25: 19(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 17: 10 (+6 Flying)
Last edited by Vortigern on Wed Oct 24, 2018 3:30 pm, edited 1 time in total.
Vortigern
[ooc=Vortigern Tracker]HP: 57/57
SDC: 57/57
PPE: 190/190


Enchanted Full Plate Armor
• M.D.C.: 410/410

Magic Dwarven Battle Axe
M.D.C.: 200/200
Damage: 5D6+8 M.D.
Mundane Features
• Dwarven Craftmanship (+4 Damage, +2 to Strike and Parry)
Magic Features
• Super-Sharpness (+4 Damage; Critical Range: +2)
• Increased Damage: (+2D6 Damage)


Magic Dwarven Shield
M.D.C.: Indestructible.
Damage: 2D4 M.D.C.
Mundane Features
• Dwarven Craftsmanship (+3 to Parry)
Magic Features
• Indestructible (Can only be destroyed by an alchemist.)
[/ooc]

[ooc=Summons Tracker]NA at this time.[/ooc]
User avatar
Bryke
Posts: 268
Joined: Sun Oct 20, 2013 6:53 am
Contact:

Re: [MW V] The Belly of the Beast

Post by Bryke »

Perception: 1d100+10 = 39: 29
JiC d20/d100: 1d20 = 8: 8 / 1d100 = 60: 60
Initiative: 1d20 = 3: 3

CURRENT CONDITIONS:
OH SHIT!!!


Bryke, seething with anger still about losing the Cosmic Armor enchantment, can not help but focus on the anti-magic casting culprit! Having a picture in his mind of the distance between he and the culprit, he takes his smaller phase beamer and throws it over the Knights head, while using telekinesis [ooc: going for a bit of slight-of-hand, or flare] to guide the beamer to the back of the Knights brain bucket and unload its contents point blank!

The promethean uses his peripheral vision to guide the beamer[ooc: going for not making the concentration on telekinetically moving phase beamer obvious], and while doing so uses the bigger phase beamer in the ready position to parry or shoot anything in his way.

ACTION 1: Activate Phase Warp Spatial Distortion: Self [15isp]
ACTION 2: Throw Phase-Beamer while simultaneously activating telekinesis on it.
ACTION 3: STRIKE: 1d20 = 6: 6 | DAMAGE: 4d6 = 13: 5, 4, 3, 1MD
ACTION 4: STRIKE: 1d20 = 5: 5 | DAMAGE: 4d6 = 16: 5, 6, 2, 3MD
ACTION 5: STRIKE: 1d20 = 1: 1 | DAMAGE: 4d6 = 19: 6, 6, 6, 1MD
ACTION 6: STRIKE: 1d20 = 6: 6 | DAMAGE: 4d6 = 15: 2, 5, 4, 4MD

PARRY: 1d20+6 = 26: 20, 1d20+6 = 24: 18, 1d20+6 = 12: 6, 1d20+6 = 21: 15, 1d20+6 = 8: 2, 1d20+6 = 21: 15
DODGE: 1d20+6 = 14: 8, 1d20+6 = 20: 14, 1d20+6 = 17: 11, 1d20+6 = 18: 12, 1d20+6 = 15: 9, 1d20+6 = 12: 6
Natural Abilities
Doesn't breathe air and are immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and have eagle-like normal vision.
Phased bodies: Prometheans are in a permanent state of “phase.” Damage from any M.D. source becomes S.D.C. and any damage from an S.D.C. source is halved.
Phased Teleportation: Prometheans can “step out of phase” and travel at incredible speeds in an intangible state. Concentration takes one melee round and is the only action that can be performed during that round. Range: One mile per level of experience. Chance of Success: 50% +4%/lvl| 83%
Sense Dimensional Anomalies: Can automatically detect rifts, dimensional envelopes and pockets, fourth-dimensional and Two-dimensional beings, astral travelers and the invisible energy essence of alien-intelligence's and entities. Range: One mile (1.6) or line of sight, whichever is less.
Ley Line Phasing: Equal to the ley line walker ability.


PPE: 236/236
ISP: 125/125
SDC: 634/634 (All damage from MD sources converted to SDC)
HP: 155/155

CAPTURED PPE: 0/0

BRYKE
SPELLBOOK

I am telecommunicating
I am speaking Trade 4
I am thinking

CURRENT CONDITIONS:

Call Names/Nicknames:
Bryke, Wraith
User avatar
Dark Lord
Dimension Master
Posts: 652
Joined: Thu Feb 02, 2006 9:36 am
Location: DIMENSION MASTER: PHASE WORLD

Re: [MW V] The Belly of the Beast

Post by Dark Lord »

Prothor’s death punctuates your thoughts every bit as much as the physical explosion. You could die here. Not only does one of the demon knights have use of magical protection that can sustain himself (and therefore the anti-magic cloud denying you all your own), but now Halthhag appears to have use of deific powers which are also unaffected (not to mention being terrifyingly powerful in their own right).

It’s enough to cause self-doubt verging on panic in the most stalwart warrior. What were you thinking?!? Following orders into the capital fortification of a freaking demon planet. With nothing more than a rag-tag group of near-refugees, thrown together by desperation and pure chance.

Your vision clears. The remnants of Prothor- his cybernetic chassis, his possessions, everything the man was, have dissolved into particles before you. And you know you have no choice but to survive. To win. The stakes are too high, and there is no-one else to get the job done. You must honor the former mage’s sacrifice, and find a way to beat the infernal forces arrayed against you. Failure means a rampaging demon fleet unleashed upon the Three Galaxies. Success will mean saving trillions of lives. Trillions. You must survive.

Alone in seeming immune to the pathos of the scene, Carbunckle and his demonic opponent fall to the ground in a flashing, snarling pile of claws, fangs, and swords. Try as he might, the pairing of the demon knight’s swordsmanship and his armor proves daunting even for the tiger-beast, and while Carbunckle rends and tears he gets it much worse than the demon knight in this struggle. Still, Vortigern’s more bestial minion succeeds in holding the knight’s attention completely. For now, that will have to be enough.

Meanwhile, out in the corridor the demonic powered armor and Sorrenson continue to trade shots from their main weapons. Conscious of the lack of an enchanted force field around his armor, Sorrenson primarily fights on the defensive- trying to avoid his enemy’s shots so as to preserve his armor, and retaliating as the opportunity arises. Unfortunately, the demon-pilot is no longer pinned by the Brek-Shall and presses him heavily, and Sorrenson finds his defensive maneuvers less effective than before. Even so he keeps his feet, fires off a pair of shots, and while the demon avoids one the second hits him square in the chest and adds to the wealth of scorch marks already there. Sadly the fiend shows no signs of slowing down.

Back in the main room, Metri tries a bit of psychological warfare to suss out the Demon Locust’s reaction to Halthhag’s conjuration, even as he deftly blocks the stinger. Close enough that he can smell the fiend’s rotten breath, its answer is a predatory leer- not an encouraging sign. Metri thus reenergizes his force field and decides that aggressive counter-fire is the best response. Blocking yet another stinger-strike, he opens fire on the locust from point-blank range. With an outraged screech, the Locust avoids the blast and presses Metri again; again the Yhabbayar fights off the wicked-looking stinger. Metri opens fire again, this time at the demon knight, and this time he strikes true (although unfortunately, Starchief is a little too close to the blast and gets knocked sprawling for a few precious seconds)- although the knight keeps his feet. Fending off the stinger yet again, Metri looses another burst from his Stormstrike and this time hits his target. Although Metri himself is caught in the blast radius of his attack thanks to the Locust’s proximity, it has the desired effect; the Locust goes flying back with another outraged screech. Exploiting the opening in his opponent’s offense, Metri splits his fire between the demon knight and Halthhag. He is rewarded with a great gout torn through the Star General’s impressive plate armor, and with another bursts tearing apart the demon knight’s cosmic armor- just in time for him to reform it with another spell. His frustration with the knight growing, along with his concern over the Star General’s energy sphere, Metri fires again and though he damages the cosmic armor his foe still keeps his feet.

In the center of the room, Icky is a surprising oasis of calm. Even with time for a quip at Halthhag’s expense, the battle-hardened minotaur takes stock of what he sees, and Icky’s combat experience is sufficient to tell him that the situation is not good. The horde is bloodied, but less so than the group, and their ability to withstand the onslaught is being severely taxed in the absence of their normal magical enhancements. The demon knight and his thrice-damned cloud are the crux of the problem, and for all that he represents an incredibly hardened target courtesy of his cosmic armor Icky knows that their best… No, their only chance for survival is to take him out. Right. Now. So he switches to his rail gun, calls out the target, and opens up with everything he’s got.

Distracted by Metri’s assault, the knight’s head whips around at the sound of Icky’s voice, and he counter-attacks with a pair of anti-matter blasts that melt the remnants of Icky’s armor around him. This proves to be a tactical error, as 100 rounds of super-accelerated metal shriek through the air- the rail gun effectively on full-auto and audible even over the din of battle. A cloud of technological death playing a very real, very symbolic counterpoint to that which is literally hanging over the battlefield. Draining your magic and in so doing threatening the lot of you.

The bursts impact. The knight’s second armor fades. He has just enough time to widen his eyes and prepare a third casting when Icky’s remaining projectiles strike home and turn the demon knight into the kind of pulp that would normally be found in the Minotaur’s galley. In an instant, the technological cloud is gone- but so is the anti-magic cloud. All about you magic, most notably your own cosmic armors, flickers back to life. And with it, hope.

With a renewed surge of enthusiasm, Juan Echo interposes himself between Vortigern and the (much-reduced) horde of Alu. Winding up with both clubs, the Godling charges the four of them and begins laying about with both hands. The Alu are caught off-guard by the Godling’s charge, and Juan manages to fell two of them. He takes more than a few hits from demon-bone weapons for his trouble, and his energy aura is overwhelmed yet again- but then Metri’s cosmic armor returns and the Alu begin to realize that they may now be the ones with a problem.

At Icky’s side while he pours rail gun fire at the knight, Solaris is about to follow suit when she realizes that the centitaurs are about to make their presence felt. Intimately and uncomfortably. She switches up her gravity field, freeing Halthhag slightly but encapsulating the remaining centitaurs in it as well. She then opens fire on several targets of opportunity, even as Varya and Vortigern pool their resources to blind the whole mess of them. Solaris’ aim is on point, and she kills one of the insectoids just as it is about to attack her. The other three quickly find themselves beset by a mess of blinding flashes, electrically charged dust, and vastly increased gravity, and feebly flail through the static cloud, biting the air more than anything else (although one lucky hit lands on each of Icky and Solaris).

Powerful beams of energy arc through the chamber as Varya obliterates one of the remaining Alu, and wounds the other, which charges Vortigern even as the summoner tosses a blinding grenade at Halthhag. Try as he might, the summoner is still slow without his enchantments, and two hits get through- but Vortigern ripostes and smoothly decapitates the creature in a single blow. The summoner then rushes to the aid of Solaris and Icky, hacking at one of the centitaurs several times before the magic returns. Over on the opposite side of the cavern, Bryke engages a phase warp to protect himself, then telekinetically levitates his phase blaster so that he can fire with it while still having a weapon with which to parry any errant strikes from the other combatants. Fortunately, the demon knight nearby is engaged with Carbunckle, and everyone else is too far away to concentrate on the Promethean, so he remains unmolested and manages several potshots that blow apart the remnants of the demon knight’s armor and score direct hits at the flesh underneath.

Halthhag completes the summoning of his orb- it flashes into existence despite the myriad of attacks directed his way, and begins flying around the chamber. Slewing drunkenly about, it first heads for the closest four allied companions- slamming into Icky, Juan, and Vortigern. Vortigern both go flying under the assault- the equivalent of being hit with a missile or two, with the addition of a painful jolt of electricity that makes his movements sluggish for a few seconds afterwards. Solaris, thinking quickly, barely manages to pull one of the centitaurs into the path of the orb- it strikes the centitaur, goes right through it, and sends her flying as well. The glowing orb continues, rapidly shooting outward in a spiral pattern. Bryke sees it heading for him and manages to roll out of the way- while Metri spies the same and is about to transfer himself into the astral plan when his cosmic armor reappears and thankfully absorbs the blow- despite Metri’s attempt to avoid the attack, he is also sent flying.

Begin Round 5!

Round 4 Summary
Ammo/ISP spent as intended.
Carbunckle: -99 MDC.
Sorrenson: -130 MDC.
Metri: -3 MDC to force field, -120 MDC to cosmic armor. Lose initiative and two attacks next round.
Juan: Energy Aura destroyed, -80 MDC to (non-cosmic) armor, -45 MDC to cosmic armor. Lose one attack next round.
Icky: Armor destroyed, -70 natural MDC, -18 MDC to cosmic armor. Lose one attack next round.
Solaris: -50 MDC to your non-cosmic armor, -20 MDC to cosmic armor if you have it, your first layer of protection otherwise. Lose initiative and two attacks next round.
Vortigern: -91 MDC to enchanted armor, -19 MDC to cosmic armor. Lose initiative and two attacks next round.

Current Status
Positions essentially unchanged from last round.
Sorrenson and the PA are still duking it out in the corridor/entrance to the room. The paralyzed Brek-shall is still nearby.
Halthhag has disappeared in the static cloud summoned by Varya, while the three remaining centitaurs have emerged from it and are drunkenly attacking four of you in about the center of the room- Solaris, Icky, Juan, and Vortigern. Varya is still hovering about you all in energy form, and the paralyzed Gallu is also nearby. Halthhag’s orb is zipping around like a firefly from Hades. All of the Alu are dead.
Carbunckle and the remaining demon knight are tussling near the ‘west’ side of the room, with Bryke and Starchief nearby.
Metri and the Demon Locust are near the ‘southeast’ corner.
Why kill a PC when you can torture their player?
ImageImageImageImage
User avatar
Vortigern
Group Leader
Posts: 300
Joined: Wed May 27, 2015 1:26 pm
Contact:

Re: [MW V] The Belly of the Beast

Post by Vortigern »

Perception: 1d100 = 95: 95/33
JIC: 1d100 = 77: 77
JIC: 1d20 = 20: 20
JIC/Magic: 1d20+7 = 10: 3
JIC/Psionic: 1d20+5 = 12: 7
JIC/Horror: 1d20+8 = 26: 18

As the last of the Alu fall Vortigern struggles with the weight of his armor once again, grimacing and drawing ragged breaths. Yet he does not hold back. This battle must be won, at nigh any cost.
Moving forward he tries to support against the Centitaurs as best he can until the divine sphere of Halthagg smashes into him and almost casually knocks him aside with crackling energy and force.
The Demon Knight falls while he is down and moments later he feels the power return to his armor. The combination of its sudden weightlessness and the mystical amplification of his own strength and prowess leaves him almost giddy, slightly reeling, for a split second even as he struggles against the painful aftershocks of Halthagg's attack. The aura of the protection spell laid down by flickers back to life at the same time, and suddenly the Knight smiles as some confidence flows back into him.

We may yet live...

Struggling to his feet Vortigern gets his bearings and turns towards Carbunckle before running full tilt to support the great cat locked in a death struggle with the remaining Demon Knight. "Hold Fast!" he calls to Tiger Beast as he rushes to come to his aid.
Vortigern Combat Rolls
Intent: Help Carbunckle with his Demon Knight. If this is completed he will attempt to move to support Metri as best he can. If Carbunckle brings the Locust to the ground he will move to assist him in engaging it as well.

Initiative: Lost

Strike: 1d20+11 = 13: 2 Damage: 9d6+8 = 41: 2, 1, 5, 4, 3, 5, 5, 6, 2
Strike: 1d20+11 = 20: 9 Damage: 9d6+8 = 40: 3, 4, 3, 3, 5, 1, 2, 6, 5
Strike: 1d20+11 = 24: 13 Damage: 9d6+8 = 34: 3, 3, 2, 1, 3, 2, 4, 2, 6
Strike: 1d20+11 = 20: 9 Damage: 9d6+8 = 42: 2, 6, 6, 1, 6, 5, 3, 3, 2

Parry: 1d20+14 = 29: 15 Dodge: 1d20+8 = 9: 1
Parry: 1d20+14 = 28: 14 Dodge: 1d20+8 = 21: 13
Parry: 1d20+14 = 23: 9 Dodge: 1d20+8 = 21: 13
Parry: 1d20+14 = 31: 17 Dodge: 1d20+8 = 17: 9
Parry: 1d20+14 = 34: 20 Dodge: 1d20+8 = 17: 9
Parry: 1d20+14 = 31: 17 Dodge: 1d20+8 = 23: 15
Carbunckle Combat Rolls
Intent: Eat A Demon Knight. If this task is completed he will attempt to pounce attack the Locust focusing on Metri and bring it down to the ground for a tussle.

Initiative: 1d20+4 = 15: 11

JIC/Magic: 1d20+5 = 10: 5
JIC/Psionics: 1d20+2 = 4: 2

Regeneration: 2d6 = 8: 6, 2

Strike: 1d20+8 = 13: 5 Damage: 6d6 = 25: 6, 6, 3, 3, 2, 5
Strike: 1d20+8 = 28: 20 Damage: 6d6 = 24: 5, 5, 4, 5, 3, 2 Crit! Dmg: 48
Strike: 1d20+8 = 19: 11 Damage: 6d6 = 21: 6, 3, 1, 2, 4, 5
Strike: 1d20+8 = 12: 4 Damage: 6d6 = 23: 4, 3, 5, 2, 6, 3
Strike: 1d20+8 = 23: 15 Damage: 6d6 = 26: 2, 3, 5, 6, 4, 6
Strike: 1d20+8 = 25: 17 Damage: 6d6 = 18: 1, 6, 2, 4, 4, 1

Parry: 1d20+6 = 16: 10 Dodge: 1d20+6 = 18: 12
Parry: 1d20+6 = 17: 11 Dodge: 1d20+6 = 10: 4
Parry: 1d20+6 = 10: 4 Dodge: 1d20+6 = 8: 2
Parry: 1d20+6 = 14: 8 Dodge: 1d20+6 = 25: 19
Parry: 1d20+6 = 15: 9 Dodge: 1d20+6 = 18: 12
Parry: 1d20+6 = 21: 15 Dodge: 1d20+6 = 25: 19
Varya Combat Rolls
Intent: Run. Evade. At Blinding Speed. Find somewhere out of the fight in a side tunnel etc. to regenerate her outer shell. For now however maintaining the static cloud through this round until she is out of range to continue to do so. Rolls below for use as necessary in execution of the plan and/or in attacks etc. made while on the way out.

Initiative: 1d20+6 = 21: 15

JIC/Magic: 1d20+2 = 16: 14
JIC/Psionics: 1d20+4 = 19: 15

Strike: 1d20+6 = 26: 20(+1 in flight) Damage: 6d6+6 = 31: 6, 1, 4, 4, 6, 4 Crit! Dmg: 62
Strike: 1d20+6 = 25: 19(+1 in flight) Damage: 6d6+6 = 19: 3, 5, 1, 1, 2, 1
Strike: 1d20+6 = 21: 15(+1 in flight) Damage: 6d6+6 = 23: 1, 4, 2, 3, 6, 1
Strike: 1d20+6 = 17: 11(+1 in flight) Damage: 6d6+6 = 34: 6, 5, 4, 6, 4, 3
Strike: 1d20+6 = 16: 10(+1 in flight) Damage: 6d6+6 = 25: 5, 1, 1, 4, 3, 5
Strike: 1d20+6 = 20: 14(+1 in flight) Damage: 6d6+6 = 32: 3, 4, 3, 5, 5, 6

Parry: 1d20+6 = 18: 12(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 20: 13 (+6 Flying)
Parry: 1d20+6 = 8: 2(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 13: 6 (+6 Flying)
Parry: 1d20+6 = 10: 4(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 27: 20 (+6 Flying)
Parry: 1d20+6 = 17: 11(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 20: 13 (+6 Flying)
Parry: 1d20+6 = 13: 7(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 12: 5 (+6 Flying)
Parry: 1d20+6 = 25: 19(+3 vs Lasers)(+2 in flight) Dodge: 1d20+7 = 24: 17 (+6 Flying)
Vortigern
[ooc=Vortigern Tracker]HP: 57/57
SDC: 57/57
PPE: 190/190


Enchanted Full Plate Armor
• M.D.C.: 410/410

Magic Dwarven Battle Axe
M.D.C.: 200/200
Damage: 5D6+8 M.D.
Mundane Features
• Dwarven Craftmanship (+4 Damage, +2 to Strike and Parry)
Magic Features
• Super-Sharpness (+4 Damage; Critical Range: +2)
• Increased Damage: (+2D6 Damage)


Magic Dwarven Shield
M.D.C.: Indestructible.
Damage: 2D4 M.D.C.
Mundane Features
• Dwarven Craftsmanship (+3 to Parry)
Magic Features
• Indestructible (Can only be destroyed by an alchemist.)
[/ooc]

[ooc=Summons Tracker]NA at this time.[/ooc]
User avatar
Chef Icky
Diamond Level Patron
Diamond Level Patron
Posts: 359
Joined: Tue Jul 07, 2015 4:04 pm
Location: Phase World: Galactic Adventurers
Contact:

Re: [MW V] The Belly of the Beast

Post by Chef Icky »

Perception: 1d100 = 72: 72/43%
JIC: 1d20 = 13: 13/ 1d100 = 40: 40
Initiative: 1d20+3 = 7: 4
APM: 8

Conditions:
- Ammo: 194 short bursts or 97 heavy bursts remaining
- Armor: Gone. Zip. Zilch. Nada. Ixnay. Squaddoo.
- Force Field: Gone. Zip. Zilch. Nada. Ixnay. Squaddoo.
- Physical MDC: 117/187
- Cosmic Armor. 154.25 min/617 melees. 594/800 MDC. Magical flight in atmo @ 1/2 Mach 1 (383 MPH). Magic and MD cold, heat/fire/plasma do 1/2 damage to Cosmic Armor. EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.) -5% to all Physical skills, -10% to highly technical skills that require a delicate touch.

"Oi, dat's what ya get fer tryin' ta scorch me chef's belt!" Icky grunts with satisfaction as the Demon Knight goes down. "Some o' dat stuff's expensive -- 'specially da naffros!" Something tells me my cavalier banter and 'tough bloke' attitude isn't gonna save us this time... he muses as he brushes away tattered bits of armor -- and grits his teeth as he finds out he's wiping away blood and singed flesh at the same time. No, can't think like that. Focus on the mission, Marine. Nothing else matters. Not your crew mates, not the others, not even you. If this is where you cash out, do it with style... and lots of company.

While he's wiping away the debris he notices the shimmer around his body that signals his armor spell coming back to life. "Awwww frak yeah..." he grins. "Da good guys are back in action, chums. Time fer some thrillin' heroics."

Scanning the scene he tries to assess the most pressing threats and who needs the most help. It doesn't take him long to figure it's Solaris. She had to expand her grav-field to snare those things -- we take them out, she can focus back on Halthhag and tie him up a lot better. He zips up into the air -- hopefully out of the reach of the centitaurs -- and levels his rail gun at them. "Alright ya mugs, let's squash some bugs! Oi, dat rhymes! An' I didn't even try..." he chuckles as he squeezes the trigger.
Combat Actions
Actions:
  1. Lost
  2. Shoot a centitaur with the NE-105 Super Rail Gun. Strike: 1d20+3 = 11: 8 | Damage: 1d6*10 = 60: 6 MD
  3. Shoot a centitaur with the NE-105 Super Rail Gun. Strike: 1d20+3 = 17: 14 | Damage: 1d6*10 = 50: 5 MD
  4. Shoot a centitaur with the NE-105 Super Rail Gun. Strike: 1d20+3 = 19: 16 | Damage: 1d6*10 = 20: 2 MD
  5. Shoot a centitaur with the NE-105 Super Rail Gun. Strike: 1d20+3 = 15: 12 | Damage: 1d6*10 = 30: 3 MD
  6. Shoot a centitaur with the NE-105 Super Rail Gun. Strike: 1d20+3 = 20: 17 | Damage: 1d6*10 = 60: 6 MD
  7. Reserved for dodging. Dodge: 1d20+15 = 33: 18
  8. Reserved for dodging. Dodge: 1d20+15 = 23: 8


Auto-Parries if needed: 1d20+14 = 24: 10, 1d20+14 = 20: 6, 1d20+14 = 34: 20, 1d20+14 = 20: 6, 1d20+14 = 33: 19, 1d20+14 = 31: 17, 1d20+14 = 27: 13, 1d20+14 = 15: 1
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


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

- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
User avatar
Sorrenson
Silver Level Patron
Silver Level Patron
Posts: 319
Joined: Wed Aug 05, 2015 2:13 am
Location: Phase World (Rogues)
Contact:

Re: [MW V] The Belly of the Beast

Post by Sorrenson »

Perception: 1d100 = 39: 39 /34% +15% Magical / Mechanical
JiC d20/d100: 1d20 = 16: 16 / 1d100 = 24: 24
-4 to save vs. HF for the next 3 hours.
OOC Comments
PPE: 37/137 includes -10 p.p.e. for used for AoI at the start of this round
ISP: 14/41
HP: 34
SDC: 30

NE PA003 "Drudge" Industrial PA
M.D.C. by Location.
Arms (2) - 200 each
Hands (2) - 100 each
Legs (2) - 200 each
Sensor Cluster (head) - 50
Main Body - 132/400
TW Armor of Ithan - 100/100, 10 minutes remain
Starfire Cannon ammo 32/32
Fusion Blocks 5/5
Sorrenson sighs with deep relief as he feels the Anti-Magic cloud lift. Oh yeah! That's more like it!
Chef Icky wrote:"Da good guys are back in action, chums. Time fer some thrillin' heroics."

"Heroics? I'll settle for mere survival!" Sorrenson replies through gritted teeth. If he can use magic again, he maybe, just might, be able to survive this thing. He immediately activates his AoI enchant and grins at the Demon Power Armor. "Now, time to finish you off!" He switches over to his Starfire Cannon, aims and shoots. He focuses on accurate shots and keeping his armor enchant going. I don't know how much more the ol' Drudge can take... This Demon-thing hits bloody hard! While he knows he should focus complete on his current target, an idea forms in the back of his head. He glances quickly in the direction of Halthag and knows he need to be closer for his idea to have any hope of working. He turns his attention back to the PA and goes about trying to take it out of the action as quickly as possible.
Combat Rolls
APM: 8
Initiative: 1d20 = 19: 19
Action 1: Activate AoI, -10 p.p.e.
Action 2: Shoot PA ugly with Starfire Cannon. Strike roll Critical Strike via EP, Damage 2d6*10 = 110: 5, 6 M.D. Critical Strike
Action 3: Shoot PA ugly with Starfire Cannon. Strike roll Critical Strike via EP, Damage 2d6*10 = 80: 6, 2 M.D. Critical Strike
Action 4: Shoot PA ugly with Starfire Cannon. Strike roll Critical Strike via EP, Damage 2d6*10 = 90: 4, 5 M.D. Critical Strike
Action 5: Shoot PA ugly / other ugly with Starfire Cannon. Strike roll 1d20+2 = 21: 19, Damage 2d6*10 = 50: 3, 2 M.D.
Action 6: Shoot PA ugly / other ugly with Starfire Cannon. Strike roll 1d20+2 = 14: 12, Damage 2d6*10 = 60: 2, 4 M.D.
Action 7: Shoot PA ugly / other ugly with Starfire Cannon. Strike roll 1d20+2 = 13: 11, Damage 2d6*10 = 70: 6, 1 M.D.
Action 8: Shoot PA ugly / other ugly with Starfire Cannon. Strike roll 1d20+2 = 22: 20, Damage 2d6*10 = 110: 6, 5 M.D.

Contingency: If/when depleted Sorrenson will re-activate his AoI
Contingency: If/when the Demon PA is destroyed Sorrenson will start moving back towards the group and closer to Uncle Halthy. Leaving the paralyzed Brek-Shal behind and taking shots at uglies as he goes.

Dodges if needed: 1d20+8 = 25: 17, 1d20+8 = 18: 10, 1d20+8 = 21: 13, 1d20+8 = 26: 18, 1d20+8 = 14: 6, 1d20+8 = 12: 4, 1d20+8 = 13: 5
Parries if needed: 1d20+10 = 15: 5, 1d20+10 = 29: 19, 1d20+10 = 21: 11, 1d20+10 = 25: 15, 1d20+10 = 30: 20, 1d20+10 = 22: 12, 1d20+10 = 28: 18, 1d20+10 = 20: 10,
User avatar
Starchief
Group Leader
Posts: 486
Joined: Thu Apr 09, 2009 8:38 am
Location: Phase World PC (Adventurers)
Contact:

Re: [MW V] The Belly of the Beast

Post by Starchief »

Perception: 1d100 = 66: 66/59%
JIC: 1d20 = 19: 19/ 1d100 = 54: 54
Conditions
MDC:
  • Costume: 20/20 MDC
  • Personal: 400/439 MDC
NE-BA-55 "Supersoldier" Heavy Battle Armor:
  • Helmet: 100/100 MDC
  • Left Arm: 90/90 MDC
  • Right Arm: 90/90 MDC
  • Main Body: 60/220 MDC
  • Left Leg: 100/100 MDC
  • Right Leg: 100/100 MDC
  • Jet Pack: 40/40 MDC
  • N-50B: 0/160 MDC (overloaded)
NE-99 Rapid Fire Assault Laser:
  • Ammo: 156/240 shots
NE-28-R Micro Missile Launchers:
  • Smart: 3/4 micro missiles
    • +4 to strike
    • If they miss, they will double back and attack again AKA two attacks per melee round
    • Require a called shot to strike and can dodge at +4
    • Speed: 88 or 60 mph/96 km
  • Dumb: 2/4 micro missiles
Cosmic Armor:
  • 140:45/160 min.
  • 569/800 MDC.
  • Magical flight in atmo @ 1/2 Mach 1 (383 MPH).
  • Magic and MD cold, heat/fire/plasma do 1/2 damage to Cosmic Armor.
  • EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.)
  • -5% to all Physical skills, -10% to highly technical skills that require a delicate touch.
Prothor's gone! We have to find our way through this! Ugh, getting knocked on my butt is getting old! Head on a swivel, Sekona! Picking himself up off the ground, the first thing he notices is the shimmering aura reforming around him. He looks to where the Demon Knight is and sees that it's been taken down. A smile forms under his helmet's visor. Prothor's sacrifice will not have been in vain! His attention switches to the floating orb that Halthhag has brought into play. Time to make my play. Magic is back. Need to get his attention...

Starchief puts his Phase Sword away, draws his Lightblade and his Millennium Wand. He activates the Lightblade, feeling his life energy flow into the magical hilt. Raising the Millennium Wand above his head, he wills Lightning down upon Halthhag. Repeatedly.
Once his five uses of Call Lightning are spent, he uses his armor's loudspeaker and his naturally loud/attention-grabbing voice and yells "HALTHHAG!" Using the exoskeletal assistance from his armor, Starchief then runs toward the Star General to engage him in hand to hand combat.
Turning off his loudspeaker and switching to the team's radio frequency, Starchief says "I'm drawing his attention. Clear the field. For Prothor! Go!"
If he reaches Star General Halthhag, he will begin slashing at his armor with the single lightblade, holding tightly to the Millennium Wand for the protection it provides. He also pays special attention to the floating ball Halthhag employs. If it comes toward him, he will go on the defensive and focus on dodging Halthhag's numerous vectors of attack. As long as I can keep his attention on me, the others can complete the mission.
Invulnerability
The magic makes the individual impervious to cold, fire and all energy attacks, impervious to disease, poisons, toxins, gases, and drugs, and provides a form-fitting energy field which appears as a glowing aura around the body (50 M.D.C.). Once the 50 M.D.C. from the energy field are exhausted. the person will suffer normal damage to his own M.D.C. and/or Hit Points but remains invulnerable to the other things listed. Additionally, the invulnerable character is also + 10 to save vs magic, psionic attacks and Horror Factor.
Initiative: 1d20+10 = 22: 12
APM: 11

Action 1: Get up and assess situation.
Action 2: Draw Lightblade and Millennium Wand.
Action 3: Activate Lightblade
Action 4: Call Lightning @ Star General Halthhag. Strike: EP Crit. Damage: 7d6 = 33: 6, 2, 3, 6, 6, 5, 5x2=66
Action 5: Call Lightning @ Star General Halthhag. Strike: EP Crit. Damage: 7d6 = 23: 3, 4, 4, 2, 1, 6, 3x2=46
Action 6: Call Lightning @ Star General Halthhag. Strike: EP Crit. Damage: 7d6 = 19: 1, 4, 1, 3, 5, 3, 2x2=38
Action 7: Call Lightning @ Star General Halthhag. Strike: EP Crit. Damage: 7d6 = 27: 5, 5, 2, 6, 1, 6, 2x2=54
Action 8: Call Lightning @ Star General Halthhag. Strike: EP Crit. Damage: 7d6 = 23: 5, 3, 3, 3, 5, 2, 2x2=46
Action 9: Slash Star General Halthhag. Strike: 1d20+13 = 33: 20(NAT20!) Damage: (1d4*10)+14 = 54: 4x2=108

Contingency 1: No floating ball aimed at Starchief. "What, you think you can take it easy on me?!"
Action 10: Slash Star General Halthhag. Strike: 1d20+13 = 17: 4 Damage: (1d4*10)+14 = 24: 1
Action 11: Slash Star General Halthhag. Strike: 1d20+13 = 23: 10 Damage: (1d4*10)+14 = 34: 2

Contingency 2: If the floating ball is aimed at Starchief.
Actions 10-11: Reserved for dodge.

Parries w/ Lightblade: 1d20+14 = 24: 10 1d20+14 = 20: 6 1d20+14 = 18: 4 1d20+14 = 25: 11 1d20+14 = 34: 20(NAT20!) 1d20+14 = 19: 5 1d20+14 = 31: 17 1d20+14 = 19: 5 1d20+14 = 34: 20(NAT20!) 1d20+14 = 28: 14 1d20+14 = 19: 5
Auto-Dodge: 1d20+13 = 30: 17 1d20+13 = 28: 15 1d20+13 = 16: 3 1d20+13 = 33: 20(NAT20!) 1d20+13 = 29: 16 1d20+13 = 22: 9 1d20+13 = 19: 6 1d20+13 = 18: 5 1d20+13 = 20: 7 1d20+13 = 29: 16 1d20+13 = 17: 4 1d20+13 = 23: 10 1d20+13 = 22: 9 1d20+13 = 23: 10 1d20+13 = 30: 17
Dodge: 1d20+14 = 34: 20(NAT20!) 1d20+14 = 28: 14
Starchief
Andra "Starchief" Sekona
the Shield of Seeron

MDC: 439/439|Costume: 20/20

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


Image
Ledger
User avatar
Metri
Diamond Level Patron
Diamond Level Patron
Posts: 273
Joined: Sat Sep 22, 2012 1:52 am
Location: Phase World PC (Adventurers)
Contact:

Re: [MW V] The Belly of the Beast

Post by Metri »

-----------------------------------
Perception: 1d100 = 44: 44/48% (33(base)+15(enhanced perception)=48)
JIC: 1d20 = 15: 15| 1d100 = 20: 20%
Initiative: 1d20+8 = 14: 6 ((Lost! No initiative!))
APM: 7 +2 (FS) -2 (lost) = 7
-----------------------------------
Current Status
Psionic Crystal Armor (6/35 MDC)
  • Psionic ForceField [on]. <1/4 uses/24 hr left> (67/70 MDC)
OP Field <16/20 switches left on battery>

PPE: 96/159
ISP: 91/260
MDC: 57/69
SoE. PPE: 0/80. <4/10 spells>
WoS. PPE: 0/40. <3/5 spells>
PPE Battery 1. PPE: 41/180.
PPE Battery 2. PPE: 35/180.
PPE Battery 3. PPE: 35/180.
Stormstrike Mag. 8/100 rounds.
Conditions (constant): Sixth sense, Radiate nature [focused/analytical] (3rd eye: psychics within 100 ft. nonpsychics within 12 ft), Sense supernatural evil and magic energy, Sense life, Sense magic and ley lines (Staff of Earth: as per ley line walker), See the Invisible (Wand of Seeing)
Conditions (temporary):
  • Enhance Reflexes. 13.00 min. +1 attack per melee, +3 initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all physical skills that rely on coordination or balance.
  • Telepathy: Superior. 500 ft probe. 1000 ft comm. 13.25min.
  • TK:Super. 44.75 min. 14 objects. 400 lbs.
  • Enhanced Perception. 44.75 min.
    • This enhanced state of awareness sharpens all natural senses by 50%, and further enables the psychic to "filter" all of this extra sensory input in order to concentrate on one or a few specific things. While using this ability, the psychic will notice every detail around him down to the slightest motion, sound, scent, and shadow. He will further be likely to notice changes and inconsistencies that might reveal traps, illusions, feints, or tricks (including sleight-of-hand, etc.).
    • Bonuses: +3 to Perception (+15% by house rule), +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).
  • Suppress Fear. 7.00 min.
  • Cosmic Armor. 159.25 min. 441/800 MDC. Magical flight in atmo @ 1/2 Mach 1 (383 MPH). Magic and MD cold, heat/fire/plasma do 1/2 damage to Cosmic Armor. EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.) -5% to all Physical skills, -10% to highly technical skills that require a delicate touch.
  • Fighting Spirit. 14 melee rounds. +2 attacks/actions per melee round, +1 on initiative, +1 to strike with guns, +3 to strike in melee combat, +2 to disarm, +2 to parry, +2 to dodge, +4 to pull punch, +2 on roll with impact, +4 to save vs Horror Factor/fear, +2 to save vs possession, Critical Strike on Natural 18-20, karate kick (1D8 SDC), jump kick, paired weapons, leap attack and judo flip/throw.
  • Invulnerability. 13 melee rounds. 0/50 MDC. +20 save vs magic, psionics and Horror Factor.
Thrown yet again like a rag doll made of wrinkled green felt, Metri is nonetheless grateful that his compatriots managed to dispatch the demon knight and restore the presence of magic just in the nick of time. It sure is magnificent to be working with such an exemplary group of individuals. Standing united in the face of imminent doom and putting forth their very talented all. the Yhabbayar muses to himself, the optimism likely fueled by the invigoration of his magics' return.

Metri scrambles, fully aware that despite being struck by Halthag's divinity, he is still engaged in melee against the demon locust. And that with the restoration of magic, the bombardment he was forced to endure earlier from the locust's slew of spells is likely to return with a vengeance. "If can, you catch me, hmm?" Metri taunts as he weaves magic causing a film of stickiness to appear on the demon locust's underbelly before launching himself at the locust, closing distance to minimize the demon's size advantage.

Rather than collide with the demon locust, the Yhabbayar's somersault takes an acute unnatural angle (thanks to TK-Super), sending the Metri-ball rolling beneath the locust before he untucks and TK-adheres himself to the magic flypaper just conjured. Having noted the way that the locust moved and fought with its stinger, Metri presumes an increased level of difficulty (hopefully the tail doesn't articulate in that direction) for the locust to strike its own belly without the ground getting in the way.

Once stuck, Metri will conjure himself a pair of melee weapons to get to the real business of dealing some damage. He will summon a lightblade for each hand and begin stabbing the locust (hopefully with minimal repercussions... ((but likely DL will find a way))). The Yhabbayar is not filled with blood-lust though, and will try to be aware of his teammates' condition and replenish any Cosmic armor (getting near the end of his PPE reserves) that gets destroyed.

Actions
Action 1: Carpet of Adhesion Demon Locust underbelly

Action 2: Maneuver to stick self to Demon Locust underbelly. Dodge: 1d20+17 = 23: 6 (or would it be Strike: 1d20+13 = 31: 18)

Action 3: Lightblade 1 (LB1)

Action 4: Lightblade 2 (LB2)

Action 5: Paired weapons with Lightblades, striking Demon Locust. LB1 Strike: 1d20+17 = 22: 5. LB1 Damage: 2d4*10 = 30: 1, 2 +16 MD. LB2 Strike: 1d20+17 = 24: 7. LB2 Damage: 2d4*10 = 60: 4, 2 +16 MD.

Action 6: Paired weapons with Lightblades, striking Demon Locust. LB1 Strike: 1d20+17 = 28: 11. LB1 Damage: 2d4*10 = 40: 2, 2 +16 MD. LB2 Strike: 1d20+17 = 32: 15. LB2 Damage: 2d4*10 = 40: 3, 1 +16 MD.

Action 7: Reserved for Contingencies

Parries (+19 not included): 7d20: 15, 6, 3, 5, 12, 2, 9
Dodges (+17 not included): 7d20: 5, 20, 12, 2, 16, 11, 17

Contingencies (in order of priority):
  • Parry/Dodge (as above)
  • If Cosmic Armor collapses (or Metri sees any teammates within range that desperately need protection), cast Cosmic Armor
  • If psionic FF (70 MDC) collapses, re-activate psionic FF (spend ISP if necessary)
Code for Spells/Psionics used

Code: Select all

[*]Lightblade. 16.00 min. +1 to strike. Damage: 2d4*10+16 MD[/ooc]

[ooc=Expenditure Tally this round][list][color=red][*]PPE: CoA (-5 PPE) + LB1&2 (-20 PPE) = -25 PPE + (-23 PPE per CA)
[*]ISP: 
[*]OP field [/list][/color][/ooc]
User avatar
Juan Echo
Diamond Level Patron
Diamond Level Patron
Posts: 193
Joined: Tue Apr 24, 2018 3:42 pm

Re: [MW V] The Belly of the Beast

Post by Juan Echo »

Perception (24%): 1d100 = 88: 88
JiC: 1d20 = 9: 9/ 1d100 = 16: 16
Initiative: 1d20+1 = 7: 6
Effects
Combat Status
APM: 6
Cosmic Armor: 523/800 M.D.C.; Magical flight in atmo @ 1/2 Mach 1 (383 MPH); Magic and M.D. cold, heat/fire/plasma do 1/2 damage to Cosmic Armor. EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.) -5% to all Physical skills, -10% to highly technical skills that require a delicate touch (134:45 min.)
Moves
Actions
1. Everything hurts, even my Cosmic Armor. But I have Cosmic Armor!
2. Put away Magical Clubs and switch to V81 Volcano while flying up.
3. Fire concentrated blast on centitaur; strike - 1d20+5 = 15: 10/damage - 1d6*10 = 10: 1 +5= 15 M.D.
4. Fire concentrated blast on centitaur; strike - 1d20+5 = 21: 16/damage - 1d6*10 = 20: 2 +5= 25 M.D.
5. Fire concentrated blast on centitaur; strike - 1d20+5 = 14: 9/damage - 1d6*10 = 20: 2 +5= 25 M.D.
6. Fire concentrated blast on centitaur; strike - 1d20+5 = 13: 8/damage - 1d6*10 = 10: 1 +5= 25 M.D.
Contingencies
1. Fire wide blast with V81 Volcano on centitaurs; strike - 1d20+1 = 17: 16/damage - 4d6 = 15: 6, 2, 3, 4 M.D.
2. Fire wide blast with V81 Volcano on centitaurs; strike - 1d20+1 = 2: 1/damage - 4d6 = 15: 5, 1, 6, 3 M.D.
3. Fire wide blast with V81 Volcano on centitaurs; strike - 1d20+1 = 5: 4/damage - 4d6 = 11: 2, 4, 3, 2 M.D.
4. Fire wide blast with V81 Volcano on centitaurs; strike - 1d20+1 = 13: 12/damage - 4d6 = 19: 3, 6, 5, 5 M.D.
5. Dodge glowing orb of death - 1d20+4 = 23: 19
6. Dodge glowing orb of death!!! - 1d20+4 = 7: 3
Parry rolls:
1) 1d20+6 = 19: 13; 2) 1d20+6 = 9: 3; 3) 1d20+6 = 20: 14; 4) 1d20+6 = 8: 2; 5) 1d20+6 = 11: 5; 6) 1d20+6 = 9: 3; 7) 1d20+6 = 17: 11; 8/) 1d20+6 = 25: 19; 9) 1d20+6 = 8: 2; 10) 1d20+6 = 13: 7
Juan huffed as he smashed in the skull of the last Alu demon. He had taken his lumps in the fray but now the area was cleared. He was ready to kick more ass. He might even ask for names this time. Then he was hit by the orb of death and sent reeling to the ground. His sense of time was mometarily scrambled; and then he felt his energy aura fade away for a third time in one day. "That was your gift, sister," Juan he whispers to himself. "I will not let it be used in vain."

Juan staggers to his feet and sees the centitaurs slowly moving in Solaris' gravity field. The Wanderer is still shaken from the physical and emotional blows he has taken in the past few minutes, and he cannot fight these monsters in his battered armor. It is then that he notices a slight greenish glow around him, Cosmic Armor. This changes things significantly. Juan takes flight to above and just away from the centitaurs and Solaris' gravity well's reach and switches to his V81 Volcano (Action 2).

Depending on how the centitaurs are grouped he will either target one and fire concentrated blasts on it until it is dust (Actions 3-6), or if the demons are clustered together he will fire a wide arc of plasma that will affect the group (Contingencies 1-4). Juan grimaces when he fires on his targets; he remembers that they are resistant to energy weapons, but this is the safer approach for now. And safety is paramount. Juan keeps an eye out for the orb of death and if it approaches him he will dodge as he needs to (Contingencies 5 - 6).
Status: Juan Echo
M.D.C.: 300/300
P.P.E.: 50/50
I.S.P.: 76/76

May the rest of the Yayamama Pantheon have mercy on our SOULS!
User avatar
Solaris
Posts: 284
Joined: Tue Oct 29, 2013 6:01 pm
Location: Phase World: Galactic Adventurers
Contact:

Re: [MW V] The Belly of the Beast

Post by Solaris »

Per: 1d100 = 1d100 = 34: 34/33% +15% from Cybernetics
JiC d20/d100: 1d20 = 17: 17/ 1d100 = 49: 49
Gravity Rifle 30/30 shots, 5/12 clips

[*]Cosmic Armor. 110.00 min. 601/800 MDC. Magical flight in atmo @ 1/2 Mach 1 (383 MPH). Magic and MD cold, heat/fire/plasma do 1/2 damage to Cosmic Armor. EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.) -5% to all Physical skills, -10% to highly technical skills that require a delicate touch.

Thank God that magical interferance is gone., Lisa thinks, only slightly relieved.
StarGuy wrote:"I'm drawing his attention. Clear the field. For Prothor! Go!"
"For Prothor!", Solaris shouts in reply.

Keeping up her gravity field, Solaris uses Force Manipulation, she trying to throw one of the Centitaurs into one of the others, hoping to make them fight each other, or at least confuse them. She then starts hammering away at the nearest Centitaur, hoping to plug it quickly
combat stuff
Initiative: 1d20+9 = 21: 12
# of Actions: 7

Action 1: keep up the gravity field (up to 260' away, 20' radius, if she has to move it to keep Halthaag in it, she'll do so; Movement is difficult, no combat bonuses, -3 penalty on all combat moves, speed factor of those affected is reduced to 3 points, skill performance is -60%, and the victim(s) has only one half his melee actions/attacks per round.)
Action 2-4: Try to throw one Centitaur into another one with Force Manipulation strike 1d20+4 = 21: 17
Action 5: shoot at Centitaur with long burst, strike 1d20 = 17: 17
Action 6: shoot at Centitaur with long burst, strike 1d20 = 17: 17
Action 7: shoot at Centitaur with long burst, strike 1d20 = 17: 17
contingencies
if Halthaag shoots again with his sword, try to pull an enemy in the way with Force Manipulation 1d20 = 15: 15

dodge/parry if necessary, roll with punch/fall/impact if hit with physical attack
Dodge rolls: 1d20+10 = 26: 16
1d20+10 = 15: 5
1d20+10 = 19: 9
1d20+10 = 23: 13
1d20+10 = 21: 11
1d20+10 = 24: 14
1d20+10 = 21: 11

Roll with Punch/Fall/Impact:
1d20+10 = 16: 6
1d20+10 = 17: 7
1d20+10 = 21: 11
1d20+10 = 19: 9
1d20+10 = 26: 16
1d20+10 = 28: 18
1d20+10 = 17: 7
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
User avatar
Bryke
Posts: 268
Joined: Sun Oct 20, 2013 6:53 am
Contact:

Re: [MW V] The Belly of the Beast

Post by Bryke »

Perception: 1d100 = 54: 54
JiC d20/d100: 1d20 = 5: 5 / 1d100 = 25: 25
Initiative: 1d20 = 8: 8

CURRENT CONDITIONS:
Cosmic Armor
Force Field: 110/90 mdc
Telekinesis


With renewed vigor at the return of his '-Superrr suuuit!!!' Bryke hovers, smiles through the skintight magic armor, and presses rapidly/heavily on the trigger of 'Big-Baby'.

ACTION 1: STRIKE: 1d20 = 5: 5 | DAMAGE: 4d6 = 16: 4, 4, 4, 4 or 6d6 = 15: 6, 1, 2, 1, 3, 2
ACTION 2: STRIKE: 1d20 = 13: 13 | DAMAGE: 4d6 = 9: 2, 1, 3, 3 or 6d6 = 27: 6, 3, 4, 6, 2, 6
ACTION 3: STRIKE: 1d20 = 5: 5 | DAMAGE: 4d6 = 14: 2, 5, 6, 1 or 6d6 = 16: 2, 3, 5, 2, 2, 2
ACTION 4: STRIKE: 1d20 = 5: 5 | DAMAGE: 4d6 = 9: 5, 1, 1, 2 or 6d6 = 22: 5, 6, 2, 6, 1, 2
ACTION 5: STRIKE: 1d20 = 2: 2 | DAMAGE: 4d6 = 18: 5, 6, 2, 5 or 6d6 = 21: 2, 6, 3, 4, 5, 1
ACTION 6: STRIKE: 1d20 = 2: 2 | DAMAGE: 4d6 = 12: 4, 1, 6, 1 or 6d6 = 22: 6, 1, 4, 3, 5, 3

PARRY: 1d20+6 = 23: 17, 1d20+6 = 10: 4, 1d20+6 = 20: 14, 1d20+6 = 16: 10, 1d20+6 = 11: 5, 1d20+6 = 11: 5
DODGE: 1d20+6 = 24: 18, 1d20+6 = 18: 12, 1d20+6 = 26: 20, 1d20+6 = 11: 5, 1d20+6 = 12: 6, 1d20+6 = 14: 8
Natural Abilities
Doesn't breathe air and are immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and have eagle-like normal vision.
Phased bodies: Prometheans are in a permanent state of “phase.” Damage from any M.D. source becomes S.D.C. and any damage from an S.D.C. source is halved.
Phased Teleportation: Prometheans can “step out of phase” and travel at incredible speeds in an intangible state. Concentration takes one melee round and is the only action that can be performed during that round. Range: One mile per level of experience. Chance of Success: 50% +4%/lvl| 83%
Sense Dimensional Anomalies: Can automatically detect rifts, dimensional envelopes and pockets, fourth-dimensional and Two-dimensional beings, astral travelers and the invisible energy essence of alien-intelligence's and entities. Range: One mile (1.6) or line of sight, whichever is less.
Ley Line Phasing: Equal to the ley line walker ability.


PPE: 236/236
ISP: 125/125
SDC: 634/634 (All damage from MD sources converted to SDC)
HP: 155/155

CAPTURED PPE: 0/0

BRYKE
SPELLBOOK

I am telecommunicating
I am speaking Trade 4
I am thinking

CURRENT CONDITIONS:

Call Names/Nicknames:
Bryke, Wraith
User avatar
Dark Lord
Dimension Master
Posts: 652
Joined: Thu Feb 02, 2006 9:36 am
Location: DIMENSION MASTER: PHASE WORLD

Re: [MW V] The Belly of the Beast

Post by Dark Lord »

Battered and bruised, but unbroken, you feel a surge of hope as your cosmic armor lights up the room again. The number of demonic combatants is dwindling, and by some miracle you are all holding on and attempting to finish the job. Varya holds the static cloud even as she rushes out of the room, flying back towards your shuttles at top speed to locate somewhere safe where she can regenerate her outer shell. The static loud winks out shortly thereafter.

Halthhag and the centitaurs remain blinded by the lingering dust from the cloud and from Vortigern’s grenade- those of you assembled in the center of the room take that as your cue to press the attack. Starchief opens by bellowing a challenge and unleashing a barrage of magical lightning on Halthhag- tearing several ugly, scorched rents into the demon general’s armor while he remains pinned by a combination of Solaris’ gravity field and blindness. Starchief then leaps into melee with his lightblade, shearing off a chunk of Halthhag’s shoulder plate before he feels the effects of Solaris’ gravity field dragging on his limbs. Halthhag bellows in response, and sends his glowing sphere ricocheting around the four of you almost faster than the eye can see. Starchief is struck first, and manages to evade the ball of light with scant millimeters to spare. Thus forewarned, Icky and Solaris scatter- avoiding their own attacks, while the sphere drunkenly lurches out of Juan’s way and somehow manages to blunder into one of the centitaurs nearby.

Solaris seizes the opportunity, and uses force manipulation to grab hold of one of the monsters, flinging it into its wounded comrade. Both centitaurs promptly disappear in a nauseating, greenish mist of ichor, leaving only a single centitaur remaining. Solaris opens fire with three long bursts from her rifle, and the final centitaur likewise goes down. That just leaves the Star General- Icky and Juan open up with their heavy weapons, and pour it on. Rail gun rounds and magical plasma engulf the Dyasha, and he bellows in rage and pain. At the end of it all, his armor is blown free of his body- revealing a much thinner form than that which you fought back on Center. Those of you who recognize the sphere of destruction’s deific power surmise that it has taken a physical toll on Halthhag- but the Star General still has some fight left in him. His sphere of destruction zips through the four of you on yet another pass- Starchief gracefully avoids this one, but Icky, Solaris, and Juan aren’t as lucky this time around and all get buzzed by the thing. Halthhag then sends his sphere on a larger circuit of the room, striking more attackers- Vortigern gets boweld over by the sphere yet again but the rest of you manage to avoid it on its shaky path around the room.

Towards the rear, Sorrenson reactivates his armor of ithan, ducks out of the way of Halthhag’s sphere, and opens up on the demonic powered armor with everything he’s got. The Starfire Cannon again lights up the hallway, and spectacularly blows the powered armor (and pilot) apart in a brilliant display of pyrotechnics. The armor manages some counter-fire, but Sorrenson ducks out of the way of yet another barrage, and takes two more on the chest. His armor of ithan fails just in time for the intrepid techno-wizard to renew it once again, whereupon Sorrenson turns back into the room. Finding most of the hall cleared of ‘uglies’, he sets his sights on Halthhag and adds a blast from the starfire to the increasing barrage targeting the Star General.

Meanwhile, in the corner nearby Metri faces off against the demon locust. Flitting about, the creature shrieks at the restoration of its magic and spits a spell at Metri even as the Yhabbayar casts one of his own. Metri succeeds, and manages to affix himself to the locust, even as his cosmic armor disappears again! While Metri works frantically to restore his armor, the demon locust slams to the floor and begins crushing the Yhabbayar beneath its bulk. Metri is quickly able to get his defenses back in place even as the locust remains stuck to the floor (with trapped Metri between the two) and begins casting lightning spells at Starchief. Metri re-establishes his cosmic armor, and summons two lightblades and begins cutting himself out, when he hears the Locust utter another spell- but this time, his cosmic armor holds. Nonetheless, it is beginning to strain under the Locust’s weight. Hissing in pain and frustration, the Locust decides that Metri is under control for the time being and casts two more lightning spells at Starchief.

Finally, Carbunckle and the lone remaining demon knight continue their no-holds-barred brawl on the opposite side of the room. Carbunckle gets in a couple of good hits, but by and large the tiger beast remains outmatched by the demon knight, who snakes several blows with its sword past Carbunckle’s defense and heavily damages his cosmic armor. With his last blow, the demon-knight sends Carbunckle flying off, where it rolls for a few feet before coming up on its paws, ready for more. The break in the combat gives Bryke the opportunity to open fire with his heavy phase beamer, plastering the demon knight with fire and knocking him back on his heels slightly. The overwhelming cacophony of phase blasts, in turn, gives Vortigern precious seconds to pick himself up off of the ground and charge his enemy, blade bared. The knight is able to parry about half of Vortigern’s assault before Haltthag’s sphere sweeps him off of his feet yet again. Despite being knocked for a loop Vortigern sees that the demon knight is in much worse shape- bleeding heavily from several wounds opened by the combined assault.

Then, Halthhag’s sphere does yet another circuit of the four combatants closest to him- the sphere misses Juan yet again but strikes Icky, Solaris, and Starchief to painful effect.

Begin Round 6!

Round 5 Summary
PPE/ISP/Ammo used as intended
Juan: -50 MDC, lose one attack next round
Solaris: -130 MDC, lose two attacks next round
Icky: -140 MDC, lose two attacks next round
Vortigern: -50 MDC, lose one attack next round
Sorrenson: -10 additional PPE for contingent AoI activation
Metri: Cosmic armor dispelled, -20 MDC to force field, -23 PPE for contingent cosmic armor casting, -42 MDC to recast cosmic armor.
Starchief: -158 MDC, lose one attack next round
Carbunckle: -209 MDC

Current Status
Icky, Solaris, and Juan are in a cluster in the center of the room, just outside the radius of Solaris’ high-gravity field. At the center of same, Starchief and Halthhag are dueling. The centitaurs are all dead. The static cloud is dispersed but Halthhag appears to remain blinded by Vortigern’s grenade.
In the southwest corner, Metri is sticking with the Demon Locust (quite literally), and may have thought a little too outside the box and the Locust has him stuck between it and the floor courtesy of a carpet of adhesion.
Sorrenson has cleared the entrance to the room and is effectively holding the rear. He tracked Varya flying up back towards the surface, but has since lost her.
Bryke, Vortigern, and Carbunckle are facing the remaining, badly wounded demon knight in the western half of the room.
Why kill a PC when you can torture their player?
ImageImageImageImage
User avatar
Sorrenson
Silver Level Patron
Silver Level Patron
Posts: 319
Joined: Wed Aug 05, 2015 2:13 am
Location: Phase World (Rogues)
Contact:

Re: [MW V] The Belly of the Beast

Post by Sorrenson »

Perception: 1d100 = 99: 99 /34% +15% Magical / Mechanical
JiC d20/d100: 1d20 = 11: 11 / 1d100 = 64: 64
-4 to save vs. HF for the next 3 hours.
OOC Comments
PPE: 27/137 includes
ISP: 14/41
HP: 34
SDC: 30

NE PA003 "Drudge" Industrial PA
M.D.C. by Location.
Arms (2) - 200 each
Hands (2) - 100 each
Legs (2) - 200 each
Sensor Cluster (head) - 50
Main Body - 132/400
TW Armor of Ithan - 100/100, 9.75 minutes remain
Starfire Cannon ammo 29/32
Fusion Blocks 5/5
Now that he's joined the main fight Sorrenson focuses on Halthag. He lines up shot after shot on the demon general with his Starfire Cannon. Well, I can't launch a bunch of fusion blocks with Starchief standing that close to Halthy. My big gun is gunna have to do. "Oi! If you guys back off out of melee, I can throw a bunch of Fusion blocks at Ugly O'l Bearface!" He shouts out to the others. If you don't, I'll just have to keep shooting. He remains wary of that nasty looking sphere thingo buzzing around the room, and dodges if it comes too close.
Combat Rolls
APM: 8
Initiative: 1d20 = 7: 7
Action 1: Shoot Halthag with Starfire Cannon. Strike roll Critical Strike via EP, Damage 2d6*10 = 60: 4, 2Critical Strike
Action 2: Shoot Halthag with Starfire Cannon. Strike roll Critical Strike via EP, Damage 2d6*10 = 70: 6, 1Critical Strike
Action 3: Shoot Halthag with Starfire Cannon. Strike roll Critical Strike via EP, Damage 2d6*10 = 40: 2, 2Critical Strike
Action 4: Shoot Halthag with Starfire Cannon. Strike roll Critical Strike via EP, Damage 2d6*10 = 50: 2, 3Critical Strike
Action 5: Shoot Halthag with Starfire Cannon. Strike roll Critical Strike via EP, Damage 2d6*10 = 60: 5, 1Critical Strike
Action 6: Shoot Halthag with Starfire Cannon. 1d20+2 = 15: 13, Damage 2d6*10 = 40: 2, 2
Action 7: Shoot Halthag with Starfire Cannon. 1d20+2 = 7: 5, Damage 2d6*10 = 60: 1, 5
Action 8: Shoot Halthag with Starfire Cannon. 1d20+2 = 7: 5, Damage 2d6*10 = 90: 3, 6

Contingency: If/when depleted Sorrenson will re-activate his AoI

Dodges if needed: 1d20+8 = 17: 9, 1d20+8 = 13: 5, 1d20+8 = 28: 20, 1d20+8 = 25: 17, 1d20+8 = 17: 9, 1d20+8 = 25: 17
Parries if needed: 1d20+10 = 29: 19, 1d20+10 = 29: 19, 1d20+10 = 20: 10, 1d20+10 = 21: 11, 1d20+10 = 12: 2, 1d20+10 = 23: 13, 1d20+10 = 25: 15, 1d20+10 = 17: 7, 1d20+10 = 26: 16
User avatar
Juan Echo
Diamond Level Patron
Diamond Level Patron
Posts: 193
Joined: Tue Apr 24, 2018 3:42 pm

Re: [MW V] The Belly of the Beast

Post by Juan Echo »

Perception (24%): 1d100 = 57: 57
JiC: 1d20 = 8: 8/ 1d100 = 97: 97
Initiative: 1d20+1 = 8: 7
Effects
Combat Status
APM: 6
Cosmic Armor: 473/800 M.D.C.; Magical flight in atmo @ 1/2 Mach 1 (383 MPH); Magic and M.D. cold, heat/fire/plasma do 1/2 damage to Cosmic Armor. EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.) -5% to all Physical skills, -10% to highly technical skills that require a delicate touch (134:30 min.)
Moves
Actions
1. This is bad.
2. Fire concentrated blast on Halthhag; strike - 1d20+5 = 21: 16/damage - 1d6*10 = 50: 5 +5= 55 M.D.
3. Fire concentrated blast on Halthhag; strike - 1d20+5 = 15: 10/damage - 1d6*10 = 30: 3 +5= 35 M.D.
4. Fire concentrated blast on Halthhag; strike - 1d20+5 = 10: 5/damage - 1d6*10 = 10: 1 +5= 15 M.D.
5. Fire concentrated blast on Halthhag; strike - 1d20+5 = 21: 16/damage - 1d6*10 = 10: 1 +5= 15 M.D.
6. Fire concentrated blast on Halthhag; strike - 1d20+5 = 10: 5/damage - 1d6*10 = 30: 3 +5= 35 M.D.
Contingencies
1. Dodge glowing orb of death - 1d20+4 = 12: 8
2. Dodge glowing orb of death!!! - 1d20+4 = 18: 14
3. Keep dodging glowing orb of death - 1d20+4 = 12: 8
4. Still dodging glowing orb of death - 1d20+4 = 10: 6
5. Always dodging glowing orb of death - 1d20+4 = 23: 19
Parry rolls:
1) 1d20+6 = 21: 15; 2) 1d20+6 = 9: 3; 3) 1d20+6 = 16: 10; 4) 1d20+6 = 21: 15; 5) 1d20+6 = 19: 13; 6) 1d20+6 = 14: 8; 7) 1d20+6 = 20: 14; 8.) 1d20+6 = 17: 11; 9) 1d20+6 = 18: 12; 10) 1d20+6 = 25: 19
With each blow from the sphere of destruction Juan Echo feels more lethargic. A God should be a limitless resource, but the fight on Cormal had tested this to the extreme. Juan maintained his position in the air using his Cosmic Armor's flight in order to dodge the sphere should it get near him again (Contingencies 1 - 5). Flying also means that if Sorrenson decides to start cooking with gasoline, Juan can clear the area quickly.

The only good thing about the orb was that summoning it had greatly weakened Halthhag. There is a cost for a lowly demon to aspire to Godhood, and Halthhag was paying for it dearly. Juan fires his V81 again and again at the Star General (Actions 1 - 5), contributing to his death. If the team can keep him contained then this may be done without anyone else having to die. Except for Halthhag; he really needs to die.
Status: Juan Echo
M.D.C.: 300/300
P.P.E.: 50/50
I.S.P.: 76/76

May the rest of the Yayamama Pantheon have mercy on our SOULS!
User avatar
Solaris
Posts: 284
Joined: Tue Oct 29, 2013 6:01 pm
Location: Phase World: Galactic Adventurers
Contact:

Re: [MW V] The Belly of the Beast

Post by Solaris »

Per: 1d100 = 10: 10/33% +15% from Cybernetics
JiC d20/d100: 1d20 = 3: 3/ 1d100 = 12: 12
EBA 145/220 N-20B force field 0/75 Gravity Rifle 30/30 shots, 4/12 clips
[*]Cosmic Armor. 110.00 min. 471/800 MDC. Magical flight in atmo @ 1/2 Mach 1 (383 MPH). Magic and MD cold, heat/fire/plasma do 1/2 damage to Cosmic Armor. EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.) -5% to all Physical skills, -10% to highly technical skills that require a delicate touch.

Shaking her head and clearing the stars she's seeing, Solaris keeps her high gravity effect going, but now can switch back to focusing on Halthy. Goddamnit, Starchief, get outta the way!

"Keep it up, we can still do this!", Solaris encourages the team.

Looking around, she sees one remaining demon knight and uses Force Manipulation to attempt to hold it in place and facing away from Vortigern's pet. Solaris then takes aim at Halthaag. "'Chief! Gonna need you to back up!", she suggests, hoping for a clear shot. If she can't find a safe shot, she'll shoot at the demon locust pinned to Metri, pinned to the floor, instead.
combat stuff
Initiative: 1d20+9 = 26: 17
# of Actions: 7-2

Action 1: focus the high gravity on Halthaag alone
Action 2: hold the last demon knight up, facing away from Vort's pet, strike 1d20+4 = 24: 20 damage 2d4*10 = 60: 3, 3
Action 3: reload
Action 4: shoot at Halthy with long burst, strike 1d20+4 = 21: 17 damage 2d4*10 = 20: 1, 1
Action 5: shoot at Halthy with long burst, strike 1d20+4 = 14: 10 damage 2d4*10 = 40: 1, 3
contingencies
Contingencies:

dodge/parry if necessary, roll with punch/fall/impact if hit with physical attack
Dodge rolls: 1d20+10 = 19: 9,
1d20+10 = 17: 7,
1d20+10 = 25: 15,
1d20+10 = 30: 20,
1d20+10 = 25: 15,
1d20+10 = 25: 15,
1d20+10 = 14: 4

Roll with Punch/Fall/Impact:
1d20+10 = 20: 10,
1d20+10 = 12: 2,
1d20+10 = 12: 2,
1d20+10 = 28: 18,
1d20+10 = 26: 16,
1d20+10 = 29: 19,
1d20+10 = 13: 3,
shoot gravity rifle as the opportunity avails itself in 10 round bursts (or fire cold blasts if that's not possible)
strike 1d20+4 = 7: 3 damage 2d4*10 = 50: 3, 2
strike 1d20+4 = 10: 6 damage 2d4*10 = 60: 2, 4
strike 1d20+4 = 12: 8 damage 2d4*10 = 40: 1, 3
strike 1d20+4 = 17: 13 damage 2d4*10 = 50: 1, 4
strike 1d20+4 = 12: 8 damage 2d4*10 = 80: 4, 4
strike 1d20+4 = 14: 10 damage 2d4*10 = 30: 1, 2
strike 1d20+4 = 9: 5 damage 2d4*10 = 50: 4, 1
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
User avatar
Vortigern
Group Leader
Posts: 300
Joined: Wed May 27, 2015 1:26 pm
Contact:

Re: [MW V] The Belly of the Beast

Post by Vortigern »

Perception: 1d100 = 31: 31/33
JIC: 1d100 = 45: 45
JIC: 1d20 = 19: 19
JIC/Magic: 1d20+7 = 13: 6
JIC/Psionic: 1d20+5 = 22: 17
JIC/Horror: 1d20+8 = 18: 10

The day may yet be ours! We must make it so!

Vortigern squares against the now unimpaired Demon Knight and uses the flight power of his Cosmic Armor to charge with his shield raised and held to the fore. He zigzags back and forth if the Demon Knight appears to make any attempt to target someone other than him, seeking to obstruct his line of sight as much as possible until he has closed into melee, whereupon he switches into an almost entirely aggressive use of the shield and his axe. Menacing with the shield and using it to press aside the weapon of his enemy as much as possible, clearing his lines of attack for his axe, the Dark Knight seeks to send the Demon Knight back to Hell as quickly as possible. "You petty thing! My mount nigh killed you on his own, and you would face me? You would have done better to flee and preserve your life! But at least you are no coward to stand before me still."
Vortigern Combat Rolls
Intent: Vortigern attempts to close with the Demon Knight directly and keep him under pressure/prevent him from using ranged attacks/spells on others. He will menace and/or attempt to obstruct LOS with his shield as he moves in for decisive melee strikes. Vortigern engages in offensive use of Paired Weapons to conduct simultaneous block/strikes and to expand his attacks/actions one is in melee.

Contingency (Demon Knight is deceased prior to Vortigern expending all actions): Fly/charge to attack the Demon Locust, coming to the aid of Metri as best as is able. Same tactics employed.

Initiative: 1d20 = 11: 11

Strike: 1d20+11 = 21: 10 Damage: 9d6+8 = 41: 3, 5, 5, 2, 4, 3, 4, 2, 5
Strike: 1d20+11 = 12: 1 Damage: 9d6+8 = 35: 2, 4, 4, 4, 1, 2, 2, 2, 6
Strike: 1d20+11 = 29: 18 Damage: 9d6+8 = 49: 6, 5, 1, 4, 4, 5, 6, 5, 5 Crit! Dmg: 98
Strike: 1d20+11 = 12: 1 Damage: 9d6+8 = 39: 3, 4, 6, 1, 2, 4, 2, 4, 5
Strike: 1d20+11 = 31: 20 Damage: 9d6+8 = 38: 4, 4, 5, 3, 2, 1, 1, 6, 4 Crit! Dmg: 76
Strike: 1d20+11 = 18: 7 Damage: 9d6+8 = 43: 4, 6, 2, 6, 2, 6, 2, 3, 4
Strike: 1d20+11 = 28: 17 Damage: 9d6+8 = 36: 6, 1, 5, 1, 6, 2, 4, 2, 1 Crit! Dmg: 72
Strike: 1d20+11 = 13: 2 Damage: 9d6+8 = 43: 2, 6, 4, 5, 4, 6, 6, 1, 1

Parry: 1d20+14 = 16: 2 Dodge: 1d20+8 = 18: 10
Parry: 1d20+14 = 29: 15 Dodge: 1d20+8 = 10: 2
Carbunckle Combat Rolls
Intent: Flank and/or circle to the rear and wait for the enemy to be distracted with Vortigern before attempting to pounce attack for the kill. Repeat if necessary.

Initiative: 1d20+4 = 24: 20

JIC/Magic: 1d20+5 = 23: 18
JIC/Psionics: 1d20+2 = 14: 12

Regeneration: 2d6 = 10: 5, 5

Leap Attack1: 1d20+8 = 27: 19 Damage: 2d6 = 7: 5, 2 (x10 MDC) (Pin: 1d100 = 27: 27/33)

Contingency (First leap attack lands/successful but enemy is still alive): Continue to claw and attack in melee while trying to keep enemy pinned/at disadvantage.

Strike: 1d20+8 = 28: 20 Damage: 6d6 = 19: 6, 2, 2, 5, 1, 3
Strike: 1d20+8 = 13: 5 Damage: 6d6 = 10: 1, 2, 2, 1, 2, 2
Strike: 1d20+8 = 12: 4 Damage: 6d6 = 11: 1, 3, 1, 2, 2, 2

Contingency (First leap attack misses and Demon Knight is still alive by the time Carbunckle acts again): Second Leap Attack, attempting to finish the enemy again.
Contingency (Demon Knight is deceased before Carbunckle has completed all actions): Leap Attack on the Demon Locust attempting to prevent it from further attacking Metri and put it at a disadvantage in further combat.

Leap Attack1: 1d20+8 = 18: 10 Damage: 2d6 = 11: 6, 5 (x10 MDC) (Pin: 1d100 = 14: 14/33)

Parry: 1d20+6 = 12: 6 Dodge: 1d20+6 = 20: 14
Parry: 1d20+6 = 17: 11 Dodge: 1d20+6 = 12: 6
Parry: 1d20+6 = 8: 2 Dodge: 1d20+6 = 14: 8
Parry: 1d20+6 = 12: 6 Dodge: 1d20+6 = 20: 14
Parry: 1d20+6 = 18: 12 Dodge: 1d20+6 = 20: 14
Parry: 1d20+6 = 13: 7 Dodge: 1d20+6 = 19: 13
Last edited by Vortigern on Mon Nov 05, 2018 5:18 pm, edited 1 time in total.
Vortigern
[ooc=Vortigern Tracker]HP: 57/57
SDC: 57/57
PPE: 190/190


Enchanted Full Plate Armor
• M.D.C.: 410/410

Magic Dwarven Battle Axe
M.D.C.: 200/200
Damage: 5D6+8 M.D.
Mundane Features
• Dwarven Craftmanship (+4 Damage, +2 to Strike and Parry)
Magic Features
• Super-Sharpness (+4 Damage; Critical Range: +2)
• Increased Damage: (+2D6 Damage)


Magic Dwarven Shield
M.D.C.: Indestructible.
Damage: 2D4 M.D.C.
Mundane Features
• Dwarven Craftsmanship (+3 to Parry)
Magic Features
• Indestructible (Can only be destroyed by an alchemist.)
[/ooc]

[ooc=Summons Tracker]NA at this time.[/ooc]
User avatar
Chef Icky
Diamond Level Patron
Diamond Level Patron
Posts: 359
Joined: Tue Jul 07, 2015 4:04 pm
Location: Phase World: Galactic Adventurers
Contact:

Re: [MW V] The Belly of the Beast

Post by Chef Icky »

Perception: 1d100 = 75: 75/43%
JIC: 1d20 = 2: 2/ 1d100 = 61: 61
Initiative: 1d20+3 = 21: 18
APM: 8

Conditions:
- Ammo: 182 short bursts or 91 heavy bursts remaining
- Armor: Ain’t nothin’ but a fond memory.
- Force Field: Yeah, right. We wish.
- Physical MDC: 117/187
- Cosmic Armor. 154 min/616 melees. 454/800 MDC. Magical flight in atmo @ 1/2 Mach 1 (383 MPH). Magic and MD cold, heat/fire/plasma do 1/2 damage to Cosmic Armor. EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.) -5% to all Physical skills, -10% to highly technical skills that require a delicate touch.
Sorrenson wrote:"Heroics? I'll settle for mere survival!"
“Oi, yer no fun anymore, Sorrey…” Icky smirks. “Go big or go home, willya?” Not that he’s far wrong, he adds to himself as he gets slammed -- again and again -- by that orb of destruction. That orb would’ve killed us three times over had our armor spells come back when they did. On the other hand…

Radio: Basic -- 1d100 = 72: 72/98% (99%)

“A’right, chums!” Icky calls out on his comlink. “Castin’ dat orb took a lot outta ol’ Uncle Halthy -- let ‘im have it while ‘e’s weakened!” I’m a lot better close up than at a distance, time to get stuck in with Meatball and finish him off with a few choice cuts above the neckline… he muses as he reaches for his sword.
Solaris wrote:"'Chief! Gonna need you to back up!"
Sorrenson wrote:"Oi! If you guys back off out of melee, I can throw a bunch of Fusion blocks at Ugly O'l Bearface!"
Okay, that works too… he thinks as he lets go of the sword handle and re-grips the rail gun’s trigger. “Oi, Sorrey, now yer getting’ da hang o’ it -- dat wasn’t so ‘ard, now was it?” He smiles grimly as he zips around trying to blast Halthhag while keeping the demon between himself and that orb of destruction as much as possible.
Combat Actions
Actions:
  1. Lost
  2. Also lost
  3. Shoot Hathhag with the NE-105 Super Rail Gun. Strike: 1d20+3 = 10: 7 | Damage: 1d6*10 = 50: 5 MD
  4. Shoot Hathhag with the NE-105 Super Rail Gun. Strike: 1d20+3 = 20: 17 | Damage: 1d6*10 = 60: 6 MD
  5. Shoot Hathhag with the NE-105 Super Rail Gun. Strike: 1d20+3 = 15: 12 | Damage: 1d6*10 = 60: 6 MD
  6. Shoot Hathhag with the NE-105 Super Rail Gun. Strike: 1d20+3 = 9: 6 | Damage: 1d6*10 = 40: 4 MD
  7. Reserved for dodging. Dodge: 1d20+15 = 26: 11
  8. Reserved for dodging. Dodge: 1d20+15 = 35: 20


Auto-Parries if needed: 1d20+14 = 31: 17, 1d20+14 = 33: 19, 1d20+14 = 21: 7, 1d20+14 = 23: 9, 1d20+14 = 30: 16, 1d20+14 = 29: 15, 1d20+14 = 24: 10, 1d20+14 = 28: 14
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


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

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

Return to “Dead Planets”