[GA] Time After Time, Part 3

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Draggor
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Re: [GA] Time After Time, Part 3

Post by Draggor »

Perception: 1d100: [43] = 43 | 21%
JIC: 1d20: 1d20: [10] = 10 | 1d100: [73] = 73

MDC: 915/1,349
Super Regeneration (HU:PU3p99): 2d6: [2, 6] = 8

Post
While it's certainly not great for the party at large and their mission, the slow field disappearing from around Draggor enables more options of shooting at Icky's armor! Energy crackles around the beast's hands ready to unleash the next volley of blasts when they hear Starchief:
Starchief wrote:"Everyone, head inside and give Starfall some backup. You too, Draggor. That's an order."
Hand almost ready to fire at the entangled sky combatants, Draggor wants to comply with their newfound leader. We can't risk their safety! "We can't risk their safety!" For better or worse, Juan's pleading tips the scales:
Juan wrote:"Urqos Draggor!" he shouts. "The evil priestess is the priority! We can settle things with Priest Icky afterwards!"
"We can do both!" And just like that, a different type of barrage is sent skywards, these energy blasts same strength as before, but more tightly wound in visual style, purple bands of energy wrapped around the more energetic orange core. They're aimed at Icky's armor's main body still, and should any of them hit, they flash and bounce, clearly trying to release the rest of their energy into the clone.

Between shots, Draggor makes some distance towards the cave opening: If the armor is somehow taken care of Starchief's orders are the next priority.

Combat
APM: 6
Initiative: 1d20+4: [17]+4 = 21

1) Draggor is paused, trying to figure out which course of action to take while shouting between Starchief and Juan
2 Icky) Super Energy Expulsion (Ricochet Shot) 1d20: [17] = 17 / Damage 1d6: [5] = 5 M.D.
2 Haad Clone) Super Energy Expulsion (Ricochet Shot) 1d20-2: [17]-2 = 15 / Damage 5d6: [2, 4, 2, 6, 4] = 18 M.D.
3 Icky) Super Energy Expulsion (Ricochet Shot) 1d20: [11] = 11 / Damage 1d6: [5] = 5 M.D.
3 Haad Clone) Super Energy Expulsion (Ricochet Shot) 1d20-2: [20]-2 = 18 (Nat 20 if #3 Icky Hits) / Damage 5d6: [5, 6, 4, 1, 4] = 20 M.D.
4 Icky) Super Energy Expulsion (Ricochet Shot) 1d20: [1] = 1 (Nat 1) / Damage 1d6: [6] = 6 M.D.
4 Haad Clone) Super Energy Expulsion (Ricochet Shot) 1d20-2: [14]-2 = 12 / Damage 5d6: [1, 1, 6, 3, 3] = 14 M.D.
5 Icky) Super Energy Expulsion (Ricochet Shot) 1d20: [17] = 17 / Damage 1d6: [4] = 4 M.D.
5 Haad Clone) Super Energy Expulsion (Ricochet Shot) 1d20-2: [2]-2 = 0 / Damage 5d6: [5, 6, 5, 1, 1] = 18 M.D.
6 Icky) Super Energy Expulsion (Ricochet Shot) 1d20: [19] = 19 / Damage 1d6: [4] = 4 M.D.
6 Haad Clone) Super Energy Expulsion (Ricochet Shot) 1d20-2: [11]-2 = 9 / Damage 5d6: [1, 6, 6, 5, 1] = 19 M.D.

Autododges
1) 1d20+4: [2]+4 = 6 2) 1d20+4: [12]+4 = 16 3) 1d20+4: [14]+4 = 18 4) 1d20+4: [11]+4 = 15 5) 1d20+4: [16]+4 = 20 6) 1d20+4: [18]+4 = 22

Dodge Rolls
1) 1d20+10: [18]+10 = 28 2) 1d20+10: [11]+10 = 21 3) 1d20+10: [13]+10 = 23 4) 1d20+10: [19]+10 = 29 5) 1d20+10: [8]+10 = 18 6) 1d20+10: [8]+10 = 18

Contingencies
The only thing Draggor would change is moving to Wild Shot (+1) and full blast damage if it's impossible to hit both Icky's armor and Haad.
Draggor | Ledger
M.D.C.: 1,866 / 1,866
P.P.E.: 89 / 89

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The Hero, The Exile, The Merc, The Lustful, OG Violence, Argent Warrior, The Lost One

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Ghast
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Re: [GA] Time After Time, Part 3

Post by Ghast »

Perception: 1d100: [65] = 65 /46%
Just in Case: 1d20: [15] = 15 / 1d100: [96] = 96
Conditions: Sixth Sense (Inactive),
I.S.P.: 10, Range: Self, Duration : Two melee rounds per level of experience.
This i s a form of telepathy geared to give the psychic an advantage in melee combat. To put this ability in place, the psychic must concentrate for one melee round (15 seconds), putting himself in a Zen-like state of awareness. For the next two melee rounds, the Intuitive Combat sense makes the character one with his body and weapon, reacting quickly and efficiently with amazing reflex action, balance and grace.
Note: The psychic is unable to use any other psionic power, including Mind Block, while this power is in use. He can cancel it with a thought. Bonuses: +3 on initiative, + 1 to strike, + 1 to parry, +4 to dodge, +4 to pull punch, +2 to roll with punch, fall or impact, and +2 to disarm.
• Cannot be caught by surprise, even by attacks from behind or from long-range, which means he can try to parry or dodge all attacks leveled at him.
• + 10% to abilities (balance, etc.) provided by the Acrobatics and/or Gymnastic skills, as well as + 10% to Climb and Swim skills.
1:45 min,
P.P.E.: 9
I.S.P.: 219/08
H.P.: 21
S.D.C.: 70
Altess Amoria Officer Jump Suit (Main Body): 75/2 M.D.C.


Initiative: 1d20+9: [10]+9 = 19
Number of Attacks: 6

Action One: Sheath Phase Sword.
Action One: Unsling rifle.
Action One: Fire burst with HI-80 Combat Laser Rifle at Haad Clone #4. (Strike: 1d20+1: [4]+1 = 5 ; Damage: 2d4*10+10: [1, 2]*10+10 = 40 M.D.)
Action One: Fire burst with HI-80 Combat Laser Rifle at Haad Clone #4. (Strike: 1d20+1: [13]+1 = 14 ; Damage: 2d4*10+10: [1, 3]*10+10 = 50 M.D.)
Action One: Fire burst with HI-80 Combat Laser Rifle at Haad Clone #4. (Strike: 1d20+1: [14]+1 = 15 ; Damage: 2d4*10+10: [3, 2]*10+10 = 60 M.D.)
Action One: Fire burst with HI-80 Combat Laser Rifle at Haad Clone #4. (Strike: 1d20+1: [12]+1 = 13 ; Damage: 2d4*10+10: [3, 4]*10+10 = 80 M.D.)

Parries as needed: 1d20+10: [9]+10 = 19 , 1d20+10: [12]+10 = 22 , 1d20+10: [20]+10 = 30 , 1d20+10: [20]+10 = 30 , 1d20+10: [20]+10 = 30 , 1d20+10: [6]+10 = 16 .
Dodges vs. Ranged Attacks: 1d20+13: [15]+13 = 28 , 1d20+13: [17]+13 = 30 , 1d20+13: [19]+13 = 32 , 1d20+13: [18]+13 = 31 , 1d20+13: [7]+13 = 20 , 1d20+13: [16]+13 = 29 .


Ghast groans the aches and pains of getting beaten at high speed sinking in. No immediate threats to himself, Ghast sheaths his sword and unslings his rifle. Looking about for a second he sees the clone attacking Icky. Good enough a target. Ghast thinks as he put the woman in his sights and begins firing bursts at her. Here's hoping I don't hit Icky.
“We are what we choose to be.” ~Altaïr
Ghast
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Chef Icky
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Re: [GA] Time After Time, Part 3

Post by Chef Icky »

Perception: 1d100<55: [43*] = 1
JIC: 1d20: [2] = 2 / 1d100: [82] = 82

Conditions:
- Death Warmed Over: Never again (again), -10% to all skills, -3 on all combat rolls, -1 APM
- Wearing Corrupted Warlock Marine Power Armor
- P.P.E. 35/105
- TK Pike: 30/50 bursts remaining
- Warlock PA Helmet: 140/150 MDC
- Warlock PA Main Body: 209/500 MDC
- Warlock AoI, 1 of 3: 0/100 MDC (going to assume that Draggor's blast in Round 8 polished it off)
- Armor Bizarre charges: 0/3 remaining
- Warlock PA Regeneration: + 1d6: [3] = 3 MDC from previous round
- Background Music: Danger Zone - Kenny Loggins

Icky feels the last of Sarge's armor spell flash and evaporate by way of Draggor's wayward energy blast and lets out a grunt. Feetal's gizz, Shrub, it's not like she needs any help up here! You keep this up I swear to Dionysus you're going to be scrubbing down every loo on board the ship with your own frakking toothbrush. Twice.

Still, he's managed to remove one of Haad's clones from the fight -- even if only temporarily -- which can only be a help to his crewmates on the ground. Now if I can only keep her occupied up here long enough for Quan or Kaedras to use their relics, or at least to keep the original Sister Suicide from using hers long enough to break the loops, and not die. Sure, that'll be easier than making a zero-gee souffle... he snorts as he levels his TK pike at Haad #4 while trying to back out of the slow-motion field.

"Oi, ain't dis da part where ya twirl yer moustache an' say 'curses, foiled again' before high-tailin' it outta 'ere?" He smirks. "Or ain't ya worried dat Shrub down dere's gonna screw up an' hit ya by accident sooner or later? Or me, fer dat matter?" he adds as he starts letting loose more TK pike blasts in her general direction.

Yes, Virginia, there are more combat shenanigans...
- APM: 12 (6), +2 tendril attacks (+1)
- Initiative: 1d20+3: [6]+3 = 9 (if still applicable)
- Critical Strike on an unmodified roll of 18, 19, 20
- Automatic KO on natural 20 (boxing); victim remains unconscious for 1d6 melees
- Wielding Darkwing: +6 SN PS and does double damage to beings of an evil alignment
- Horror Factor: 11, 14 after Armor Bizarre is cast
- Actions in green will only be taken if Icky ceases feeling slowed down (as in he's outside the area of affect).

1.) Activate Sarge's Armor of Ithan (100 MDC), 2 of 3
2.) Back away from Haad #4 as fast as he can
3.) Fire long pulse from TK Pulse Pike at Haad #4. Strike: 1d20+3: [16]+3 = 19 ; Damage: 2d4*10: [1, 1]*10 = 20 M.D.
4.) Fire long pulse from TK Pulse Pike at Haad #4. Strike: 1d20+3: [5]+3 = 8 ; Damage: 2d4*10: [1, 3]*10 = 40 M.D.
5.) Fire long pulse from TK Pulse Pike at Haad #4. Strike: 1d20+3: [13]+3 = 16 ; Damage: 2d4*10: [1, 3]*10 = 40 M.D.
6.) Reserved for dodging. Dodge: 1d20+8: [18]+8 = 26
7.) Tendril strike if within 40'. Strike: 1d20+7: [6]+7 = 13 ; Damage: 2d6: [5, 1] = 6 M.D.
8.) Fire long pulse from TK Pulse Pike at Haad #4. Strike: 1d20+3: [17]+3 = 20 ; Damage: 2d4*10: [4, 1]*10 = 50 M.D.
9.) Fire long pulse from TK Pulse Pike at Haad #4. Strike: 1d20+3: [5]+3 = 8 ; Damage: 2d4*10: [1, 1]*10 = 20 M.D.
10.) Fire long pulse from TK Pulse Pike at Haad #4. Strike: 1d20+3: [19]+3 = 22 ; Damage: 2d4*10: [4, 1]*10 = 50 M.D.
11.)Fire long pulse from TK Pulse Pike at Haad #4. Strike: 1d20+3: [4]+3 = 7 ; Damage: 2d4*10: [1, 1]*10 = 20 M.D.
12.) Reserved for dodging. Dodge: 1d20+15: [16]+15 = 31
13.) Reserved for dodging. Dodge: 1d20+15: [11]+15 = 26
14.) Tendril strike if within 40' but outside the slo-mo field. Strike: 1d20+14: [13]+14 = 27 ; Damage: 2d6: [1, 2] = 3 M.D.


Parries with Darkwing should she still be in melee range: 1d20+10: [16]+10 = 26 , 1d20+10: [7]+10 = 17 , 1d20+10: [12]+10 = 22 , 1d20+10: [1]+10 = 11 , 1d20+10: [20]+10 = 30 , 1d20+10: [1]+10 = 11
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


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

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

Post by Exe »

Perception: 1d100: [99] = 99 /36%
JiC: 1d20: [4] = 4 / 1d100: [88] = 88

Active Conditions:
P.P.E: 54/274
I.S.P.: 33/33
M.D.C.: 120/139
Spell Strength: 13
| Res to Fire (1/2 DMG) | Regen MDC (1d6*5/min) | Sense Rifts (110 miles) | Sixth Sense [2, Inactive] |
[50/50 MDC | 09m:00s | +10 Save v Magic, Psionic, HF | Imp. to All Energy Attacks/Fire/Cold/Disease/poison/toxin/gases]


Combat:

APM: 4
Initiative: 1d20+5: [14]+5 = 19
Auto-Dodge: 1d20+5: [2]+5 = 7 | 1d20+5: [8]+5 = 13 | 1d20+5: [10]+5 = 15 | 1d20+5: [15]+5 = 20

A1: Blinding Flash on Haad #1 (1 PPE)
A2: Thunderclap centered on Haad #2 as she enters and not hitting him or Kaedras (30ft area) (4 PPE)
A3: Blinding Flash on Haad #2 (1 PPE)
A4: Befuddle on Haad #2 (6 PPE)

Contingency: If his armor pops but the duration hasn't elapsed, he will recast Armor of Ithan on himself.

Post:

Exe grins mischievously as he watches the effect of his spells. "Haha!" He exclaims and continues his best to cast spells that disorient and confuse her while staying out of the elf archer's way. Exe takes a moment to link to his familiar. Hey bud, I want you to stay out of this. Try to get in the air and keep an eye out. Exe tells his friend before returning his full focus to Haad. Then Exe sees the second clone and directs all of his spells to her.
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Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
"The Ariel Spirit of Light, Matthew, is speaking."
"The Seraph Spirit of Light, Kalinda, is speaking."
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Dark Lord
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Re: [GA] Time After Time, Part 3

Post by Dark Lord »

In the air above the ruins, Icky finds himself the target of Draggor’s energy blasts once again- though curiously, they largely bounce off of Sarge’s armor of ithan doing little damage ((-18 MDC Icky)), with one bouncing back and hitting the clone- or at least her magical armor. On the ground, Ghast has similar luck firing bursts up at the clone- one lucky shot hits, the rest are avoided through a combination of aerial acrobatics and tight maneuvers at near sonic speeds. Nonetheless, the two of you keep the clone occupied long enough to Icky to disengage and get some distance from his opponent (though she does stay close enough to keep the minotaur in her slow-motion zone). Meanwhile, Starchief rushes by in a blur of exoskeleton-enhanced movement, stops long enough to heal Juan and give him orders ((+19 MDC Juan)), then continues on into the antechamber, reaching the scene with Kaedras and clone #3 in a matter of seconds. Slightly reinvigorated, and never one to run from a fight, Juan acknowledges his new orders with a wince and switches to his staff, joining the others in peppering the airborne clone with energy blasts. The godling enjoys even less success than his teammates, hitting nothing but air, but he does distract the clone long enough for Icky to get in a couple of good, telekinetic hits that definitely cause some fracturing in her magical armor. As she darts and dodges about the battle field, all of you feel a love tap or two from the clone as she passes ((-30 MDC Juan, -60 MDC Draggor, -40 MDC Ghast, -20 MDC Icky))- you all keep your feet despite the barrage, but Ghast’s armor has finally given up the ghost and he is definitely feeling exposed on the battlefield.

Inside, Kaedras is able to pick himself up off of the floor in time to block clone #3’s entrance with a force field before turning his attention back to the original- even as she charges him. The elf opens fire with his phase beamer, and lands several hits- fortunately, Haad Prime is clearly feeling some of Exe’s magic as she swings wildly at Kaedras. She does land a solid hit that destroys Kaedras’ personal force field, but the elf’s defensive efforts are otherwise successful. Meanwhile, the clone breaks down the force field with super-sonic punches in a matter of seconds, but the delay proves long enough for Starchief to intercept her. He manages to avoid a single counterstrike, and the pair fall into melee even as Kaedras’ force field evaporates- but not before Exe’s spell goes off and blinds the clone (Starchief’s armor seems to protect him, or perhaps he just got lucky). Finally, as Quan descends further into the ruined chamber, the light from his fire form grows dimmer.

Begin Round 10!

Round 9 Summary
All ammo/PPE/ISP used as intended.
Icky: -5 MDC Sarge, -33 MDC AoI
Juan: -11 MDC
Ghast: Armor destroyed
Draggor: -60 MDC
Kaedras: Force field destroyed

Current Status
Outside, clone #4 is still airborne and still protected with some magical armor. Icky is sort-of dog fighting with her while an exposed Ghast, wounded Juan, and hypnotized Draggor all attempt various potshots.
Starchief is brawling with clone #3 just inside the entrance to the antechamber, while Exe and Kaedras face off against the original.
Why kill a PC when you can torture their player?
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Kaedras Starfall
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Re: [GA] Time After Time, Part 3

Post by Kaedras Starfall »

Perception 48% 1d100: [80] = 80

JIC: 1d20: [1] = 1
JIC: 1d100: [76] = 76

Conditions:
  • Sixth Sense (triggered) | +6 initiative, +2 parry, +3 dodge, cannot be surprised by a sneak attack
  • Enhanced Reflexes | +1 APM, +3 initiative, +1 strike, +2 parry and dodge, +2 P.P.
As Kaedras sees Quan's firelight fade from view out of the corner of his eye, he thinks Good... either we'll kill her first, or she'll kill us and then Quan will kill her. Either way, Haad dies.

Now just to keep her focused on me...

With a thought, Kaedras seals off the exit Quan took with another TK Force Field,d rawing off the diminishing power of his relic. He then renes his psionic force field and begins shooting at Haad prime anew.

"Oh... you don't seem to be able to deflect these Phase beams. How sad." As Starchief enters, Kaedras gives him an almost imperceptible nod.
OOC Comments
Please apply the bonuses from Champion if Kaedras is within range of its effects.
Initiative: 1d20+7: [20]+7 = 27

APM: 6

Action 1: Activate another Psionic Force Field (2nd of 4 available per day)
Action 2: Place TK force Field between Haad Prime and the door Quan went through (-15 PPE - drawn from relic)
Action 3: Fire Phase Beamer at Haad Prime 1d20+11: [14]+11 = 25 ; Damage 4d6: [3, 1, 1, 6] = 11
Action 4: Fire Phase Beamer at Haad Prime 1d20+11: [7]+11 = 18 ; Damage 4d6: [2, 1, 5, 4] = 12
Action 5: Fire Phase Beamer at Haad Prime 1d20+11: [8]+11 = 19 ; Damage 4d6: [2, 1, 2, 1] = 6
Action 6: Reserved for Dodge 1d20+14: [12]+14 = 26

Parries (using bow): 1) 1d20+11: [2]+11 = 13 ; 2) 1d20+11: [17]+11 = 28 ; 3) 1d20+11: [11]+11 = 22 ; 4) 1d20+11: [18]+11 = 29 ; 5) 1d20+11: [1]+11 = 12 ; 6) 1d20+11: [20]+11 = 31
Last edited by Kaedras Starfall on Fri Aug 13, 2021 9:45 am, edited 1 time in total.
Kaedras Starfall
I.S.P.: 188/188
M.D.C.: 45/45

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


Aldón MDC: 150/150

Water Relic PPE: 300/300
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Draggor
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Re: [GA] Time After Time, Part 3

Post by Draggor »

Perception: 1d100: [76] = 76 | 21%
JIC: 1d20: 1d20: [2] = 2 | 1d100: [71] = 71

MDC: 863/1,349
Super Regeneration (HU:PU3p99): 2d6: [2, 6] = 8

Post
At managing to land one of those bouncing energy blasts on the Haad clone, this not only satisfies the dual urge inside of Draggor, it comes with the benefit of being fun. That armor might destroy us, but at least we are free to use our energy again! While as a combat games slave Draggor kept that particular skill hidden, this particular setup is perfect for letting blast after blast fly! While a hand could simply be extended for a shot to fire, those years in the games makes the motions look a lot more like throwing those tightly wound balls of bouncing, destructive energy. Each one hurls off at Icky, bouncing such that there's hope of predicting where the Haad clone will be and take the full force of the bounce.

"Yesssss, you'll fly into at least another of these..."

Image

Combat
APM: 6
Initiative: 1d20+4: [6]+4 = 10

1 Icky) Super Energy Expulsion (Ricochet Shot) 1d20: [13] = 13 / Damage 1d6: [5] = 5 M.D.
1 Haad Clone 4) Super Energy Expulsion (Ricochet Shot) 1d20-2: [12]-2 = 10 / Damage 5d6: [5, 2, 3, 1, 1] = 12 M.D.
2 Icky) Super Energy Expulsion (Ricochet Shot) 1d20: [10] = 10 / Damage 1d6: [1] = 1 M.D.
2 Haad Clone 4) Super Energy Expulsion (Ricochet Shot) 1d20-2: [2]-2 = 0 / Damage 5d6: [2, 5, 3, 2, 6] = 18 M.D.
3 Icky) Super Energy Expulsion (Ricochet Shot) 1d20: [5] = 5 / Damage 1d6: [2] = 2 M.D.
3 Haad Clone 4) Super Energy Expulsion (Ricochet Shot) 1d20-2: [14]-2 = 12 / Damage 5d6: [4, 4, 1, 2, 6] = 17 M.D.
4 Icky) Super Energy Expulsion (Ricochet Shot) 1d20: [2] = 2 / Damage 1d6: [2] = 2 M.D.
4 Haad Clone 4) Super Energy Expulsion (Ricochet Shot) 1d20-2: [4]-2 = 2 / Damage 5d6: [1, 3, 1, 1, 6] = 12 M.D.
5 Icky) Super Energy Expulsion (Ricochet Shot) 1d20: [9] = 9 / Damage 1d6: [1] = 1 M.D.
5 Haad Clone 4) Super Energy Expulsion (Ricochet Shot) 1d20-2: [16]-2 = 14 / Damage 5d6: [4, 6, 1, 3, 2] = 16 M.D.
6 Icky) Super Energy Expulsion (Ricochet Shot) 1d20: [19] = 19 / Damage 1d6: [6] = 6 M.D.
6 Haad Clone 4) Super Energy Expulsion (Ricochet Shot) 1d20-2: [17]-2 = 15 / Damage 5d6: [6, 1, 1, 5, 4] = 17 M.D.

Autododges
1) 1d20+4: [2]+4 = 6 2) 1d20+4: [3]+4 = 7 3) 1d20+4: [10]+4 = 14 4) 1d20+4: [20]+4 = 24 5) 1d20+4: [11]+4 = 15 6) 1d20+4: [6]+4 = 10

Dodge Rolls
1) 1d20+10: [19]+10 = 29 2) 1d20+10: [7]+10 = 17 3) 1d20+10: [5]+10 = 15 4) 1d20+10: [14]+10 = 24 5) 1d20+10: [17]+10 = 27 6) 1d20+10: [13]+10 = 23

Contingencies
As before, moving to Wild Shot (+1) and full blast damage if it's impossible to hit both Icky's armor and Haad.
Draggor | Ledger
M.D.C.: 1,866 / 1,866
P.P.E.: 89 / 89

The Cast:
The Hero, The Exile, The Merc, The Lustful, OG Violence, Argent Warrior, The Lost One

Events of Note
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Re: [GA] Time After Time, Part 3

Post by Captain Andra Sekona »

Perception: 1d100: [57] = 57 /62%
JIC: 1d20: [14] = 14 / 1d100: [14] = 14
Tired and a little cranky- today is not going to be a good day, -5% to all skills and -1 to all combat rolls (Starchief). You are awake by 7am.
When held aloft or used to attack, Champion can be commanded to glow like the sun- not bright enough to be blinding or incapacitating, but enough to be noticed even in a well-lit room. Any allied creature (including the wielder) with a good alignment within 60 feet and who can see Champion gains +3 to strike, parry, and dodge. Duration is indefinite provided the above conditions persist.
90/150
107/443
20/20 MDC
  • Helmet: 100/100 MDC
  • Left Arm: 90/90 MDC
  • Right Arm: 90/90 MDC
  • Main Body: 130/220 MDC
  • Left Leg: 100/100 MDC
  • Right Leg: 100/100 MDC
  • Jet Pack: 40/40 MDC
  • N-50B: 0/160 MDC (OVERLOADED)
  • Ammo: 212/240 shots
  • Smart: 4/4 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: 0/4 micro missiles


Champion's light shining over the antechamber as he enters, Starchief feels a renewed sense of vigor as he finally is able to help Kaedras hold the room. I have no idea who the boy is... but that's for later, he stands with us! "The cavalry is here!" I'm not on a steed... Work on the banter later, save the day now! Starchief swings with righteous fury in his heart, knowing that this evil woman would be the death of much of the universe and had already killed many of his old friends.

Initiative: 1d20+10: [1]+10 = 11
APM: 11

Action 1: Slash Clone #3 with Champion. Strike: 1d20+15: [17]+15 = 32 Damage: 7d6: [2, 4, 3, 5, 6, 4, 3] = 27
Action 2: Slash Clone #3 with Champion. Strike: 1d20+15: [4]+15 = 19 Damage: 7d6: [4, 1, 1, 2, 2, 6, 6] = 22
Action 3: Slash Clone #3 with Champion. Strike: 1d20+15: [15]+15 = 30 Damage: 7d6: [3, 3, 5, 3, 1, 2, 1] = 18
Action 4: Slash Clone #3 with Champion. Strike: 1d20+15: [19]+15 = 34 (CRIT) Damage: 7d6: [4, 2, 4, 3, 5, 6, 6] = 30 x2=60 MD
Action 5: Slash Clone #3 with Champion. Strike: 1d20+15: [9]+15 = 24 Damage: 7d6: [2, 2, 4, 3, 2, 1, 2] = 16
Action 6: Slash Clone #3 with Champion. Strike: 1d20+15: [6]+15 = 21 Damage: 7d6: [5, 5, 5, 5, 2, 3, 4] = 29
Action 7: Slash Clone #3 with Champion. Strike: 1d20+15: [17]+15 = 32 Damage: 7d6: [1, 3, 4, 4, 5, 6, 1] = 24
Action 8: Slash Clone #3 with Champion. Strike: 1d20+15: [11]+15 = 26 Damage: 7d6: [4, 1, 5, 4, 3, 2, 3] = 22
Action 9: Slash Clone #3 with Champion. Strike: 1d20+15: [1]+15 = 16 Damage: 7d6: [5, 2, 6, 3, 4, 2, 5] = 27
Action 10: Slash Clone #3 with Champion. Strike: 1d20+15: [10]+15 = 25 Damage: 7d6: [3, 4, 5, 3, 5, 1, 2] = 23
Action 11: Slash Clone #3 with Champion. Strike: 1d20+15: [11]+15 = 26 Damage: 7d6: [3, 1, 4, 3, 3, 2, 2] = 18

Auto-Dodge: 1d20+12: [18]+12 = 30 1d20+12: [4]+12 = 16 1d20+12: [7]+12 = 19 1d20+12: [7]+12 = 19 1d20+12: [5]+12 = 17 1d20+12: [13]+12 = 25 1d20+12: [13]+12 = 25 1d20+12: [12]+12 = 24 1d20+12: [2]+12 = 14 1d20+12: [16]+12 = 28 1d20+12: [10]+12 = 22
Parries: 1d20+19: [9]+19 = 28 1d20+19: [15]+19 = 34 1d20+19: [8]+19 = 27 1d20+19: [11]+19 = 30 1d20+19: [8]+19 = 27 1d20+19: [2]+19 = 21 1d20+19: [14]+19 = 33 1d20+19: [20]+19 = 39 1d20+19: [18]+19 = 37 1d20+19: [8]+19 = 27 1d20+19: [13]+19 = 32
Captain Sekona
Captain Andra Sekona
MDC: 439/439

Saving Throw Bonuses:
Vs. Insanity: +9|Vs. Magic: +10|Vs. Possession: +7|Vs. Psionic: +7
Vs. Poison: +7|Vs. Mind Control: +6|Vs. Disease: +6|Vs. Illusion: +5
Vs. Horror Factor: +8|Vs. Coma/Death: +51%|Perception: +3
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Ghast
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Re: [GA] Time After Time, Part 3

Post by Ghast »

Perception: 1d100: [22] = 22 /46%
Just in Case: 1d20: [20] = 20 / 1d100: [71] = 71
Conditions: Sixth Sense (Inactive),
I.S.P.: 10, Range: Self, Duration : Two melee rounds per level of experience.
This i s a form of telepathy geared to give the psychic an advantage in melee combat. To put this ability in place, the psychic must concentrate for one melee round (15 seconds), putting himself in a Zen-like state of awareness. For the next two melee rounds, the Intuitive Combat sense makes the character one with his body and weapon, reacting quickly and efficiently with amazing reflex action, balance and grace.
Note: The psychic is unable to use any other psionic power, including Mind Block, while this power is in use. He can cancel it with a thought. Bonuses: +3 on initiative, + 1 to strike, + 1 to parry, +4 to dodge, +4 to pull punch, +2 to roll with punch, fall or impact, and +2 to disarm.
• Cannot be caught by surprise, even by attacks from behind or from long-range, which means he can try to parry or dodge all attacks leveled at him.
• + 10% to abilities (balance, etc.) provided by the Acrobatics and/or Gymnastic skills, as well as + 10% to Climb and Swim skills.
1:30 min,
P.P.E.: 9
I.S.P.: 219/08
H.P.: 21
S.D.C.: 70
Altess Amoria Officer Jump Suit (Main Body): 75/0 M.D.C.


Initiative: 1d20+9: [14]+9 = 23
Number of Attacks: 6

Action One: Lay flat on back.
Action Two: Begin Aiming
Action Three: Continue Aiming
Action Four: Called Aimed Shot with HI-80 Combat Laser Rifle at Haad Clone #4, Aiming for her head. (Strike: 1d20+6: [7]+6 = 13 ; Damage: 4d6+6: [2, 5, 1, 3]+6 = 17 M.D.)
Action Five: Get up and run away
Action Six: Continue Running away.

Parries as needed: 1d20+10: [18]+10 = 28 , 1d20+10: [7]+10 = 17 , 1d20+10: [2]+10 = 12 , 1d20+10: [14]+10 = 24 , 1d20+10: [11]+10 = 21 , 1d20+10: [12]+10 = 22 .
Dodges vs. Ranged Attacks: 1d20+13: [9]+13 = 22 , 1d20+13: [2]+13 = 15 , 1d20+13: [15]+13 = 28 , 1d20+13: [13]+13 = 26 , 1d20+13: [6]+13 = 19 , 1d20+13: [10]+13 = 23 .


No juice left in the tank, armor in tatters, blood flowing freely from most of his facial orifices. Doesn't look good. Ghast says as he just falls flat on his back. Maybe I can get her to think I'm dead for a few seconds... Then shoot her in the head. Might as well try. Ghast thinks as he brings his rifle up and switches the selector to single shot. His breathing slows, his eyes work to follow the target. He exhales, and pulls the trigger. Yep time to run. Ghast thinks as he gets up and runs like the devil himself is chasing him. For all Ghast knows she is.
“We are what we choose to be.” ~Altaïr
Ghast
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Exe
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Re: [GA] Time After Time, Part 3

Post by Exe »

Perception: 1d100: [93] = 93 /36%
JiC: 1d20: [7] = 7 / 1d100: [100] = 100

Active Conditions:
P.P.E: 54/274
I.S.P.: 33/33
M.D.C.: 120/139
Spell Strength: 13
| Res to Fire (1/2 DMG) | Regen MDC (1d6*5/min) | Sense Rifts (110 miles) | Sixth Sense [2, Inactive] |
[50/50 MDC | 09m:00s | +10 Save v Magic, Psionic, HF | Imp. to All Energy Attacks/Fire/Cold/Disease/poison/toxin/gases]


Combat:

APM: 4
Initiative: 1d20+5: [10]+5 = 15
Auto-Dodge: 1d20+5: [4]+5 = 9 | 1d20+5: [20]+5 = 25 | 1d20+5: [3]+5 = 8 | 1d20+5: [20]+5 = 25

A1: Close distance to Kaedras.
A2: Cast Armor of Ithan on Kaedras
A3: Energy Bolt (5 PPE) on nearest Haad.
A4: Energy Bolt (5 PPE) on nearest Haad.

Contingency: If his armor pops but the duration hasn't elapsed, he will recast Armor of Ithan on himself.

Post:

As things begin improving in the battle before them, Exe glances to his side as the elf gets wailed on. Nope, nope, nope. Exe quickly thinks and rolls over to where Kaedras is, tapping his shoulder and surrounding him with an Armor of Ithan. "This isn't going to be a habit, is it?" Exe says before moving away quickly and firing a pair of energy bolts at the nearest Haad.
Please Do Not PM This Account, PM Underguard Instead

Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
"The Ariel Spirit of Light, Matthew, is speaking."
"The Seraph Spirit of Light, Kalinda, is speaking."
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Chef Icky
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Location: Phase World: Galactic Adventurers
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Re: [GA] Time After Time, Part 3

Post by Chef Icky »

Perception: 1d100<55: [51*] = 1
JIC: 1d20: [19] = 19 / 1d100: [70] = 70

Conditions:
- Death Warmed Over: Never again (again), -10% to all skills, -3 on all combat rolls, -1 APM
- Wearing Corrupted Warlock Marine Power Armor
- P.P.E. 35/105
- TK Pike: 27/50 bursts remaining
- Warlock PA Helmet: 140/150 MDC
- Warlock PA Main Body: 207/500 MDC
- Warlock AoI, 2 of 3: 67/100 MDC
- Armor Bizarre charges: 0/3 remaining
- Warlock PA Regeneration: + 1d6: [3] = 3 MDC from previous round
- Background Music: Still Danger Zone - Kenny Loggins

Icky growls in frustration as Draggor's blasts continue arcing up at him (even though they seem to be doing more damage to Haad, or at least they seem to be intended to do so) and at the fact he's so far unable to escape her slow-motion field. But at least while he's keeping her attention she can't be slowing anyone else down.

"C'mon, ya worn-out penile sock puppet..." Icky smirks as he weaves around in the air (which is not exactly what Sarge is made for, but when in Rome...). "At dis rate, da soufflé is gonna fall by da time I get back to da galley -- an' who wants a deflated soufflé anyhoo?"

That's it, you witch... he finishes to himself. Keep focused on me. The longer you're up here the better the chances of Slim or Smiley firing up the defenses with their relics. Or at least stalls your other selves long enough to break the loops.
And now for something completely different -- more combat shenanigans...
- APM: 12 (6), +2 tendril attacks (+1)
- Initiative: 1d20+3: [2]+3 = 5 (if still applicable)
- Critical Strike on an unmodified roll of 18, 19, 20
- Automatic KO on natural 20 (boxing); victim remains unconscious for 1d6 melees
- Wielding Darkwing: +6 SN PS and does double damage to beings of an evil alignment
- Horror Factor: 11, 14 after Armor Bizarre is cast
- Actions in green will only be taken if Icky ceases feeling slowed down (as in he's outside the area of affect).

1.) Continue to back away from Haad #4 as fast as he can
2.) Fire long pulse from TK Pulse Pike at Haad #4. Strike: 1d20+3: [16]+3 = 19 ; Damage: 2d4*10: [4, 3]*10 = 70 M.D.
3.) Fire long pulse from TK Pulse Pike at Haad #4. Strike: 1d20+3: [1]+3 = 4 ; Damage: 2d4*10: [4, 2]*10 = 60 M.D.
4.) Fire long pulse from TK Pulse Pike at Haad #4. Strike: 1d20+3: [16]+3 = 19 ; Damage: 2d4*10: [2, 3]*10 = 50 M.D.
5.) Reserved for dodging. Dodge: 1d20+8: [5]+8 = 13
6.) Reserved for dodging. Dodge: 1d20+8: [15]+8 = 23
7.) Tendril strike if within 40'. Strike: 1d20+7: [10]+7 = 17 ; Damage: 2d6: [6, 5] = 11 M.D.
8.) Fire long pulse from TK Pulse Pike at Haad #4. Strike: [roll1d20+3[/roll] ; Damage: 2d4*10: [2, 4]*10 = 60 M.D.
9.) Fire long pulse from TK Pulse Pike at Haad #4. Strike: 1d20+3: [6]+3 = 9 ; Damage: 2d4*10: [3, 4]*10 = 70 M.D.
10.) Fire long pulse from TK Pulse Pike at Haad #4. Strike: 1d20+3: [9]+3 = 12 ; Damage: 2d4*10: [2, 2]*10 = 40 M.D.
11.)Fire long pulse from TK Pulse Pike at Haad #4. Strike: 1d20+3: [19]+3 = 22 ; Damage: 2d4*10: [2, 3]*10 = 50 M.D. CRIT!
12.) Reserved for dodging. Dodge: 1d20+15: [17]+15 = 32
13.) Reserved for dodging. Dodge: 1d20+15: [3]+15 = 18
14.) Tendril strike if within 40' but outside the slo-mo field. Strike: 1d20+14: [9]+14 = 23 ; Damage: 2d6: [6, 3] = 9 M.D.


Parries with Darkwing should she still be in melee range: 1d20+10: [20]+10 = 30 , 1d20+10: [10]+10 = 20 , 1d20+10: [20]+10 = 30 , 1d20+10: [10]+10 = 20 , 1d20+10: [14]+10 = 24 , 1d20+10: [9]+10 = 19
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


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

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

Post by Dime Store Magic »

Outside Haad #4 and Icky spin in the air in a dance of death. From the ground Draggor continues his trick shots, his attempts to find the right angle becoming increasingly difficult, only hitting Icky 2 times (-12 M.D.) and then only one of his shots properly ricocheting to hit Haad #4. Ghast lying on the ground rolls on to his back taking one shot with his laser rifle and watches it go wide of the mark, Haad #4 not even noticing the attempt as her attention is focused on giving the deevil-essense empowered power armor a hug of hate. Ghast gets up and exits stage right finding some debris about 50' further away to hunker down behind.

A benefit of Draggor's wild shots is that Haad#4 can't seem to get close to Icky as she weaves around him, keeping him with in the slo-mo field. It's hard to tell if any of Icky's taunts have any additional effect on the priestess. The wild look in her eyes, spittle on her chin and the bulging veins on her face and neck suggest she's wound tighter than a six string bass with five busted strings. His aim with the TK-Pike is surprisingly steady and he hits her four times. It's on the second shot that her shimmery protective field pops, and the next two strike her solidly causing her to screech in pain.

Juan continues to attempt to convince Draggor not to attack. With Draggor's terrible aim, perhaps it's working? He can't tell. The godling for his part fires a few energy blasts up at Haad hitting her a couple of times himself after Icky's puncturing of her force field.

In the ante-room, Starchief's blade licks out at Haad #3, as she attempts to get past him and hits, she abandon's her attempts to join the Haad engaged against Kaedras and Exe and focuses her attention on the super soldier. Her blinding speed apparently little help against his prowess with a blade. He hits her multiple times, blood welling from the cuts. However his luck is not perfect (nat #1 on the ninth strike). Haad's own supernatural strength and super reflexes deflect the blow and forces StarChief to drive the blade into the stone wall up to the hilt. The stone around the blade emitting a slight red glow from the heat generated by the friction of Champion piercing it. (Roll a 1d4+1 for the number of actions needed to pull the blade out - defenseless while doing this - do you risk it?). It's with this she finally is able to land a blow, and hits him in his helmeted head (-24 M.D.)

That leaves the elf and the boyish looking demi-god to deal with Haad Prime. Kaedras' activates his psychic force field and gets another TK forcefield on the hallway Quan went down. Exe for his part as he moves towards Kaedras sees her eyes blinking wildly and her head tilted as if she were listening to something. His hand moves down to touch Kaedras shoulder when she finally acts (so no Armor of Ithan on Kaedras). Kaedras having fought her for the last few rounds knows that she is tricky. He hears her chanting and leaps to the side, Exe is not so lucky as he's caught in the middle of a carpet of adhesion. Kaedras rolls back on to his feet and fires his phase beamer at Haad Prime (hitting her twice) as she leaps off the ground towards Exe's general direction and begins to spin. Her spinning floats her over the carpet of adhesion. Her first few attacks go wild, but then her outstretched arms and legs finally connect; pummeling Exe. Each strike hitting like a sledgehammer (-45 M.D., -38 M.D., -31 M.D.). (Exe make a maintain balance roll to stay on your feet and not accidently put your hands down and get them stuck in the carpet of adhesion. If you make the roll, you were able to duck after the last blow and cast Armor of Ithan by the end of the round)

Begin Round 11

Round 10 Summary (just this round):
All Ammo and ISP used as intended.
Icky -12 M.D. (Still in slow motion field)
Draggor
Juan
Ghast
StarChief -24 M.D. Head
Kaedras
Exe: Invulnerability M.D.C. gone, -31 Personal M.D.
Kar: down for the count


Current Status:
Haad Prime: Looking googly-eyed and pissed. Spinning and putting the beatdown on Exe
Haad #1 Dead
Haad #2 Dead
Haad #3 Very wobbly but still standing
Haad #4 A lot of bruising, but still flying.

Champion is stuck in wall. Haad Prime's path to Quan is blocked by a TK forcefield. Exe is stuck in a carpet of adhesion.
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Kaedras Starfall
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Re: [GA] Time After Time, Part 3

Post by Kaedras Starfall »

Perception 48% 1d100: [16] = 16

JIC: 1d20: [12] = 12
JIC: 1d100: [49] = 49

Conditions:
  • Sixth Sense (triggered) | +6 initiative, +2 parry, +3 dodge, cannot be surprised by a sneak attack
  • Enhanced Reflexes | +1 APM, +3 initiative, +1 strike, +2 parry and dodge, +2 P.P.
Having dodged out of the way fo a carpet of adhesion, Kaedras thinks She was planning to trap us and move. Need to reinforce that passage, and drops another TK Force Field across the door Quan exited from.

I can't do this forever... She either has to die, or we will. Hopefully though I can buy Quan enough time to kill her and her cronies. With that thought, Kaedras continues shooting his phase beamer at Haad Prime, trusting Starchief to handle the Haad-clone at the antechamber. He spares a glance at exe. Thanks, child, for whatever you were planning to do. I do not know what manner of being you are, that as a child, wields such power. Stay alive so I can thank you properly. Kaedras continues moving and shooting, avoiding the carpet of adhesion on the floor, and keeping the corridor Quan went down in his sight.


Initiative: 1d20+7: [5]+7 = 12

APM: 6

Action 1: Place TK force Field between Haad Prime and the door Quan went through (-15 PPE - drawn from relic)
Action 2: Fire Phase Beamer at Haad Prime 1d20+11: [8]+11 = 19 ; Damage 4d6: [6, 5, 4, 6] = 21
Action 3: Fire Phase Beamer at Haad Prime 1d20+11: [6]+11 = 17 ; Damage 4d6: [6, 2, 4, 5] = 17
Action 4: Fire Phase Beamer at Haad Prime 1d20+11: [16]+11 = 27 ; Damage 4d6: [5, 2, 2, 2] = 11
Action 5: Fire Phase Beamer at Haad Prime 1d20+11: [12]+11 = 23 ; Damage 4d6: [5, 2, 2, 3] = 12
Action 6: Reserved for Dodge 1d20+14: [8]+14 = 22

Contingent action(s): If Kaedras' force field goes down, he will spare an action to reactivate it (he can do so twice more).

Parries (using bow): 1) 1d20+11: [14]+11 = 25 ; 2) 1d20+11: [7]+11 = 18 ; 3) 1d20+11: [5]+11 = 16 ; 4) 1d20+11: [4]+11 = 15 ; 5) 1d20+11: [15]+11 = 26 ; 6) 1d20+11: [17]+11 = 28


EDIT to add:
Exe wrote:"Hey! Little help here! I, uh, I think she likes me! Or maybe she hates me."
Kaedras gives an almost imperceptible nod. "Of course."

If/When Kaedras hears Exe's plea for help, he will sacrifice one action to protect him with a TK force field

Action X: Place TK force Field between Haad Prime and Exe (-15 PPE - drawn from relic)
Last edited by Kaedras Starfall on Tue Aug 24, 2021 1:04 pm, edited 2 times in total.
Kaedras Starfall
I.S.P.: 188/188
M.D.C.: 45/45

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


Aldón MDC: 150/150

Water Relic PPE: 300/300
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Joan Echo
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Re: [GA] Time After Time, Part 3

Post by Joan Echo »

Perception (33%) 1d100<33: [30*] = 1
JiC 1d20: [1] = 1 / 1d100: [52] = 52

u]Armor[/u]
Splugorth Talisman of Armor of Ithan (totally spent)
Cargo shorts
Gronk shirt
Action Sandals

Weapons
Magical clubs with the Rings of Sha Los (2)
NE-200 Plasma Cartridge Machine Gun (33/200)

Active Effects
Hungover - 10% on all skills; -3 on all combat rolls; -1 APM

Combat
APM: 6
Initiative 1d20+6: [2]+6 = 8
1. Energy blast at first Haad clone 1d20+4: [11]+4 = 15 /damage 3d6: [5, 3, 2] = 10 M.D.
2. Energy blast at first Haad clone 1d20+4: [13]+4 = 17 /damage 3d6: [4, 6, 6] = 16 M.D.
3. Energy blast at first Haad clone 1d20+4: [9]+4 = 13 /damage 3d6: [2, 4, 3] = 9 M.D.
4. Energy blast at first Haad clone 1d20+4: [5]+4 = 9 /damage 3d6: [2, 2, 2] = 6 M.D.
5. Energy blast at first Haad clone 1d20+4: [6]+4 = 10 /damage 3d6: [1, 4, 6] = 11 M.D.
6. Energy blast at first Haad clone 1d20+4: [6]+4 = 10 /damage 3d6: [6, 3, 4] = 13 M.D.
Auto-dodge: 1) 1d20: [20] = 20 ; 2) 1d20: [4] = 4 ; 3) 1d20: [14] = 14 ; 4) 1d20: [17] = 17 ; 5) 1d20: [6] = 6 ; 6) 1d20: [13] = 13
Contingencies
1. Reserved for dodging if Juan takes more than 100 M.D.C. 1d20+5: [2]+5 = 7
2. Reserved for dodging if Juan takes more than 100 M.D.C. 1d20+5: [1]+5 = 6
3. Reserved for dodging if Juan takes more than 100 M.D.C. 1d20+5: [19]+5 = 24
4. Reserved for dodging if Juan takes more than 100 M.D.C. 1d20+5: [1]+5 = 6
5. Strike with staff if Haad clone gets close 1d20+6: [4]+6 = 10 /damage 1d6*10: [5]*10 = 50 M.D.
6. Strike with staff if Haad clone gets close 1d20+6: [19]+6 = 25 (CRITICAL STRIKE) /damage 1d6*10: [4]*10 = 40 x 2 = 80 M.D.
7. Strike with staff if Haad clone gets close 1d20+6: [8]+6 = 14 /damage 1d6*10: [5]*10 = 50 /damage 1d6*10: [2]*10 = 20 M.D.

Butcher's Bill
240/348 M.D.C.
- 10 I.S.P.


Juan looks up at Icky and his power armor tangling with the Haad clone. He can't help but think if he was in that armor, then it would have been completely trashed 45 seconds ago. He also can't help but think that Draggor is not helping the situation. If the crazed urqos just shot at Haad...

"Urqos Draggor! One problem at a time! If we kill the priestess first then all the demons on this planet will be weaker!" Juan shouts. At the same time he lobs energy blasts at Haad, but the best they can do is distract Haad enough for Icky to get a solid blow. He winces with each blast, having little left than a will to see the loop broken. He will dodge any shots sent his way, and is ready to club Haad if she gets close. If she does, then he can hit her with the full force of his magical staff.
Status: Joan Echo
M.D.C.: 300 | P.P.E.: 50 | I.S.P.:82
May the rest of the Yayamama Pantheon have mercy on our SOULS!
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Exe
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Re: [GA] Time After Time, Part 3

Post by Exe »

Perception: 1d100: [2] = 2 /36% [Crit]
JiC: 1d20: [16] = 16 / 1d100: [93] = 93

Active Conditions:
P.P.E: 54/274
I.S.P.: 33/33
M.D.C.: 108/139
Spell Strength: 13
| Res to Fire (1/2 DMG) | Regen MDC (1d6*5/min) | Sense Rifts (110 miles) | Sixth Sense [2, Inactive] |
[0/50 MDC | 08m:45s | +10 Save v Magic, Psionic, HF | Imp. to All Energy Attacks/Fire/Cold/Disease/poison/toxin/gases]
| Armor of Ithan [30/30 MDC | 03m:00s]

Skills:
Sense of Balance: 1d100: [44] = 44 /71% (To not teeter like a teapot)
Backflip: 1d100: [11] = 11 /82% (Dodge stuff if able)
Lore, Creatures of Magic: 1d100: [24] = 24 /61% (What might Haad be?)

Combat:

APM: 4
Initiative: 1d20+5: [8]+5 = 13
Auto-Dodge: 1d20+5: [10]+5 = 15 | 1d20+5: [14]+5 = 19 | 1d20+5: [1]+5 = 6 | 1d20+5: [6]+5 = 11
Parry: 1d20+5: [5]+5 = 10 | 1d20+5: [19]+5 = 24 | 1d20+5: [14]+5 = 19 | 1d20+5: [12]+5 = 17

A1: Blinding Flash on Haad Prime (3) (-1 to Save)
A2-3: Negate Magic to destroy the Carpet of Adhesion [30 PPE] trapping him and blocking the others.
A4: Cast Light Target on Haad Prime (6)

Contingency: If his AoI pops, he will recast Armor of Ithan on himself. If he does not have the PPE for it, he will use one of his remaining Invulnerability charges. [2 remain]

Post:

Exe is visibly stunned by the sudden focus on him as he tries his best to avoid Haad's approach, dodging her strike as much as possible to weave around her and try to get behind her. Okay. Okay. Okay. Okay. Exe thinks trying to dodge or while under the duress of the three stronger strikes. Definitely hang back bud. Yes, yes, I am trying to dodge her. You shush. Exe mentally thinks to his feathery friend.

He will reactivate Armor of Ithan the moment his invulnerability pops, trying to use his superior balance and nimbleness to avoid both the carpet and Haad. He'll look to Kaedras as the only one he's actually spoken too amid the assault. "Hey! Little help here! I, uh, I think she likes me! Or maybe she hates me." Exe calls out as he tries to avoid her while stuck (at least partially) in the Carpet of Adhesion. Man this crazy lady is lucky I haven't had a chance to refill my painter or else I'd make her into a multi-colored space clown. But... I can tag her this way... Exe muses in such a way that makes the kid smile even amid the combat as he casts Light Target on her so that she glows to all those around making her easier to target.
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Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
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"The Seraph Spirit of Light, Kalinda, is speaking."
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Re: [GA] Time After Time, Part 3

Post by Draggor »

Perception: 1d100: [56] = 56 | 21%
JIC: 1d20: 1d20: [2] = 2 | 1d100: [85] = 85

MDC: 870/1,349
Super Regeneration (HU:PU3p99): 2d6: [4, 3] = 7

Post
Blending satisfying the enchantment based urge while making aerial combat harder for the Haad clone proves worthy enough of a plan, even if others still protest.
Juan wrote:"Urqos Draggor! One problem at a time! If we kill the priestess first then all the demons on this planet will be weaker!"
"Other demons?! Mites on the back of the beast in that armor!" Some of our kind think we're just a mite. This Haad probably does too. "We will focus more."

Focus they do as Draggor continues their ground based movement pattern, relying on instinct to best predict those magical intersections of the Haad clone approaching Icky just as one of the energy blasts is bouncing off that cursed gonna-kill-us-all armor. It shares many traits with the prowl through the fog maneuvers earlier, and an energetic glee washes over the creature when a successful bounce shot is made.

Combat
APM: 6
Initiative: 1d20+4: [9]+4 = 13

Trying to be more deliberate with blasts, and with the slow field gone, the ricochet shots are all aimed now.

1,2 Icky) Super Energy Expulsion (Aimed Ricochet Shot) 1d20+3: [15]+3 = 18 / Damage 1d6: [5] = 5 M.D.
1,2 Haad Clone 4) Super Energy Expulsion (Aimed Ricochet Shot) 1d20+1: [3]+1 = 4 / Damage 5d6: [2, 5, 6, 5, 1] = 19 M.D.
3,4 Icky) Super Energy Expulsion (Aimed Ricochet Shot) 1d20+3: [17]+3 = 20 / Damage 1d6: [3] = 3 M.D.
3,4 Haad Clone 4) Super Energy Expulsion (Aimed Ricochet Shot) 1d20+1: [17]+1 = 18 / Damage 5d6: [6, 6, 1, 2, 5] = 20 M.D.
5,6 Icky) Super Energy Expulsion (Aimed Ricochet Shot) 1d20+3: [1]+3 = 4 (nat 1, crit fail) / Damage 1d6: [1] = 1 M.D.
5,6 Haad Clone 4) Super Energy Expulsion (Aimed Ricochet Shot) 1d20+1: [15]+1 = 16 / Damage 5d6: [6, 6, 3, 5, 1] = 21 M.D.

Autododges
1) 1d20+4: [16]+4 = 20 2) 1d20+4: [16]+4 = 20 3) 1d20+4: [16]+4 = 20 4) 1d20+4: [6]+4 = 10 5) 1d20+4: [5]+4 = 9 6) 1d20+4: [16]+4 = 20

Dodge Rolls
1) 1d20+10: [16]+10 = 26 2) 1d20+10: [6]+10 = 16 3) 1d20+10: [20]+10 = 30 4) 1d20+10: [15]+10 = 25 5) 1d20+10: [9]+10 = 19 6) 1d20+10: [7]+10 = 17

Contingencies
If it's obvious the bounce isn't feasible, instead put full damage on Icky's main body armor.
Draggor | Ledger
M.D.C.: 1,866 / 1,866
P.P.E.: 89 / 89

The Cast:
The Hero, The Exile, The Merc, The Lustful, OG Violence, Argent Warrior, The Lost One

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Re: [GA] Time After Time, Part 3

Post by Captain Andra Sekona »

Perception: 1d100: [65] = 65 /62%
JIC: 1d20: [11] = 11 / 1d100: [61] = 61

Tired and a little cranky- today is not going to be a good day, -5% to all skills and -1 to all combat rolls (Starchief). You are awake by 7am.
When held aloft or used to attack, Champion can be commanded to glow like the sun- not bright enough to be blinding or incapacitating, but enough to be noticed even in a well-lit room. Any allied creature (including the wielder) with a good alignment within 60 feet and who can see Champion gains +3 to strike, parry, and dodge. Duration is indefinite provided the above conditions persist.
90/150
107/443
20/20 MDC
  • Helmet: 76/100 MDC
  • Left Arm: 90/90 MDC
  • Right Arm: 90/90 MDC
  • Main Body: 130/220 MDC
  • Left Leg: 100/100 MDC
  • Right Leg: 100/100 MDC
  • Jet Pack: 40/40 MDC
  • N-50B: 0/160 MDC (OVERLOADED)
  • Ammo: 212/240 shots
  • Smart: 4/4 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: 0/4 micro missiles

Of all the frakking times! Starchief mentally curses his luck after having driven his blade deep into the stone surrounding them. He looks at the mayhem surrounding him, his team in combat with the evil priestess J. Haad and her clones, the artifacts they had been sent to collect in service of the safety of the 3 Galaxies being threatened by one of even greater power and his trusty rune sword embedded deep in the wall like some sort of mythical challenge. I'm strong. I can probably yank that out and get back into the fight. But sometimes, it's not about being the strongest. You can fight smart too. Starchief quickly makes a physical connection with his sword and then wills it to make them both intangible to free it quickly. When the sword is free, he hops back into the fight with seemingly endless endurance and a will that won't quit.

Action 1: Grab Champion.
Action 2: Use D-Phase (-15 ISP) to walk through rock with Champion in hand.
Action 3: Close in with Haad Clone #3.
Action 4: Slash Clone #3 with Champion. Strike: 1d20+15: [3]+15 = 18 Damage: 7d6: [1, 2, 5, 3, 3, 2, 3] = 19
Action 5: Slash Clone #3 with Champion. Strike: 1d20+15: [13]+15 = 28 Damage: 7d6: [5, 5, 3, 6, 2, 6, 1] = 28
Action 6: Slash Clone #3 with Champion. Strike: 1d20+15: [1]+15 = 16 (DEUS EX CRIT) Damage: 7d6: [2, 5, 1, 5, 2, 4, 4] = 23 x2=46 MD
Action 7: Slash Clone #3 with Champion. Strike: 1d20+15: [8]+15 = 23 Damage: 7d6: [1, 3, 3, 6, 4, 5, 1] = 23
Action 8: Slash Clone #3 with Champion. Strike: 1d20+15: [8]+15 = 23 Damage: 7d6: [4, 3, 5, 6, 1, 1, 6] = 26
Action 9: Slash Clone #3 with Champion. Strike: 1d20+15: [15]+15 = 30 Damage: 7d6: [3, 2, 5, 4, 3, 1, 6] = 24
Action 10: Slash Clone #3 with Champion. Strike: 1d20+15: [5]+15 = 20 Damage: 7d6: [4, 2, 4, 1, 1, 1, 3] = 16
Action 11: Slash Clone #3 with Champion. Strike: 1d20+15: [16]+15 = 31 Damage: 7d6: [5, 4, 4, 3, 1, 6, 2] = 25

Contingency: If Starchief is unable to free Champion using D-Phase, he will activate his jetpack and flying tackle Haad Clone #3 out of the door to the antechamber, taking the fight outside. Oh well, it was worth a shot. As he rockets into Haad #3, he quips, "Care to dance, witch?!" Once outside, he'll begin pummeling her with his bionically charged electric fists.

Contengency Action 3: Flying Tackle Haad Clone #3. Strike: EP Crit.
Contingency Action 4: Fly/hold. Strike: EP Crit.
Contingency Action 5: Punch Haad Clone #3 with Electrified Fists. Strike: 1d20+11: [5]+11 = 16 . Damage: 5d6: [6, 4, 3, 3, 2] = 18
Contingency Action 6: Punch Haad Clone #3 with Electrified Fists. Strike: 1d20+11: [3]+11 = 14 . Damage: 5d6: [2, 6, 6, 2, 5] = 21
Contingency Action 7: Punch Haad Clone #3 with Electrified Fists. Strike: 1d20+11: [19]+11 = 30 (CRIT). Damage: 5d6: [6, 3, 1, 2, 3] = 15 x2=30 MD
Contingency Action 8: Punch Haad Clone #3 with Electrified Fists. Strike: 1d20+11: [20]+11 = 31 (CRIT). Damage: 5d6: [4, 3, 1, 6, 4] = 18 x2=36 MD
Contingency Action 9: Punch Haad Clone #3 with Electrified Fists. Strike: 1d20+11: [20]+11 = 31 (CRIT). Damage: 5d6: [3, 3, 3, 5, 3] = 17 x2=34 MD
Contingency Action 10: Punch Haad Clone #3 with Electrified Fists. Strike: 1d20+11: [5]+11 = 16 . Damage: 5d6: [4, 3, 4, 2, 5] = 18
Contingency Action 11: Punch Haad Clone #3 with Electrified Fists. Strike: 1d20+11: [13]+11 = 24 . Damage: 5d6: [3, 6, 4, 4, 2] = 19


Auto-Dodge: 1d20+12: [5]+12 = 17 1d20+12: [6]+12 = 18 1d20+12: [3]+12 = 15 1d20+12: [8]+12 = 20 1d20+12: [20]+12 = 32 (CRIT) 1d20+12: [10]+12 = 22 1d20+12: [9]+12 = 21 1d20+12: [18]+12 = 30 (CRIT) 1d20+12: [3]+12 = 15 1d20+12: [18]+12 = 30 (CRIT) 1d20+12: [20]+12 = 32 (CRIT)
Parries (with Champion): 1d20+19: [9]+19 = 28 1d20+19: [13]+19 = 32 1d20+19: [6]+19 = 25 1d20+19: [7]+19 = 26 1d20+19: [10]+19 = 29 1d20+19: [10]+19 = 29 1d20+19: [7]+19 = 26 1d20+19: [7]+19 = 26 1d20+19: [11]+19 = 30 1d20+19: [13]+19 = 32 1d20+19: [18]+19 = 37 (CRIT)
Parries (without Champion): 1d20+15: [6]+15 = 21 1d20+15: [14]+15 = 29 1d20+15: [8]+15 = 23 1d20+15: [13]+15 = 28 1d20+15: [5]+15 = 20 1d20+15: [12]+15 = 27 1d20+15: [10]+15 = 25 1d20+15: [20]+15 = 35 (CRIT) 1d20+15: [4]+15 = 19 1d20+15: [20]+15 = 35 (CRIT) 1d20+15: [6]+15 = 21
Captain Sekona
Captain Andra Sekona
MDC: 439/439

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

Post by Ghast »

Perception: 1d100: [95] = 95 /46%
Just in Case: 1d20: [12] = 12 / 1d100: [11] = 11
Conditions: Sixth Sense (Inactive),
I.S.P.: 10, Range: Self, Duration : Two melee rounds per level of experience.
This i s a form of telepathy geared to give the psychic an advantage in melee combat. To put this ability in place, the psychic must concentrate for one melee round (15 seconds), putting himself in a Zen-like state of awareness. For the next two melee rounds, the Intuitive Combat sense makes the character one with his body and weapon, reacting quickly and efficiently with amazing reflex action, balance and grace.
Note: The psychic is unable to use any other psionic power, including Mind Block, while this power is in use. He can cancel it with a thought. Bonuses: +3 on initiative, + 1 to strike, + 1 to parry, +4 to dodge, +4 to pull punch, +2 to roll with punch, fall or impact, and +2 to disarm.
• Cannot be caught by surprise, even by attacks from behind or from long-range, which means he can try to parry or dodge all attacks leveled at him.
• + 10% to abilities (balance, etc.) provided by the Acrobatics and/or Gymnastic skills, as well as + 10% to Climb and Swim skills.
1:15 min,
P.P.E.: 9
I.S.P.: 219/08
H.P.: 21
S.D.C.: 70
Altess Amoria Officer Jump Suit (Main Body): 75/0 M.D.C.


Initiative: 1d20+9: [16]+9 = 25
Number of Attacks: 6

Action One: Move to cover.
Action Two: Aim
Action Three: Aim
Action Four: Called Aimed Shot with HI-80 Combat Laser Rifle at Haad Clone #4, Aiming for her head. (Strike: 1d20+6: [13]+6 = 19 ; Damage: 4d6+6: [2, 2, 6, 3]+6 = 19 M.D.)
Action Five: Aim
Action Six: Aim

Parries as needed: 1d20+10: [16]+10 = 26 , 1d20+10: [12]+10 = 22 , 1d20+10: [7]+10 = 17 , 1d20+10: [17]+10 = 27 , 1d20+10: [16]+10 = 26 , 1d20+10: [11]+10 = 21 .
Dodges vs. Ranged Attacks: 1d20+13: [8]+13 = 21 , 1d20+13: [2]+13 = 15 , 1d20+13: [8]+13 = 21 , 1d20+13: [14]+13 = 27 , 1d20+13: [15]+13 = 28 , 1d20+13: [14]+13 = 27 .


Ghast looks for cover, spying rubble or a broken building, he'll slip inside and crouch down. I'm good as dead if she hits me, but with everyone else distracting her, maybe I can still help. Ghast thinks as he rests his rifle on some rubble and settles behind it. Ghast works hard to steady his breathing, the taste of copper in his mouth is overwhemling. His breathing slows, just as his instructors beat into him all those years ago. The scope slowly settles on the target, the clone of Haad. Ghast begins zeroing in on his location of choice, her head. Doesn't usually matter how tough someone is, a shot to the head is a bell ringing experience. Ghast lets out a slow breath, and squeezes the trigger softly. The graviton beam on it way, Ghast breaths in and begins the mantra once again. Settle your breathing, find your target...
“We are what we choose to be.” ~Altaïr
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Re: [GA] Time After Time, Part 3

Post by Dime Store Magic »

The bells are a ringing on the hills of Axis-5. Ghast from his hiding place takes careful aim at the time witch up in the sky. In the slow time field, Icky bobs and weaves firing his pike a couple of times and whipping out with the armor's tentacles trying to keep Haad at a distance. Draggor disputes Juan's priority of which demons to attack and blasts upward hitting Icky's armor twice in the chest for (8 M.D.) and hitting Haad once. The monster totally misjudges his third shot and hits Icky squarely in the face place of his armor (42 M.D.) [Bell #1]. The minotaur wobbles and falls from the sky (need a pilot roll at -20% to gain control before hitting the ground next round.) While all this is going on, Juan lights up the sky with his own energy blasts, and then Ghast's patience pays off and he hits Haad in the head [Bell #2] and it pops like a gory loot piñata sending a spray of juicy red bits down upon everyone and the body tumbles after the Minotaur dropping towards the ground.

Inside the Ante Chamber, the glow of Quan's relic is gone and can no longer be seen down the passage, he must be close to the chamber by now. That's small comfort to those still fighting the Haads. Exe luckily gets his Armor of Ithan up, but takes another spin kick (38 M.D.) from Haad Prime popping his shield but absorbing the blow. Kaedras, about to layer another TK force field on the exit Quan when through, pivots when he hears Exe's plea for help, dropping the field (150 M.D.C.) around Exe (He's in the TK bubble now) and Haad connects with it and bounces off (38 M.D. to the force field).

Starchief stares at his sword in surprise for a moment not moving (no initiative roll). Haad#3 takes advantage and slams another fist in StarChief's head (38 M.D.) [Bell #3]. The helmet is seriously dented now, whatever optics are in the helmet are spewing junk across his field of vision (-2 Strike/Parry/Dodge with the helmet on). but his will of iron is sufficient to not let go of the sword. He focuses on using the rune blade's ability to D-Phase (the description says it requires great concentration to maintain) and holds it together as he's punched in the head one more time (31 M.D.) [Bell #4], but the pummeling doesn't dissuade him. The power activates, and Haad#3 whiffs, her balled fist passing through his head without even a tingle. Haad #3 calls out, "Help me sister!"

In her whirlwind Haad Prime grimaces in pain as another clone is dispatched (not that anyone can see it). She draws on the power of the time relic and time slows down for everyone but her and her remaining clone (all combat bonuses, APM, spd, and damage halved). Exe begins casting Negate Magic on the Carpet of Adhesion. Kaedras aims his pistol and fires a bolt of phase energy at Haad Prime hitting. StarChief pulls his blade free from the wall. Haad Prime drops to the ground and blurs into motion towards Kaedras hitting him twice (42 M.D. and 32 M.D. popping his psychic body field)

Haad#3 squares off against StarChief, as he cancels the D-Phase effect and he lunges forward. The effects of the slow time field are offset by Haad#3's surprise about him being intangible that he connects with Champion and stabs the witch. He yanks the blade out and leaps back as Haad#3 casts a magic net which misses, but blowing his next attack. She comes in and hit's StarChief again (to the body this time for 39 M.D.), but that gives StarChief the moment he needs and he lands his next blow (the PP crit) causing her to stagger back.

With Kaedra's psionic body shield destroyed, he actives it again and receives another hit for his troubles (38 M.D.), then Haad Prime turns from him and moves towards StarChief.

While not surprised at the sudden appearance of another Haad, StarChief is pressed to the max as both women send a flurry of blows his way, he dodges one, two, three, four times (hitting them a couple of times in return), but eventually his slowness, and their speed overwhelms him and he is hit three more times (Left arm: 34 M.D., 37 M.D. chest: 32 M.D.)

As the round ends, Exe finishes casting his spell, and the carpet of adhesion at his feet disappears leaving him stuck in a bubble of TK energy.

Begin round 12!

Round 11 Summary (just this round)
Ammo used as intended
1 use of TK forcefield used by Kaedras
1 use of Psychic Body Field by Kaedra (from the armor?)
1 use of D-Phase used by StarChief.
Icky: -8 M.D.C. main body, -42 M.D.C. head.
Draggor: Nothing new
Juan: Nothing new
Ghast: Nothing new
Exe: AOI popped, inside a TK field with 112 M.D.C. left
Kaedras: 1st Body Field popped. Second one up with 32 M.D.C. left
StarChief: Helmet M.D.C. destroyed, -71 M.D.C. left arm, - 32 M.D.C. main body


Current Status:
Haad Prime: Looks like her bubble gum has lost it's flavor
Haad#1, #2, and #4 dead
Haad#3: wishes she has some bubble gum and she'll never win a beauty pageant with all the bruises and cuts on her.=.
Those in the ante chamber are in a slow motion field (all combat bonuses, APM, Spd, and damage halved)
StarChief has an extra -2 to strike, parry, dodge from the damage to his helmet mucking up his senses. It will take an action to rip it off. Oh, and he's dancing with two Haads.
Those outside will need one action to get to the ante chamber where all the fun is happening, but will then be in the slow motion field.
Icky needs to make a piloting control roll at -20% to avoid hitting the ground...hard.
Exe is free to move around in the TK field, but is otherwise trapped. 5' diameter field.
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Re: [GA] Time After Time, Part 3

Post by Kaedras Starfall »

Perception 48% 1d100: [44] = 44

JIC: 1d20: [6] = 6
JIC: 1d100: [29] = 29

Conditions:
  • Sixth Sense (triggered) | +6 initiative, +2 parry, +3 dodge, cannot be surprised by a sneak attack
  • Enhanced Reflexes | +1 APM, +3 initiative, +1 strike, +2 parry and dodge, +2 P.P.
  • Slow Motion | all combat bonuses, APM, spd, and damage halved
  • Bonuses from Champion's Aura? | +3 to strike, parry, and dodge (factored into combat rolls below)
Kaedras is briefly dazed by the ferocity of Haad's spinning attack. I am glad I was able to put a protective field around our young friend. When he sees Haad Prime move off to attack Starchief, at her clone's behest, he calls out to her, "We are not through dancing, hag!" Finding himself slowed, he attempts to drop a TK force dome over Haad Prime's spinning form, and will then take a shot at the clone facing Starchief (or at Haad Prime herself if his attempt to confine her fails).

"Come and face the power of the Water Relic!"

Yes - fight ME. The longer you ignore my friends, the more you seal your fate!

OOC Comments
The combat rolls below assume Kaedras is within that aura of Starchief's Inspiring Aura, which is a 60' radius
Initiative: 1d20+3: [15]+3 = 18

APM: 3

Action 1: TK Force dome over Haad Prime 1d20+2: [4]+2 = 6 (-15 from the water relic's PPE)
Action 2: Fire Phase Beamer at Haad Prime or Haad Clone #3 (if Haad Prime is encapsulated) 1d20+7: [4]+7 = 11 ; Damage 4d6: [4, 5, 1, 2] = 12 (half if appropriate per slow motion field)
Action 3: Reserved for Dodge 1d20+8: [3]+8 = 11

Parries (using bow): 1) 1d20+7: [11]+7 = 18 ; 2) 1d20+7: [15]+7 = 22 ; 3) 1d20+7: [1]+7 = 8

Contingent action: If Haad once again pops Kaedras' Psionic Force field (from his armor) he will sacrifice an action to reactivate it (he will have only one use left for the day if this happens).
Kaedras Starfall
I.S.P.: 188/188
M.D.C.: 45/45

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


Aldón MDC: 150/150

Water Relic PPE: 300/300
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Joan Echo
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Re: [GA] Time After Time, Part 3

Post by Joan Echo »

Perception (33%) 1d100<33: [82] = 0
JiC 1d20: [2] = 2 / 1d100: [67] = 67

Armor
Splugorth Talisman of Armor of Ithan (totally spent)
Cargo shorts
Gronk shirt
Action Sandals

Weapons
Magical clubs with the Rings of Sha Los (2)
NE-200 Plasma Cartridge Machine Gun (33/200)

Active Effects
Invoke Trust - EP purchased critical success - Convince Draggor to not harm Icky and join the fight in the temple
Regeneration - 1d6*5: [6]*5 = 30 M.D.C.
Hungover - 10% on all skills; -3 on all combat rolls; -1 APM


Combat
APM: 6
Initiative 1d20+6: [3]+6 = 9
1. Reserved for dodging any attacks 1d20+5: [17]+5 = 22
2. Reserved for dodging any attacks 1d20+5: [10]+5 = 15
3. Reserved for dodging any attacks 1d20+5: [4]+5 = 9
4. Reserved for dodging any attacks 1d20+5: [17]+5 = 22
5. Reserved for dodging any attacks 1d20+5: [3]+5 = 8
6. Reserved for dodging any attacks 1d20+5: [20]+5 = 25

Butcher's Bill
270/348 M.D.C.
- 10 I.S.P.


Juan watches as the Haad clone's head burst like a withered pale melon, wipes the gore from his face, and sighs. But then he rememmbers that the battle's not over, Icky's armor (with the priest in it) is in a freefall back, and Juan is pretty sure that Draggor will continue to 'save' Icky from the armor. Granted, the armor is not good, but this really isn't the time.

He runs in front of the immortal monster and stretches his arms out. THis hair flows free in the hot stiff wind of combat, his large wirey frame eclipses the sun, the bruises on his body pulsate with a glowing light making the dim glow of his eyes radiate. He gives off the aura of a god in war. "Urqos Draggor, I can save the Priest Icky. I can expel the demon from his armor, but it will only work if you turn around and walk into the temple. It only works when I'm the only person watching."

From the corners of his eyes, he will watch out for any approaching combatants. After all, he is still in the middle of a battlefield. He will dodge any attacks while trying to convince Draggor to go to the temple. Once Draggor is gone, he will shoot at any approaching enemy.
Status: Joan Echo
M.D.C.: 300 | P.P.E.: 50 | I.S.P.:82
May the rest of the Yayamama Pantheon have mercy on our SOULS!
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Draggor
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Re: [GA] Time After Time, Part 3

Post by Draggor »

Perception: 1d100: [77] = 77 | 21%
JIC: 1d20: 1d20: [1] = 1 | 1d100: [63] = 63

MDC: 878/1,349
Super Regeneration (HU:PU3p99): 2d6: [3, 5] = 8

Saving Throws
New save vs Psionics from Juan's Invoke Trust - EP Purchased critical success

Post
A primal growl and snarl of glee escape the beast at witnessing the destruction of Haad Clone #4, but the moment is fleeting as that enchantment's urge kicks in: Icky plummets towards the ground while that evil, dangerous armor wraps him and guarantees it. Draggor is ready to ignite the jetpack to intercept when Juan intervenes:
Juan wrote:He runs in front of the immortal monster and stretches his arms out. His hair flows free in the hot stiff wind of combat, his large wirey frame eclipses the sun, the bruises on his body pulsate with a glowing light making the dim glow of his eyes radiate. He gives off the aura of a god in war. "Urqos Draggor, I can save the Priest Icky. I can expel the demon from his armor, but it will only work if you turn around and walk into the temple. It only works when I'm the only person watching."
Juan's display doesn't just stun the monster, they're outright enthralled! No! We must not give up the target! We might not know them, but these are the most benevolent beings I have met in this life. They appear as an elder. We were deceived by the other!

"Yes elder!" And just like that, Draggor's assault on Icky's armor ceases, the creature taking direction and running into the mouth of the cave. Time runs short to calculate proper targets and strategize, leaving Draggor to eyeball the nearest Haad entity, clone or otherwise, and lob an energy blast her way!

Combat
APM: 6
Initiative: 1d20+4: [9]+4 = 13

1) Be enthralled by Juan's presence
2) Internal arguments and final dialogue to Juan
3) Run into the cave and find the nearest Haad Prime/Clone to fire at (now in slow field)
4) Super Energy Expulsion (Wild Shot) 1d20+1: [12]+1 = 13 / Damage 6d6: [2, 1, 5, 3, 6, 6] = 23 M.D.

Autododges
1) 1d20+4: [11]+4 = 15 2) 1d20+4: [20]+4 = 24 3) 1d20+4: [12]+4 = 16 4) 1d20+4: [11]+4 = 15 5) 1d20+4: [8]+4 = 12 6) 1d20+4: [18]+4 = 22

Dodge Rolls
1) 1d20+10: [6]+10 = 16 2) 1d20+10: [6]+10 = 16 3) 1d20+10: [4]+10 = 14 4) 1d20+10: [4]+10 = 14 5) 1d20+10: [16]+10 = 26 6) 1d20+10: [14]+10 = 24
Draggor | Ledger
M.D.C.: 1,866 / 1,866
P.P.E.: 89 / 89

The Cast:
The Hero, The Exile, The Merc, The Lustful, OG Violence, Argent Warrior, The Lost One

Events of Note
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Re: [GA] Time After Time, Part 3

Post by Captain Andra Sekona »

Perception: 1d100: [28] = 28 /62%
JIC: 1d20: [10] = 10 / 1d100: [50] = 50
All combat bonuses, APM, Spd, and damage halved
Tired and a little cranky- today is not going to be a good day, -5% to all skills and -1 to all combat rolls (Starchief). You are awake by 7am.
When held aloft or used to attack, Champion can be commanded to glow like the sun- not bright enough to be blinding or incapacitating, but enough to be noticed even in a well-lit room. Any allied creature (including the wielder) with a good alignment within 60 feet and who can see Champion gains +3 to strike, parry, and dodge. Duration is indefinite provided the above conditions persist.
90/150
107/443
20/20 MDC
  • Helmet: 0/100 MDC
  • Left Arm: 19/90 MDC
  • Right Arm: 90/90 MDC
  • Main Body: 98/220 MDC
  • Left Leg: 100/100 MDC
  • Right Leg: 100/100 MDC
  • Jet Pack: 40/40 MDC
  • N-50B: 0/160 MDC (OVERLOADED)
  • Ammo: 212/240 shots
  • Smart: 4/4 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: 0/4 micro missiles
70/70 MDC




Feeling his movements slow, Starchief pushes even harder to duck and weave around the super speed blows of the Priestess duo. I know I can take a punch, but this is ridiculous! But if I can keep their attention on me, then Quan can do what he was meant to do. And it will all have been for something. Oh frak, if I die, they'll make Big Red the captain... His voice coming out comically slow, he shouts out "Yyyyooouuuuuu wwwwiiiilllll nnnnooooottttttt deeeeeffffeeeeaaaatttttt uusssss, wwwwiiiiiittttttccccchhhhhh!!!"



Initiative: 1d20+4: [8]+4 = 12
Action 1: Remove helmet.
Action 2: Cast Armor of Ithan (Millennium Wand of Power).
Action 3: Slash at Haad #3 with Champion. Strike: 1d20+7: [1]+7 = 8 (DEUS EX CRIT) Damage: 7d6/2: [6, 3, 2, 2, 2, 3, 2]/2 = 10 X2=20 MD
Action 4: Slash at Haad #3 with Champion. Strike: 1d20+7: [11]+7 = 18 Damage: 7d6/2: [6, 6, 6, 3, 2, 5, 1]/2 = 14.5
Action 5: Slash at Haad #3 with Champion. Strike: 1d20+7: [11]+7 = 18 Damage: 7d6/2: [1, 3, 2, 4, 1, 1, 1]/2 = 6.5

Parries: 1d20+9: [19]+9 = 28 1d20+9: [9]+9 = 18 1d20+9: [5]+9 = 14 1d20+9: [1]+9 = 10 1d20+9: [9]+9 = 18 1d20+9: [19]+9 = 28 1d20+9: [7]+9 = 16 1d20+9: [4]+9 = 13 1d20+9: [5]+9 = 14 1d20+9: [1]+9 = 10

Auto-Dodges: 1d20+6: [17]+6 = 23 1d20+6: [20]+6 = 26 1d20+6: [4]+6 = 10 1d20+6: [10]+6 = 16 1d20+6: [17]+6 = 23 1d20+6: [10]+6 = 16 1d20+6: [8]+6 = 14 1d20+6: [2]+6 = 8 1d20+6: [9]+6 = 15 1d20+6: [18]+6 = 24 1d20+6: [19]+6 = 25 1d20+6: [2]+6 = 8
Captain Sekona
Captain Andra Sekona
MDC: 439/439

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

Post by Exe »

Perception: 1d100: [72] = 72 /36%
JiC: 1d20: [20] = 20 / 1d100: [11] = 11

Active Conditions:
P.P.E: 33/274
I.S.P.: 33/33
M.D.C.: 108/139
Spell Strength: 13
| Res to Fire (1/2 DMG) | Regen MDC (1d6*5/min) | Sense Rifts (110 miles) | Sixth Sense [2, Inactive] |
[0/50 MDC | 08m:45s | +10 Save v Magic, Psionic, HF | Imp. to All Energy Attacks/Fire/Cold/Disease/poison/toxin/gases]
| Armor of Ithan [30/30 MDC | 03m:00s]

Skills:
Appraise Goods: 1d100: [79] = 79 /51% (Try to determine flammability)

Combat:

APM: 4
Initiative: 1d20+5: [7]+5 = 12
Auto-Dodge: 1d20+8: [10]+8 = 18 | 1d20+8: [11]+8 = 19 | 1d20+8: [17]+8 = 25 | 1d20+8: [5]+8 = 13
Parry: 1d20+8: [4]+8 = 12 | 1d20+8: [14]+8 = 22 | 1d20+8: [1]+8 = 9 | 1d20+8: [20]+8 = 28
M.D.C. Regen (per minute): 1d6*5: [4]*5 = 20

A1: Light Target on Haad Prime (6)
A2: Cast D-Phase (15 PPE) and move through the TK wall.
A3: Activate Invisibility: Superior from Mage's Armor
A4: Ignite Fire (6) on Haad Prime's clothing (or another obvious potentially flammable item)

Contingency: If his AoI pops, he will recast Armor of Ithan on himself. If he does not have the PPE for it, he will use one of his remaining Invulnerability charges. [2 remain]

Post:

Well that didn't help! I unstuck myself to find myself stuck. The teen thinks, furrowing his brow. He thinks for a moment before looking around. The wicked witches doing everything in their power to subvert everything he can think of, the teen grumbles from behind the wall as he tries to cast Light Target on Haad Prime to help make her easier to identify. HA! That's Right! GLOW! Exe exclaims to himself in glee if he succeeds at outlining her.

Exe closes his eyes a moment from within the TK Field he is now stuck in and focuses, phasing himself out of the dimension and allowing him to move slowly through the field. Focus.... focus... Nothing going on. Nothing at all. Just walking. Exe thinks, opening his eyes and proceeding to walk through the field. When he crosses the threshold he drops his concentration and immediately channels his Mage's Armor. "Poof." Exe says aloud as Invisibility Superior takes hold and Exe evaporates in mid air, hopefully giving the young mage some extra freedom of movement.

Exe will skirt around the fighting as best he can, wholly unprepared for a standing god-off between a cabal of cloned supercharged witches and a group of... freedom fighters? He will stay in range of Haad Prime, trying to figure out something to do to help. "I need a stunner or something. I feel... almost lightheaded." The mage thinks after expending nearly all of his reserves of power for the first time in his life. Finally, an image of the burning Quan pops into mind as Exe moves closer to Haad Prime (but still well out of melee) and, in a moment of insight, smiles as he tries to cast Ignite Fire on any flammable object on her person (probably her clothing) to try to distract her. Exe will dart behind cover afterward, whether the non-combative spell drops his invisibility or not.
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Re: [GA] Time After Time, Part 3

Post by Chef Icky »

Perception: 1d100<55: [100] = 0
JIC: 1d20: [5] = 5 / 1d100: [47] = 47

Conditions:
- Death Warmed Over: Never again (again), -10% to all skills, -3 on all combat rolls, -1 APM
- Wearing Corrupted Warlock Marine Power Armor
- P.P.E. 35/105
- TK Pike: 21/50 bursts remaining
- Warlock PA Helmet: 98/150 MDC
- Warlock PA Main Body: 201/500 MDC
- Warlock AoI, 2 of 3: 0/100 MDC (assuming it's been worn down)
- Armor Bizarre charges: 0/3 remaining
- Warlock PA Regeneration: + 1d6: [2] = 2 MDC from previous round
- Background Music: This feels somewhat appropriate

A grim smile spreads across Icky's muzzle as he sees the last of the clone's magical protection break down and his blasts start to strike home. "Oi, dat's what I thought..." he grunts. "Ya sure ya don't wanna--"

His snarky remarks are cut short by Draggor's wayward blast connecting with his helmet with all the force of a Seljuk's uppercut and knocking him senseless. For a heartbeat, all he can see are stars the size of... well, stars before his vision clears. Unfortunately, the sight of the ground rushing up to meet him isn't the least bit comforting -- in fact it's downright panic inducing.

Ohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrakohfrak!!!!!!!!!

He starts flailing about with both limbs and tentacles, trying to grab onto something -- anything to catch his fall -- or at least drive his pike or sword into anything he can to slow his descent. As he falls he activates Sarge's last remaining armor spell (not that he expects it to save him outright but any little bit will help) and calls out to his patron deity.

"Oi, Big D, I don't want ta be one o' 'dose guys' who ask ya fer help every time dey turn 'round but if yer listenin' I'm in a bit o' a situation 'ere. I don't wanna ask fer much, jus' guide me hands, me feet, an' me tentacles so dat dey might grab hold'a somethin' an' keep yer humble servant from dyin'. An' dat's me, by da way."

What Could Possibly Go Wrong?
Actions:
- APM: 12, +2 tentacle attacks
- Initiative: 1d20+5: [8]+5 = 13 (if still applicable)
- Critical Strike on an unmodified roll of 18, 19, 20
- Automatic KO on natural 20 (boxing); victim remains unconscious for 1d6 melees
- Wielding Darkwing: +6 SN PS and does double damage to beings of an evil alignment
- Horror Factor: 11, 14 after Armor Bizarre is cast

1.) Activate Sarge's final Armor of Ithan (100 MDC), 3 of 3
2.) Tentacle Strike to grab/stab into something and catch his fall. Strike: PP purchase
3.) Tentacle Strike to grab/stab into something and catch his fall. Strike: PP purchase
4a.) Stab something with the TK pike to slow his fall. Strike: 1d20+14: [10]+14 = 24
4b.) Stab something with Darkwing to slow his fall. Strike: 1d20+18: [18]+18 = 36
5a.) Stab something with the TK pike to slow his fall. Strike: 1d20+14: [2]+14 = 16
5b.) Stab something with Darkwing to slow his fall. Strike: 1d20+18: [15]+18 = 33
6a.) Stab something with the TK pike to slow his fall. Strike: 1d20+14: [17]+14 = 31
6b.) Stab something with Darkwing to slow his fall. Strike: 1d20+18: [14]+18 = 32
7a.) Stab something with the TK pike to slow his fall. Strike: 1d20+14: [15]+14 = 29
7b.) Stab something with Darkwing to slow his fall. Strike: 1d20+18: [1]+18 = 19
8a.) Stab something with the TK pike to slow his fall. Strike: 1d20+14: [12]+14 = 26
8b.) Stab something with Darkwing to slow his fall. Strike: 1d20+18: [19]+18 = 37
9a.) Stab something with the TK pike to slow his fall. Strike: 1d20+14: [6]+14 = 20
9b.) Stab something with Darkwing to slow his fall. Strike: 1d20+18: [9]+18 = 27
10a.) Stab something with the TK pike to slow his fall. Strike: 1d20+14: [15]+14 = 29
10b.) Stab something with Darkwing to slow his fall. Strike: 1d20+18: [6]+18 = 24
11a.) Stab something with the TK pike to slow his fall. Strike: 1d20+14: [7]+14 = 21
11b.) Stab something with Darkwing to slow his fall. Strike: 1d20+18: [12]+18 = 30
12a.) Stab something with the TK pike to slow his fall. Strike: 1d20+14: [12]+14 = 26
12b.) Stab something with Darkwing to slow his fall. Strike: 1d20+18: [17]+18 = 35
13a.) Stab something with the TK pike to slow his fall. Strike: 1d20+14: [11]+14 = 25
13b.) Stab something with Darkwing to slow his fall. Strike: 1d20+18: [20]+18 = 38
14a.) Stab something with the TK pike to slow his fall. Strike: 1d20+14: [7]+14 = 21
14b.) Stab something with Darkwing to slow his fall. Strike: 1d20+18: [7]+18 = 25

Praying and falling all the while.
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


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

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

Post by Ghast »

Perception: 1d100: [82] = 82 /46%
Just in Case: 1d20: [1] = 1 / 1d100: [45] = 45
Conditions: Sixth Sense (Inactive),
I.S.P.: 10, Range: Self, Duration : Two melee rounds per level of experience.
This i s a form of telepathy geared to give the psychic an advantage in melee combat. To put this ability in place, the psychic must concentrate for one melee round (15 seconds), putting himself in a Zen-like state of awareness. For the next two melee rounds, the Intuitive Combat sense makes the character one with his body and weapon, reacting quickly and efficiently with amazing reflex action, balance and grace.
Note: The psychic is unable to use any other psionic power, including Mind Block, while this power is in use. He can cancel it with a thought. Bonuses: +3 on initiative, + 1 to strike, + 1 to parry, +4 to dodge, +4 to pull punch, +2 to roll with punch, fall or impact, and +2 to disarm.
• Cannot be caught by surprise, even by attacks from behind or from long-range, which means he can try to parry or dodge all attacks leveled at him.
• + 10% to abilities (balance, etc.) provided by the Acrobatics and/or Gymnastic skills, as well as + 10% to Climb and Swim skills.
1:00 min,
P.P.E.: 9
I.S.P.: 219/08
H.P.: 21
S.D.C.: 70
Altess Amoria Officer Jump Suit (Main Body): 75/0 M.D.C.


Initiative: 1d20+9: [9]+9 = 18
Number of Attacks: 6

Action One: Breathe a sigh of relief.
Action Two: Get up from hiding spot.
Action Three - Six: Begin making way to the building everyone is fighting in.

Parries as needed: 1d20+10: [11]+10 = 21 , 1d20+10: [17]+10 = 27 , 1d20+10: [20]+10 = 30 , 1d20+10: [12]+10 = 22 , 1d20+10: [12]+10 = 22 , 1d20+10: [9]+10 = 19 .
Dodges vs. Ranged Attacks: 1d20+13: [2]+13 = 15 , 1d20+13: [13]+13 = 26 , 1d20+13: [1]+13 = 14 , 1d20+13: [3]+13 = 16 , 1d20+13: [1]+13 = 14 , 1d20+13: [16]+13 = 29 .


Ghast sighs deeply. Grunts a little in pain as he picks himself off the ground, and begins walking towards the archeological site. Not sure what help I can give, but might as well make myself useful if I can. Did you see her head pop... Glorious. Gross you mean. Ghast shakes his head as his inner demons banter. "Of course I'm the crazy one." Ghast mutters to himself as he continues to walk. Ghast's eyes are to the sky and the conclusion of that fight.
“We are what we choose to be.” ~Altaïr
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Re: [GA] Time After Time, Part 3

Post by Dark Lord »

Inside the antechamber, Starchief struggles against clone #3 and her slow-motion field. Fists fly in a blur but even at half speed the super soldier manages to beat back the majority of Haad’s strikes- even if he doesn’t quite manage to give as good as he gets ((-60 MDC Starchief)). Kaedras tries to pin the original Haad in another force field, but she moves too quickly for the mind melter to pin her down. He does manage to tag her with his phase beamer, but that just seems to make her mad. She rushes in close and punches through Kaedras’ psionic force field despite his efforts at a defense. The elf barely has time to erect a replacement before it will start taking blows ((FF #3 destroyed)). However, the delay gives Exe a chance to try and escape the force field protecting him- he casts his spell before realizing that it will only work through solid matter, meaning that Exe has to go through the floor and come back up somewhere else. Along the way, Exe manages some support spells- his efforts at lighting a target fail, but he does manage to turn himself invisible. With luck, that will keep her off of him. For her part, Haad prime seems not to realize that Exe left the force field as she mutters a quick incantation, then tears down his former hiding place.

Outside, with the last clone dead things fall quiet. You can still hear sporadic fighting around camp in the distance, but it’s likely by this point that the Atorian traitors have lost the element of surprise and the FWC is fighting back. You shouldn’t have any trouble from them before Quan manages to fire up the relic (har har). With very grave reservations, Ghast moves closer to the ruins, while Juan waxes charismatic and manages to convince Draggor to stop attacking Icky’s armor- the interruption in the now-departed hypnotic suggestion of the Haad clone finally gives the alien a chance to shake it off, and they return to their senses wondering just what the hell was so threatening about that armor anyway. Unfortunately, that does not happen before Draggor shoots Icky out of the sky, and it is then that the minotaur realizes that he hasn’t made much study of the controls. Sarge goes down, hard, but Icky manages to get his last armor of ithan activated in time. He plows a big furrow into the ground outside the antechamber, and gets banged up a little inside his ride, but Sarge is one tough cookie and he keeps on ticking ((Armor of ithan destroyed, -20 bodily MDC Icky)). After the crash Icky picks himself up, shakes his even-more-splitting head, clears a small fraction of the cobwebs within same, and starts trotting towards the antechamber while the ringing in his ears clears up.

Begin Round 13!

Round 12 Summary
Starchief: -60 MDC to AoI.
Kaedras: -15 PPE from the relic’s reserve; ammo used as intended. Force field #3 destroyed, force field #4 activated.
Icky: AoI activated and destroyed, -20 bodily MDC.
Exe: -41 PPE, including the cost for the invisibility activation.

Current Status
Kaedras, Starchief, and Exe are facing off against the Haads inside. Everyone else is outside- start next round just inside the entrance to the antechamber if your intention is to join the fun. A slow-motion field still covers most of the antechamber.
Notes on rules stuff
Kaedras: Phase beamer is affected by damage penalty.
Exe: D-Phase can only go through solid matter.
Why kill a PC when you can torture their player?
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Re: [GA] Time After Time, Part 3

Post by Ghast »

Perception: PP Critical/46%
Just in Case: 1d20: [4] = 4 / 1d100: [49] = 49
Conditions: Sixth Sense (Inactive),
I.S.P.: 10, Range: Self, Duration : Two melee rounds per level of experience.
This i s a form of telepathy geared to give the psychic an advantage in melee combat. To put this ability in place, the psychic must concentrate for one melee round (15 seconds), putting himself in a Zen-like state of awareness. For the next two melee rounds, the Intuitive Combat sense makes the character one with his body and weapon, reacting quickly and efficiently with amazing reflex action, balance and grace.
Note: The psychic is unable to use any other psionic power, including Mind Block, while this power is in use. He can cancel it with a thought. Bonuses: +3 on initiative, + 1 to strike, + 1 to parry, +4 to dodge, +4 to pull punch, +2 to roll with punch, fall or impact, and +2 to disarm.
• Cannot be caught by surprise, even by attacks from behind or from long-range, which means he can try to parry or dodge all attacks leveled at him.
• + 10% to abilities (balance, etc.) provided by the Acrobatics and/or Gymnastic skills, as well as + 10% to Climb and Swim skills.
0:45 min,
P.P.E.: 9
I.S.P.: 219/08
H.P.: 21
S.D.C.: 70
Altess Amoria Officer Jump Suit (Main Body): 75/0 M.D.C.


Initiative: 1d20+9: [12]+9 = 21
Number of Attacks: 6

Action One- Whatever: Continue to the ruin.
Action Two: Begin to stealth into the area. (Prowl: PP Crit)
Action Three - Six: Continue to make his way inside, looking for some manner of advantage.

Parries as needed: 1d20+10: [2]+10 = 12 , 1d20+10: [15]+10 = 25 , 1d20+10: [1]+10 = 11 , 1d20+10: [6]+10 = 16 , 1d20+10: [3]+10 = 13 , 1d20+10: [14]+10 = 24 .
Dodges vs. Ranged Attacks: 1d20+13: [15]+13 = 28 , 1d20+13: [16]+13 = 29 , 1d20+13: [4]+13 = 17 , 1d20+13: [10]+13 = 23 , 1d20+13: [13]+13 = 26 , 1d20+13: [7]+13 = 20 .


Ghast looks to Icky, Draggor, and Juan on his approach to the Ruin, a nod in acknowledgement. We are certainly in the endgame now. We're not gonna survive this foolishness. Let's kill some more, make it worth our life. How about we try to find a solution? Ghast thinks to his fractured personality. "Shit, Shit, Shit!" Telpathically is broadcast to those with in a hundred feet of him. Swallowing down his fear and apprehension, Ghast makes his way inside the ruin and begins to skulk about looking for something to be an advantage.

Note, not sure how far away the ruin is or where the field starts, so disregard any actions that can't happen. ~Ghast
“We are what we choose to be.” ~Altaïr
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Re: [GA] Time After Time, Part 3

Post by Kaedras Starfall »

Perception 48% 1d100: [56] = 56

JIC: 1d20: [3] = 3
JIC: 1d100: [74] = 74

Conditions:
  • Sixth Sense (triggered) | +6 initiative, +2 parry, +3 dodge, cannot be surprised by a sneak attack
  • Enhanced Reflexes | +1 APM, +3 initiative, +1 strike, +2 parry and dodge, +2 P.P.
  • Slow Motion | all combat bonuses, APM, spd, and damage halved
  • Bonuses from Champion's Aura? | +3 to strike, parry, and dodge (factored into combat rolls below)
Watching Haad go from attacking him, to attacking the force field Kaedras erected over the young man Who is he?, Kaedras realizes: She is like a cornered tiger, fighting for survival.

"I am still here, Hag. Face me!" Achingly slowly, Kaedras brings his Phase Beamer to bear, trying to get a shot in at least, and ready to reactivate his armor's final force field before it must recharge.

I cannot do this forever... hopefully if she kills me the others can step in and keep her busy until Quan can finish.


Initiative: 1d20+3: [1]+3 = 4

APM: 3

Action 1: Fire Phase Beamer at Haad Prime 1d20+7: [2]+7 = 9 ; Damage 4d6: [1, 1, 4, 6] = 12 /half per slow motion field = 6 M.D.
Action 2: Fire Phase Beamer at Haad Prime 1d20+7: [3]+7 = 10 ; Damage 4d6: [4, 4, 6, 3] = 17 /half per slow motion field = 8 M.D.
Action 3: Reserved for Dodge 1d20+8: [12]+8 = 20

Parries (using bow): 1) 1d20+7: [4]+7 = 11 ; 2) 1d20+7: [16]+7 = 23 ; 3) 1d20+7: [18]+7 = 25

Contingent action: If Haad once again pops Kaedras' Psionic Force field (from his armor) he will sacrifice an action to reactivate it (this is his final use for the day if this happens).
Kaedras Starfall
I.S.P.: 188/188
M.D.C.: 45/45

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


Aldón MDC: 150/150

Water Relic PPE: 300/300
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Joan Echo
Posts: 329
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Re: [GA] Time After Time, Part 3

Post by Joan Echo »

Perception (33%) 1d100<33: [20*] = 1
JiC 1d20: [10] = 10 / 1d100: [72] = 72

Armor
Splugorth Talisman of Armor of Ithan (totally spent)
Cargo shorts
Gronk shirt
Action Sandals

Weapons
Magical clubs with the Rings of Sha Los (2)
NE-200 Plasma Cartridge Machine Gun (33/200)

Active Effects
Hungover - 10% on all skills; -3 on all combat rolls; -1 APM

Combat
APM: 6
Initiative 1d20+3: [15]+3 = 18
1. Strike Haad (original recipe) with magical staff 1d20+5: [13]+5 = 18 /damage 15d6+2: [2, 5, 1, 2, 4, 4, 4, 6, 1, 6, 1, 6, 6, 5, 3]+2 = 58 M.D.
2. Strike Haad (original recipe) with magical staff 1d20+5: [13]+5 = 18 /damage 15d6+2: [2, 6, 1, 6, 1, 4, 3, 5, 6, 6, 1, 2, 5, 1, 2]+2 = 53 M.D.
3. Strike Haad (original recipe) with magical staff 1d20+5: [19]+5 = 24 (CRITICAL SUCCESS) /damage 15d6+2: [3, 2, 4, 1, 6, 6, 6, 3, 6, 4, 5, 3, 4, 4, 6]+2 = 65 x 2 = 130 M.D.
Auto-dodge: 1) 1d20: [20] = 20 ; 2) 1d20: [8] = 8 ; 3) 1d20: [20] = 20
Parry rolls: 1) 1d20+5: [4]+5 = 9 ; 2) 1d20+5: [18]+5 = 23 ; 3) 1d20+5: [1]+5 = 6
Contingencies
1. Reserved for dodging if Juan takes more than 100 M.D.C. 1d20+5: [10]+5 = 15
2. Reserved for dodging if Juan takes more than 100 M.D.C. 1d20+5: [13]+5 = 18
3. Reserved for dodging if Juan takes more than 100 M.D.C. 1d20+5: [17]+5 = 22 (let's be real, I'm using the critical strike and nat 20 auto-dodge above instead of this)

Butcher's Bill
270/348 M.D.C.
- 10 I.S.P.


Juan sighs in relief as Draggor stops attacking Icky's power armor and goes to the temple. When said power armor crashes to the ground, Juan rushes to Icky to help him up. He looks over to Draggor entering the temple, and then turns back to the chef. "Might want to leave the armor behind. Urqos Draggor doesn't like it..."

He then dashes to the temple at full speed. As he runs he grips his magical staff with one hand, dragging it back to pick up momentum. As he enters the temple he keeps running towards the priestess Haad, his staff arm straightens. He pulls it over his shoulder, and as he leaps in the air gets his second hand on the ringed end. Aim for her head! Aim for her head! The Wanderer can hear his sister's voice. Is it because he is so close to the center of the time loop as it breaks? Is it the adrenaline rushing to his head in the heat of battle? Or does he just know what she would say in his moment of need, even with their link broken? He doesn't dwell on that as he brings down the full force of Yayamama divinity on the priestess to a false prophet.

Of course, if Haad fires at Juan and breaks his momentum he will recover, and bounce back for another chance to strike her. If the lumps are too great, then he will bait her as other deliver the killing blow.
Status: Joan Echo
M.D.C.: 300 | P.P.E.: 50 | I.S.P.:82
May the rest of the Yayamama Pantheon have mercy on our SOULS!
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Captain Andra Sekona
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Location: Phase World PC (Adventurers)
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Re: [GA] Time After Time, Part 3

Post by Captain Andra Sekona »

Perception: 1d100: [52] = 52 /62%
JIC: 1d20: [10] = 10 / 1d100: [53] = 53
All combat bonuses, APM, Spd, and damage halved
Tired and a little cranky- today is not going to be a good day, -5% to all skills and -1 to all combat rolls (Starchief). You are awake by 7am.
When held aloft or used to attack, Champion can be commanded to glow like the sun- not bright enough to be blinding or incapacitating, but enough to be noticed even in a well-lit room. Any allied creature (including the wielder) with a good alignment within 60 feet and who can see Champion gains +3 to strike, parry, and dodge. Duration is indefinite provided the above conditions persist.
90/150
107/443
20/20 MDC
  • Helmet: 0/100 MDC
  • Left Arm: 19/90 MDC
  • Right Arm: 90/90 MDC
  • Main Body: 98/220 MDC
  • Left Leg: 100/100 MDC
  • Right Leg: 100/100 MDC
  • Jet Pack: 40/40 MDC
  • N-50B: 0/160 MDC (OVERLOADED)
  • Ammo: 212/240 shots
  • Smart: 4/4 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: 0/4 micro missiles
10/70 MDC


Starchief doesn't give up. Starchief doesn't give up. Despite the slow motion field dampening his abilities and his team looking worse for wear, Starchief presses on toward victory. When he sees Juan racing in toward Haad Prime, his helmetless face lights up. The cavalry's here! He continues swinging his +2 sword of corny righteousness at the clone in front of him. "Iiiiiiii maaaayyy bbbeeeee jjjuuuuussssttttt aaaaaatttttttt nnnnnnnnooorrrrrrrmmmmmmaaaaaaalllllll sssssspppppeeeeeeeedddddd, bbbbbuuuuuuuuuutttttttt..."

Initiative: 1d20+4: [3]+4 = 7
Action 1: Slash at Haad #3 with Champion. Strike: 1d20+7: [19]+7 = 26 (CRIT) Damage: 7d6/2: [5, 1, 6, 5, 2, 4, 1]/2 = 12 x2=24 MD
Action 2: Slash at Haad #3 with Champion. Strike: 1d20+7: [14]+7 = 21 Damage: 7d6/2: [1, 2, 4, 6, 2, 4, 5]/2 = 12
Action 3: Slash at Haad #3 with Champion. Strike: 1d20+7: [18]+7 = 25 (CRIT) Damage: 7d6/2: [4, 3, 3, 6, 1, 6, 4]/2 = 13.5 x2=27 MD
Action 4: Slash at Haad #3 with Champion. Strike: 1d20+7: [4]+7 = 11 Damage: 7d6/2: [2, 3, 3, 5, 6, 1, 3]/2 = 11.5
Action 5: Slash at Haad #3 with Champion. Strike: 1d20+7: [14]+7 = 21 Damage: 7d6/2: [3, 5, 2, 6, 2, 2, 5]/2 = 12.5

Parries: 1d20+9: [11]+9 = 20 1d20+9: [4]+9 = 13 1d20+9: [3]+9 = 12 1d20+9: [6]+9 = 15 1d20+9: [4]+9 = 13 1d20+9: [13]+9 = 22 1d20+9: [17]+9 = 26 1d20+9: [16]+9 = 25 1d20+9: [15]+9 = 24 1d20+9: [6]+9 = 15
Auto-Dodges: 1d20+6: [18]+6 = 24 (CRIT) 1d20+6: [11]+6 = 17 1d20+6: [16]+6 = 22 1d20+6: [20]+6 = 26 (CRIT) 1d20+6: [20]+6 = 26 (CRIT) 1d20+6: [4]+6 = 10 1d20+6: [6]+6 = 12 1d20+6: [20]+6 = 26 (CRIT) 1d20+6: [18]+6 = 24 (CRIT) 1d20+6: [4]+6 = 10

Contingency: If his Armor of Ithan pops, he will cast it again from his Millennium Wand of Power.
Captain Sekona
Captain Andra Sekona
MDC: 439/439

Saving Throw Bonuses:
Vs. Insanity: +9|Vs. Magic: +10|Vs. Possession: +7|Vs. Psionic: +7
Vs. Poison: +7|Vs. Mind Control: +6|Vs. Disease: +6|Vs. Illusion: +5
Vs. Horror Factor: +8|Vs. Coma/Death: +51%|Perception: +3
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Draggor
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Re: [GA] Time After Time, Part 3

Post by Draggor »

Perception: 1d100: [50] = 50 | 21%
JIC: 1d20: 1d20: [6] = 6 | 1d100: [72] = 72

MDC: 880/1,349
Super Regeneration (HU:PU3p99): 2d6: [1, 1] = 2

Post
Newly freed of the highly distracting enchantment and obsession with the evil in Icky's armor, Draggor sprints into the cave opening!
Ghast wrote:"Shit, Shit, Shit!" Telpathically is broadcast to those with in a hundred feet of him.
"Why are we cursing? What now?!" the beast shouts out, not immediately aware that it was a telepathic message. Slay the enchanter! Gladly...

Taking advantage of the fact that there might be plenty of distractions inside, Draggor uses the shadows and terrain to plan a path unseen. The speed disadvantage has happened enough by now that the beast does their best to plan where any Haad will be: clone or real, this vibro blade is hungry for blood. When the moment is right the leap and initial downward thrust of the blade is made, and regardless of it connecting, the followup is a pullback which lines up a thrusting jab.

We might have to do this again. Then we'll rule out using the blade. Ship's guns could be useful. I'll bring it up next time.

Combat
APM: 3 (slow)
Initiative: 1d20+4: [7]+4 = 11

Find the nearest Haad worth striking a blade into, then try to make it happen with as much surprise as possible! This will immediately enter a slow field.

1) Deftly move into the cave and try to strike with as much surprise, Prowl 1d100: [50] = 50 | 65%
2) Daisho-10 Vibro Blade Strike 1d20+6: [5]+6 = 11 / Damage 6d6: [1, 2, 2, 4, 3, 4] = 16 M.D.
3) Daisho-10 Vibro Blade Strike 1d20+6: [10]+6 = 16 / Damage 6d6: [4, 6, 4, 6, 4, 1] = 25 M.D.

Contingencies
If for whatever reason a melee strike isn't an option against a Haad, a wild shot energy expulsion will do:

1) Super Energy Expulsion (Wild Shot) 1d20+1: [15]+1 = 16 / Damage 6d6: [6, 5, 1, 1, 3, 4] = 20 M.D.
2) Super Energy Expulsion (Wild Shot) 1d20+1: [16]+1 = 17 / Damage 6d6: [1, 3, 3, 3, 5, 3] = 18 M.D.
3) Super Energy Expulsion (Wild Shot) 1d20+1: [13]+1 = 14 / Damage 6d6: [1, 5, 6, 1, 3, 6] = 22 M.D.

Autododges
1) 1d20+4: [8]+4 = 12 2) 1d20+4: [17]+4 = 21 3) 1d20+4: [9]+4 = 13 4) 1d20+4: [13]+4 = 17 5) 1d20+4: [17]+4 = 21 6) 1d20+4: [1]+4 = 5

Dodge Rolls
1) 1d20+10: [7]+10 = 17 2) 1d20+10: [6]+10 = 16 3) 1d20+10: [14]+10 = 24 4) 1d20+10: [1]+10 = 11 5) 1d20+10: [3]+10 = 13 6) 1d20+10: [8]+10 = 18
Draggor | Ledger
M.D.C.: 1,866 / 1,866
P.P.E.: 89 / 89

The Cast:
The Hero, The Exile, The Merc, The Lustful, OG Violence, Argent Warrior, The Lost One

Events of Note
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Exe
Posts: 133
Joined: Sun Jun 06, 2021 7:10 pm

Re: [GA] Time After Time, Part 3

Post by Exe »

Perception: 1d100: [82] = 82 /36%
JiC: 1d20: [12] = 12 / 1d100: [41] = 41

Active Conditions:
P.P.E: 0/274
I.S.P.: 33/33
M.D.C.: 108/139
Spell Strength: 13
| Res to Fire (1/2 DMG) | Regen MDC (1d6*5/min) | Sense Rifts (110 miles) | Sixth Sense [2, Inactive] |
[0/50 MDC | 08m:45s | +10 Save v Magic, Psionic, HF | Imp. to All Energy Attacks/Fire/Cold/Disease/poison/toxin/gases]
| Armor of Ithan [30/30 MDC | 03m:00s]

Skills:
Prowl: 1d100: [64] = 64 /51% (Under the radar, as it were)
Salvage: 1d100: [11] = 11 /56% (Anything nearby he can use as a weapon)

Combat:

APM: 4
Initiative: 1d20+5: [11]+5 = 16
Auto-Dodge: 1d20+8: [8]+8 = 16 | 1d20+8: [12]+8 = 20 | 1d20+8: [14]+8 = 22 | 1d20+8: [5]+8 = 13
Parry: 1d20+8: [15]+8 = 23 | 1d20+8: [9]+8 = 17 | 1d20+8: [12]+8 = 20 | 1d20+8: [4]+8 = 12

A1-4: Exe is avoiding direct combat in search of something he can find to arm himself or something without becoming a new, overt, target. (Auto-Dodges)

Post:

The young demi-god is feeling the personal effects of expending so much of his energy, and being in a completely alien environment under extreme duress... Exe hugs to a wall and keeps his head down. What are we even doing here, bud? Everything I try fails or gets in the way. Might be best to play it safe for the moment... Exe thinks shakily to his eagle. Wanting nothing more than to simply leap onto the Eagle's back and soar away from this chaos, but unwilling to leave and potentially be even more in trouble. Never thought I'd wish I had a gun... the young mage finds himself thinking as he holds the Jammer Pistol in his hand with a sideways face.

Exe will focus on staying out of the way during this, trying to avoid being seen, tripped on or otherwise, knowing full well his current options are slim.
Please Do Not PM This Account, PM Underguard Instead

Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
"The Ariel Spirit of Light, Matthew, is speaking."
"The Seraph Spirit of Light, Kalinda, is speaking."
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Chef Icky
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Re: [GA] Time After Time, Part 3

Post by Chef Icky »

Perception: 1d100<55: [38*] = 1
JIC: 1d20: [3] = 3 / 1d100: [32] = 32

Conditions:
- Death Warmed Over: Never again (again), -10% to all skills, -3 on all combat rolls, -1 APM
- Personal MDC: 188/208
- Wearing Corrupted Warlock Marine Power Armor
- P.P.E. 35/105
- TK Pike: 21/50 bursts remaining
- Warlock PA Helmet: 98/150 MDC
- Warlock PA Main Body: 203/500 MDC
- Warlock AoI, 3 of 3: 0/100 MDC
- Armor Bizarre charges: 0/3 remaining
- Warlock PA Regeneration: + 1d6: [3] = 3 MDC from previous round
- Background Music: This also feels somewhat appropriate

For what seems like a very long time, Icky just lays there semi-impacted into the ground and groaning. "Owwwwwwwww..."

Finally, with great effort, he staggers back upright (more or less) with his tendrils acting as tentpoles to help steady him as he slowly regains his senses. Well that could have ended a lot better... but it could also have ended a lot worse too. "Thanks, Big D, for not letting me snuff it just yet..." he mutters under his breath as he tries to clear away a brand new layer of mental cobwebs. "Now if ya would just stay me hand from eivsceratin' dat gorram shrub when I get me hands on 'im."

For a second he reaches for the grav-pack controls, then thinks better of it. Nope. Not unless I really have to. I really need ta read back over the manual before I try that again.

He glances around to get his bearings on the general direction of the antechamber before making his best running speed towards it (maximum of 80mph, but may not be in good enough shape to go quite that fast). Hooves don't fail me now.

((OOC: this doesn't seem like a spot for a combat post, but if combat shenanigans are needed just let me know and I'll edit some in.))
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


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

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

Re: [GA] Time After Time, Part 3

Post by Dark Lord »

After the briefest possible respite, Juan leads the charge into the antechamber. Several of you are worse for wear- Ghast hangs back and makes sure to take a position where he’s just peeking around the corner of the antechamber entrance, presenting the lowest possible profile for anyone who happens to glance his way. Icky staggers to his feet and also hangs back as he gets his bearings- fortunately the Haads are occupied by Juan and Draggor rushing the entrance and joining Starchief in the melee. Though the slow-motion field continues to hamper everyone’s effectiveness, the fact that it’s now three vs. one more than offsets the disadvantage. The last remaining clone of Haad gets in a few good licks on Starchief ((AoI destroyed, -71 MDC Starchief)) before the three of you finally manage to dispatch her. And with her goes the slow-motion field.

Further inside the chamber, Exe silently bemoans his depleted reserves and continues to fight defensively while Kaedras frantically (to him- to everyone else the speed seems more casual) plugs away at the original Haad with his phase beamer. But the super-fast religious fanatic fights like an animal and hits like a freight train- Exe takes a glancing blow that shatters his magical protection ((AoI destroyed)), while Kaedras’ force field experiences a similar fate under a blistering assault- the elf barely has time to raise his defenses before they are again under siege ((Kaedras, third FF destroyed, final one activated and is -10 MDC)). As she rounds on you for another pass, she snarls ”You insect I’ll- wait-“ before she vanishes, in a flash, into the pyramid interior.

A moment later, a brilliant orange glow bathes your eyes. Emanating from the pyramid’s interior, those of you who passed your perception checks last round will hear a faint, female voice wailing ”No!” before promptly vanishing (those of you who succeeded by 10% or more hear a faint metallic clang on the floor of the pyramid shortly after this). There won’t be time to do much else as the orange glow washes over you in an instant, filling your vision with colored light and your skin with a pleasant warming sensation. Those of you suffering from hangover or exhaustion find the effects fading as the light subtly reinvigorates you, purging various aggravating factors from your system. Then, everything returns to normal as the fire wave sweeps out of the pyramid, into the base, and from there (presumably) the planet and solar system. Curiously, those who can sense magic detect no trace of it, but if you can sense evil you do detect a faint source from within the pyramid after the wave has passed.

Later, reports will indicate that the wave of fire engulfed the planet and a healthy chunk of the surrounding space but stopped there. The traitorous Atorians on the surface were exterminated to a woman (and man), and anything that might have been emerging in orbit taken out with them. For now, you have a few minutes to collect (and congratulate) yourselves inside the pyramid structure. About five minutes after the fire wave dissipates, the dimensional anomaly inside the pyramid thrums to live and an exhausted-looking Quan cautiously peers out. ”Everyone ok?” Assuming an affirmative answer (more or less) the uteni will nod and say ”Great, but we’re not done yet. I need to get to the nexus and recharge ASAP- just in case they’re thinking about sending a second wave. I take it that highly unpleasant woman went up in smoke with the rest of the bad guys?” At or before this point, any investigation of the pyramid’s interior will find Haad’s tattoo- now a
Bracelet.jpeg
lying on the floor- mercifully shorn of her arm (and the rest of her body). Any appropriate psychic powers will determine that this item is also the source of the evil emanations you may have noticed earlier- though curiously, the sensation is not appreciably stronger with proximity to the armband.

Quan won’t stick around inside the temple- instead, he’ll trot back up to the surface, and once he’s about halfway his comms. will crackle to life. By the time you exit the building, a small retinue of about 50 FWC troopers have shown up, in hover jeeps and armed to the teeth. Anyone who wants to go with Quan can, but if asked about it he’ll grin and say ”I think I’ll be OK. Don’t worry- you guys have earned a break.” All told, Quan will be gone for about an hour- travel time plus recharge- but once he gets back he plans to spend the rest of the day guarding the pyramid (GM note: Around the time Quan returns, Juan will regain his link with his sister) .

Shortly after Quan departs for the local ley line (but before any of you has had a chance to return to the Dime Store Magic), Corwin Decker shows up. He will make his way unerringly to whoever is holding the serpent that you found inside the pyramid (regardless of whether it’s readily visible), and puts on his most devilish smile as he says ”Ah, so you found it then, may I have a look?” Mock-disappointment if he is rebuffed, he tsks and says ”Oh, come now. I did help you, you know. Why, Friar Frathouse over there would never have figured out the whole loop business without my information. There’s no need to be suspicious. Or rude.” He coughs once and, back to business states ”Now, gentlemen I’m afraid I have some bad news about that item. It’s too dangerous to be allowed to run free- the longer it is outside of Dyvaal, the greater the risk that Hades will notice. Unless you want Minion War Part II- with WMDs this time- you really, really don’t want that. I happen to have some associates who can return it for you- free of charge! I’ll be happy to take it- and the accompanying target on my back- off your hands. Whaddya say?”

What are you doing?

Round 13 Summary
Starchief: AoI destroyed, -71 MDC.
Exe: AoI destroyed.
Kaedras: Force field destroyed, replacement is activated and -10 MDC. Ammo used as intended.
Why kill a PC when you can torture their player?
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Kaedras Starfall
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Re: [GA] Time After Time, Part 3

Post by Kaedras Starfall »

Perception 48% 1d100: [72] = 72

JIC: 1d20: [19] = 19
JIC: 1d100: [7] = 7
Haad wrote:”You insect I’ll- wait-“
Kaedras is ready to snap back, to keep her focused on him - but she vanishes. He goes wide-eyed. QUAN!

He pivots, to try to chase her down the pathway, hoping that the forcefield he placed across the entrance delayed her logn enough, and then...

Light and warmth flood his senses.

He did it... Quan did it...

Once the wave has passed, Kaedras races toward the altar room, and finds the serpentine bracelet on the floor. He stands near it, gazing at the Time Relic.

Thus passes Haad. She called me 'insect'. This insect has a sting, it seems.

He stands with his back against the wall, and slides to the floor.

"We did it. We stopped her."

At what cost? Master Metri. Mistress Mara. Who knows how many others? And she carried with her countless Atorian warriors... probably slain by the fire relic. And for what?

Kaedras sits there, contemplating but not touching the Time Relic.
Quan wrote:”Everyone ok?”
Kaedras looks up at the Uteni - one of the founders of the Galactic Adventurers. He nods. "You did it, Captain Quan. We did it. Haad is defeated."
Captain Quan wrote:”Great, but we’re not done yet. I need to get to the nexus and recharge ASAP- just in case they’re thinking about sending a second wave. I take it that highly unpleasant woman went up in smoke with the rest of the bad guys?”
Kaedras nods. "Haad is dead. There lies her relic - all that remains. Yes... you should go and recharge the Fire Relic. We will hold this location until you return. Then... I shall go and recharge mine. It is best..." He briefly recalls the mad, desperate race to the nexus that ended in his death in a previous loop, "... if we do not go together. This time." As Quan turns to leave, Kaedras calls out. "Captain Quan. Thank you. It is an honor to serve with the Galactic Adventurers, and it was my honor to fight alongside you."

I can use my relic to heal everyone up while he is gone. Perhaps it will, again, discharge Master Icky's armor of its demonic possession.

Kaedras remains seated by the relic until one of the Galactic Adventurers comes to take it. If Decker shows up first, Kaedras will leap over to it, and sweep it up in hand.

When the other Galactic Adventurers come by, Kaedras says, "There... is a young man around here somewhere. No more than a child to my eyes, but he helped me fight Haad. The large bird around here somewhere came with him. He could have fled, but he fought."

Decker wrote:”Ah, so you found it then, may I have a look?”
"Who... are you?"
Decker wrote:”Now, gentlemen I’m afraid I have some bad news about that item. It’s too dangerous to be allowed to run free- the longer it is outside of Dyvaal, the greater the risk that Hades will notice. Unless you want Minion War Part II- with WMDs this time- you really, really don’t want that. I happen to have some associates who can return it for you- free of charge! I’ll be happy to take it- and the accompanying target on my back- off your hands. Whaddya say?”
"I say you must take us for fools. I touched the mind of Haad, and I know she bore this relic for ages. They could not protect it from her... I do not trust they could protect it from any other with such evil intent. Nor could they retrieve it from her. Whereas, we killed her, at the height of her power. Thus your threats have little merit."

The star elf glares at Decker, his face inscrutable, but his eyes afire. My personal reserves of energy are diminished, but my relic remains strong. If you make us, we can kill you too, Decker.
Last edited by Kaedras Starfall on Wed Sep 15, 2021 11:07 am, edited 1 time in total.
Kaedras Starfall
I.S.P.: 188/188
M.D.C.: 45/45

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


Aldón MDC: 150/150

Water Relic PPE: 300/300
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Joan Echo
Posts: 329
Joined: Tue Apr 24, 2018 3:42 pm

Re: [GA] Time After Time, Part 3

Post by Joan Echo »

Perception (33%) 1d100<33: [81] = 0
JiC 1d20: [20] = 20 / 1d100: [12] = 12

Armor
Splugorth Talisman of Armor of Ithan (totally spent)
Cargo shorts
Gronk shirt
Action Sandals

Weapons
Magical clubs with the Rings of Sha Los (2)
NE-200 Plasma Cartridge Machine Gun (33/200)

Butcher's Bill
270/348 M.D.C.
- 10 I.S.P.


With the Haad clone dead, Juan grips his magical staff and charges at the priestess. He is about to leap when he is washed over in orange light. He feels unspooled from time, and aeons seem to pass like a breeze through his hair. He can sense the scope of the Megaverse for a brief moment. And then it all collapses into a singular point between his eyes, the pained center of his hangover, before it explodes and disperses into a nebular cloud. He slumps into his staff next to where Haad disappeared, his hangover gone but he still woozy from the night before, as well as the previous two time loops.
Urqos Kaedras wrote: Tue Sep 14, 2021 10:34 am"We did it. We stopped her."
Juan looks down at the relic. He looks up at Kaedras and sees the concern in his face. The Wanderer responds with a broad if weary grin and picks up the armband. "Huh. I thought it was a tattoo." Holding it at arm's length, he says, "Normally I'd say this is a nice souvenir, but this is something else."
Torchbearer wrote:"Great, but we’re not done yet. I need to get to the nexus and recharge ASAP- just in case they’re thinking about sending a second wave. I take it that highly unpleasant woman went up in smoke with the rest of the bad guys?"
Urqos Kaedras wrote: Tue Sep 14, 2021 10:34 am"Haad is dead. There lies her relic - all that remains. Yes... and it was my honor to fight alongside you."
When Kaedras points out the relic, Juan holds it up, but other stays quiet. He finally chimes in to say, "Agreed. Torchbearer, we are privileged to have helped you this time."

As he watches Quan trot away he hears a familiar voice. Damn, Jonny. You must be hungover if you're not trying to light that up. Juan's eyes brightens, but he doesn't react otherwise. What happened? The last thing I remember was a lot of heavily tatted, heavily scarred, hawt pirates forming a dog pile.* He is glad that the connection to his sister has been restored.

However, Juan doesn't get to dwell on this too long. Corvin Decker arrives and asks about the relic. With the relic in his left hand, Juan grips his staff with the right and swings it along the pyramids floor, creating a space between himself and the Naruni exec. The staff is pointed at Decker's feet, less to threaten him and more to warn him about personal space.
Urqos Decker wrote:"Oh, come now. I did help you, you know. Why, Friar Frathouse over there would never have figured out the whole loop business without my information. There’s no need to be suspicious. Or rude."
Juan doesn't budge, holding the staff between them. "Perhaps. But we don't know your motives for being here. So tell us.
Urqos Decker wrote:"Now, gentlemen I’m afraid I have some bad news about that item. It’s too dangerous to be allowed to run free- the longer it is outside of Dyvaal, the greater the risk that Hades will notice. Unless you want Minion War Part II- with WMDs this time- you really, really don’t want that. I happen to have some associates who can return it for you- free of charge! I’ll be happy to take it- and the accompanying target on my back- off your hands. Whaddya say?"
Urqos Kaedras wrote: Tue Sep 14, 2021 10:34 am"I say you must take us for fools. I touched the mind of Haad, and I know she bore this relic for ages. They could not protect it from her... I do not trust they could protect it from any other with such evil intent. Nor could they retrieve it from her. Whereas, we killed her, at the height of her power. Thus your threats have little merit."
"Now Urqos Kaedras, I'm sure that Urqos Decker here means well," Juan says. If Starchief is nearby he will hand the relic to the team leader. Juan will then swing his staff up, and gripping it with both hands. "But if what Priest Icky said is true, you know who our benefactor is. Surely, Thraxus will know how we can dispose the relic."

* The noon sun washes over the solarium. Everything is glowing as the Hostess gracelessly stumbles out of her couch and onto the floor. She fumbles around as tries to get her bearings. She was in her tower, and there was a masked singing competition. And then she was on the Center, at a club where a phantom was serving as DJ and light show. And then she relived her life between the ages of 1102 and 1167 (her "Warrior Princess" phase) several times, before ending up in a white room where she aged rapidly while staring at a black monolith.
Below, she can hear the sounds the urqos cleaning up. She finds a goblet of water on a stand near her couch, along with some salty flat bread. She eats two pieces of bread and drains the goblet. In the distance, her brother is laughing. Wow, that was a weird trip! And I'm not even talking about the rift root! He is giddy; something ludicrous must have happened.
Status: Joan Echo
M.D.C.: 300 | P.P.E.: 50 | I.S.P.:82
May the rest of the Yayamama Pantheon have mercy on our SOULS!
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Exe
Posts: 133
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Re: [GA] Time After Time, Part 3

Post by Exe »

Perception: 1d100: [24] = 24 /36%
JiC: 1d20: [15] = 15 / 1d100: [20] = 20

Active Conditions:
P.P.E: 0/274
I.S.P.: 33/33
M.D.C.: 108/139
Spell Strength: 13
| Res to Fire (1/2 DMG) | Regen MDC (1d6*5/min) | Sense Rifts (110 miles) | Sixth Sense [2, Inactive] | Invisibility: Superior (Approximately 5 minutes)

Skills:
Palming: 1d100: [30] = 30 /46% (Swiper the Time Relic)
Prowl (Invisibility Superior): 1d100: [43] = 43 /89% (Ninja-Status)

Post:

Now that the danger has passed, Exe feels a tug from his eagle for them to leave while they can but the young demi-god can't. We almost died, bud, we're not leaving yet. Let's watch what happens for a minute, stay high, I'll probably need a pickup. Exe says to his avian familiar as he moves around the group with his invisibility still clinging to him.
"There... is a young man around here somewhere. No more than a child to my eyes, but he helped me fight Haad. The large bird around here somewhere came with him. He could have fled, but he fought."
Exe listens to the conversations as the archer describes him. Well crap, now they'll be looking for me too. How am I supposed to 'Stop the Tear' Exe mentally scoffs, rolling his eyes at the message before settling on the serpent relic. Sure. Stop the tear. Fine. That relic caused some sort of tear that even magic couldn't stop. Gotta be what it meant. So, toss it into a star. Fine by me, these grown-asults will just talk to much. Maybe I can use it. Exe concludes with a grin as the relic is defensively held by Kaedras against Decker.

The young demi-god will slowly walk towards whoever is holding the relic, or more preferably, when it is set down or in a bag. Readying himself while invisible, during the conversation, he will attempt the slip the relic into his sleeve, making it disappear beneath his invisibility.

IF he is successful with Palming
Exe will quickly retreat back and connect to his familiar. Low and fast, bud. and will try to time his own jump with his familiar's flyby to take off together. From there, he will head towards wherever the entrance is and mentally connect to Kaedras. All that fuss over this, I'll take it. Thanks for not killing me. Please don't shoot us down, bye! Exe tells the archer as he tries to make his escape. (Backflip: 1d100: [79] = 79 /82% (Up, Up, and Away!))

IF he is unsuccessful with Palming
He will brush off his attempt to take the relic as an accident. "Oh, hi! I'm Exe! The one he mentioned. Can I see that? It was really cool, I want to study it." Exe says pointing to Kaedras and reaching for the relic. (Invoke Trust: 1d100: [83] = 83 /86% (I wasn't stealing nothing, really))
Please Do Not PM This Account, PM Underguard Instead

Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
"The Ariel Spirit of Light, Matthew, is speaking."
"The Seraph Spirit of Light, Kalinda, is speaking."
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Ghast
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Re: [GA] Time After Time, Part 3

Post by Ghast »

Perception: 1d100: [14] = 14 /46%
Just in Case: 1d20: [19] = 19 / 1d100: [5] = 5
Conditions: Sixth Sense (Inactive)
P.P.E.: 9
I.S.P.: 219/08
H.P.: 21
S.D.C.: 70
Altess Amoria Officer Jump Suit (Main Body): 75/0 M.D.C.


Ghast sighs when the flash goes off. Several moments pass and he opens his eyes once more. Huh... I'm still alive. That was unexpected. Ghast thinks as he turns to put his back to the wall and slowly slides down it with a groan. "Gonna feel that in the morning." Ghast says to himself. Ghast just sits, placing his rifle across his knees, and closes his eyes for several more moments. "I should get up and see about that ride they promised, but I think I got a few more minutes. Ghast thinks as he stretches one arm, then the other, before grabbing the end of his dirty scarf and wiping some of the blood off of his face. It's about this point that Ghast realizes he itches something fierce.

After a solid minute of scratching, Ghast's stomach growls loudly, which gets his full attention. "I forgot to eat today..." Ghast says to himself, before getting up from his spot against the wall. Ghast decides to head inside the ruin. When Ghast gets in sight of the group. "Hey does anyone have any food, I apparently didn't eat breakfast?"
“We are what we choose to be.” ~Altaïr
Ghast
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Captain Andra Sekona
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Location: Phase World PC (Adventurers)
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Re: [GA] Time After Time, Part 3

Post by Captain Andra Sekona »

Perception: 1d100: [73] = 73 /62%
JIC: 1d20: [4] = 4 / 1d100: [83] = 83
When held aloft or used to attack, Champion can be commanded to glow like the sun- not bright enough to be blinding or incapacitating, but enough to be noticed even in a well-lit room. Any allied creature (including the wielder) with a good alignment within 60 feet and who can see Champion gains +3 to strike, parry, and dodge. Duration is indefinite provided the above conditions persist.
90/150
107/443
20/20 MDC
  • Helmet: 0/100 MDC
  • Left Arm: 19/90 MDC
  • Right Arm: 90/90 MDC
  • Main Body: 27/220 MDC
  • Left Leg: 100/100 MDC
  • Right Leg: 100/100 MDC
  • Jet Pack: 40/40 MDC
  • N-50B: 0/160 MDC (OVERLOADED)
  • Ammo: 212/240 shots
  • Smart: 4/4 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: 0/4 micro missiles



"... Iiiii'mmm ssstttiiiiiilllll ttthhheeeee goddamn Starchief!" Surprised by the sudden return to normal speed, Starchief looks around for the next Haad he needs to take on, but finds the chamber empty. The shout from inside the chamber draws his attention, as does the wave of orange washing over his body, bringing him even further into his true self as he is now bright and bushytailed with no trace of his last night dragging him down. I think that was it, Champion. So it would seem, Starchief. Time to take the reins. Be the...Goddamn Starchief. Starchief can feel his sword snicker at him a bit. Shut up. Your name is Champion, you don't get to talk.

"Team! I need a confirmation that G. Haad is dead. Juan Echo?" Once he gets confirmation, he is able to relax a bit. "Is everyone alive? Did we all make it?"

Decker showing up puts a bee in Starchief's bonnet. "I remember you from dinner. Was there anyone at that table without malice in their hearts? Be gone or be hurt." Starchief takes the relic from Juan when the god decides to hand it off. Holding on to it tightly, he's focused on Decker and making sure that he does not get his hands on it.
Contingency
If Decker decides to go after the relic, Starchief will employ defensive actions while counting on the rest of the team to incapacitate him.

"Hold him!"

Initiative: 1d20+10: [17]+10 = 27
APM: 11

Actions 1-11: Dodge.

Dodges: 1d20+17: [4]+17 = 21 1d20+17: [10]+17 = 27 1d20+17: [9]+17 = 26 1d20+17: [9]+17 = 26 1d20+17: [19]+17 = 36 1d20+17: [4]+17 = 21 1d20+17: [15]+17 = 32 1d20+17: [19]+17 = 36 1d20+17: [20]+17 = 37 1d20+17: [9]+17 = 26 1d20+17: [15]+17 = 32
Auto-Dodges: 1d20+13: [12]+13 = 25 1d20+13: [15]+13 = 28 1d20+13: [14]+13 = 27 1d20+13: [14]+13 = 27 1d20+13: [12]+13 = 25 1d20+13: [3]+13 = 16 1d20+13: [15]+13 = 28 1d20+13: [3]+13 = 16 1d20+13: [8]+13 = 21 1d20+13: [8]+13 = 21 1d20+13: [4]+13 = 17
Parries: 1d20+16: [11]+16 = 27 1d20+16: [2]+16 = 18 1d20+16: [17]+16 = 33 1d20+16: [7]+16 = 23 1d20+16: [14]+16 = 30 1d20+16: [6]+16 = 22 1d20+16: [6]+16 = 22 1d20+16: [15]+16 = 31 1d20+16: [4]+16 = 20 1d20+16: [17]+16 = 33 1d20+16: [16]+16 = 32
Captain Sekona
Captain Andra Sekona
MDC: 439/439

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
Ledger
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Joan Echo
Posts: 329
Joined: Tue Apr 24, 2018 3:42 pm

Re: [GA] Time After Time, Part 3

Post by Joan Echo »

<Rolls carry>

Active Effects
See the invisble
Starchief wrote: Fri Sep 17, 2021 11:10 am"Team! I need a confirmation that G. Haad is dead. Juan Echo?"
"She disappeared," Juan says hunched over. He stares at the relic. "I want to say that she is, but a force that evil doesn't die easily. The only way I'll be sure is when I burn her corpse. Huh. I thought it was a tattoo..."*

Juan doesn't pay much attention when Kaedras first mentions Exe. He fixates on the relic until Decker arrives. That is, unless Exe makes a grab for the relic while it is the godling's hands. From the corner of his eye, he can see the Exe approaching. Is that child invisible? Maybe that's who Urqos Kaedras was talking about. If Exe is successful in grabbing the relic, Juan will swing his staff, aiming it at the demi-god's head. "I like your moxie kid, but you'll want to hand that back to the man with a star on his chest."

* I'm making an attempt to try and slot this dialogue into my previous post, but obviously the GM has discretion on how to sequence the conversation
Status: Joan Echo
M.D.C.: 300 | P.P.E.: 50 | I.S.P.:82
May the rest of the Yayamama Pantheon have mercy on our SOULS!
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Draggor
Posts: 153
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Re: [GA] Time After Time, Part 3

Post by Draggor »

Perception: 1d100: [25] = 25 | 21%
JIC: 1d20: 1d20: [2] = 2 | 1d100: [48] = 48

MDC: 880 + 310 = 1190/1,349
Super Regeneration (HU:PU3p99): 10 minutes, (10d4*10)+40: [3, 2, 4, 4, 1, 3, 3, 3, 3, 1]*10 = 270 + 40 = 310
Regen roll experiments
Previous regen roll didn't come out right, trying again: ((10d4*10)+40): [3, 2, 1, 1, 4, 4, 4, 1, 1, 2]*10 = 230
Third attempt: 40+10d4*10: [3, 1, 1, 3, 2, 3, 4, 1, 2, 3]*10 = 230
Post
The slow motion field frustrates in a way that Draggor hasn't needed to deal with in quite a while, but they're still technically free to do as they wish: just slower. As it disperses, the beast looks pleased and ready to leap onto the final Haad target, only for her to blip away and leave them flustered. "This loop is more strange than the others!"

Oblivious to any cries or last words, next in Draggor's confusion is the orange glow. The beast readies to absorb and redirect any energy sent their way, but this? Let this happen. What if we're wrong? Then absorb it! The warmth, a pleasant tingle even, washes over, allowing both inner and outer voice to reach unison, no matter how brief. "We are free!" We are free!
Starchief wrote:"Is everyone alive? Did we all make it?"
"How will we know the looping is over?" Please don't burden us with that thought... Oh well, it's no surprise that the division resumes. That line of thought is mercifully interrupted when Corwin Decker, someone completely unknown to Draggor, enters the cave with an agenda, and for better or worse, seems unconcerned with the creature. This is unexpected.
Ghast wrote:"Hey does anyone have any food, I apparently didn't eat breakfast?"
"One of this crew is a chef." Juan regrouping with everyone brings to mind those unfortunate events resulting from being charmed. One of this crew is going to be very angry with us. "Icky... uh oh... The... armor?" The look on the monster's face transforms into what must be concern followed by confusion, as they abruptly turn and go towards the entrance and outside, having a one sided dialogue with themselves.

"Why did I do that? I know nothing of Icky."
The armor is a danger!
"Is it? An enemy told us."
There always is more than two sides.
"Our side was hurt."
Be careful...

However Draggor ends up running into Icky, hands will be held in the air. "I did not mean to hurt you!" Ask! You must ask! The beast is again conflicted, but that nagging feeling just won't go away. "Icky... is your armor a danger?" As all of this has been unfolding, the rate at which the creature heals again is possibly surprising, Draggor not even thinking about it as remnants of the space suit are peeled away from being regenerated over (though just enough of the suit survived for modesty's sake).
Draggor | Ledger
M.D.C.: 1,866 / 1,866
P.P.E.: 89 / 89

The Cast:
The Hero, The Exile, The Merc, The Lustful, OG Violence, Argent Warrior, The Lost One

Events of Note
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Chef Icky
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Location: Phase World: Galactic Adventurers
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Re: [GA] Time After Time, Part 3

Post by Chef Icky »

Perception: 1d100<55: [21*] = 1
JIC: 1d20: [18] = 18 / 1d100: [64] = 64

Conditions:
- Personal MDC: 188/208
- Wearing Corrupted Warlock Marine Power Armor
- P.P.E. 35/105
- TK Pike: 21/50 bursts remaining
- Warlock PA Helmet: 98/150 MDC
- Warlock PA Main Body: 206/500 MDC
- Warlock AoI, 3 of 3: 0/100 MDC
- Armor Bizarre charges: 0/3 remaining
- Warlock PA Regeneration: + 1d6: [4] = 4 MDC from previous round

Icky is running towards the ruins entrance when the energy wave passes through him, making him feel just a little bit better. Well now, that's a different sort of energy than I remember the last few times... he muses as he skids to a quick stop and looks around to make sure he's not back in the bar along with Juan and Mara. No, only Juan. Scribbles got scrubbed. Just like Boog and Fun Size... he grimaces in a combination of sadness, pain, and anger. Hopefully this means Smiley was able to fire off his relic and vaporize Haad along with any of her clones that are left.

"Tlhih got nuqjatlh tlhih qotlh, ya martyrin' biatch..." Icky grunts out to nobody as he starts running again. "Hope it was as excruciatin' as bein' dipped in quantum battery acid. Slowly."

He trots up right and calls out to the group. "Oi, everyone alright in 'ere?" He looks around until he sees Draggor. "Oi dere Red? Meatball? Slim? At least one o' ya do me a big favor and get in between me an' da Shrub 'ere -- 'fore I do somethin' I'm gonna wish I could regret later." His tendrils point menacingly towards Draggor momentarily before Icky retracts them back in.

When Decker shows up (or if he's there already), Icky shakes his head at his comments. "Yah, ya did throw out some useful info dere, Decker... but ya also told me an' Boog dat ya can't carry memories forward from loop ta loop. An' yet 'ere ya are, all 'ya-owe-it-all-ta-me' mouthy an' stuff. Ya wanna try ta explain dat?" He listens to the others rebuffing his request. "Either way, sounds like yer frak-outta-luck."
Draggor wrote: Sat Sep 18, 2021 8:24 pmHowever Draggor ends up running into Icky, hands will be held in the air. "I did not mean to hurt you!" Ask! You must ask! The beast is again conflicted, but that nagging feeling just won't go away. "Icky... is your armor a danger?" As all of this has been unfolding, the rate at which the creature heals again is possibly surprising, Draggor not even thinking about it as remnants of the space suit are peeled away from being regenerated over (though just enough of the suit survived for modesty's sake).
"Shrub..." Icky says very deliberately (as if talking -- at least talking semi-civilly -- is taking a great deal of focus), "Ya showed up mid-loops, so ya ain't got da tour yet an' fer dat I'm gonna humor ya dis once. Deevils were corruptin' Warlock Marines an' their armor suits on Phase World. Me an' Sarge was a botch job, so da Deevil hauntin' him hadn't fully woke up an' I'm da one in charge -- assumin' ya didn't frak up an' make dat happen wit' yer blastin' me. So ta answer yer question, Shrub, Sarge's no more or less a danger dan crewmates usin' ya fer target practice an' tryin' ta do Sister Suicide's work for her like ya almost did. Speakin' o' which..." He points Darkwing at Draggor. "Ya pelt me wit' so much as a spitball ever again, in or outta armor, I'm gonna filet you like a Slaughternose Gar an' serve ya up fer dinner wit' tubers au-gratin an' speargrass on da side. Ya got me?"

He sheathes Darkwing and retracts the TK pike. "Gorram thing is, when Slim an' Smiley used both da relics at once da energy wave purged Sarge's corruption. I was hoping it'd do da same thing dis time 'round, but doesn't look like Smiley's was strong 'nuff on his own." In spite of himself Icky lets out a sigh.
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


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

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

Post by Kaedras Starfall »

(Rolls carried over)
Starchief wrote:"Is everyone alive? Did we all make it?"
"By my tally, Starchief, we have lost Metri and Mara. There may be other... casualties in the timestream... which we may become aware of in time."
Chef Icky wrote:"Oi dere Red? Meatball? Slim? At least one o' ya do me a big favor and get in between me an' da Shrub 'ere -- 'fore I do somethin' I'm gonna wish I could regret later."
Kaedras takes note of the interesting dynamic between the two of them. Draggor seems to have attacked Icky... he says he did not mean to hurt him. What has transpired here?
Icky wrote:"Gorram thing is, when Slim an' Smiley used both da relics at once da energy wave purged Sarge's corruption. I was hoping it'd do da same thing dis time 'round, but doesn't look like Smiley's was strong 'nuff on his own."
Kaedras stands. "I have a theory. My relic entered its slot on the altar first, so I think it... was in control. I think my relic is the one with the healing energies. And when Quan returns with a fully-recharged fire relic - in order to again defend this place if the unexpected happens - I am fully prepared to use my relic anew to purge Sarge of his demonic infection."

Juan wrote:"Now Urqos Kaedras, I'm sure that Urqos Decker here means well, but if what Priest Icky said is true, you know who our benefactor is. Surely, Thraxus will know how we can dispose the relic."
Kaedras nods, almost imperceptibly. "Decker's motives are not in question... for now. Merely his ability to protect the relic. His... threat of a second Minion War over it notwithstanding."

This is the very team that defeated the Demons and Deevils in the first Minion War, including their Demon Planet, Cormal, according to Datephus' archives on the Dime Store Magic. And this is the very team who defeated the previous bearer of the Time Relic, moments ago. This Corwin Decker is full of bluster and little else if he thinks such threats will move us.
Kaedras Starfall
I.S.P.: 188/188
M.D.C.: 45/45

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


Aldón MDC: 150/150

Water Relic PPE: 300/300
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Dark Lord
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Location: DIMENSION MASTER: PHASE WORLD

Re: [GA] Time After Time, Part 3

Post by Dark Lord »

After the fire wave and its telltale glow have subsided, you gather near the base of the pyramid. Ghast is primarily interested in rest, and a very big meal, but the rest of you converge on the fallen artifact left by Haad’s apparent passing. Unafraid of strange, serpent-themed artifacts Juan Echo picks the thing up. While Exe eyes the relic covetously, Juan keeps a firm grasp on it, out in the open for all to see so the young demigod does not have an opportunity to discreetly make off with it (yet). Instead, the strange young mage who appeared in the midst of the battle to aid Kaedras introduces himself. Meanwhile, Draggor expresses some concerns- that the time loops are not over, and that Icky’s armor is a threat? Or is it? Somewhat irritated, Icky sits the alien down and gives him the low-down on Sarge’s situation. Fighting his anger over being attack, the minotaur growls a warning to Draggor not to do it again. Finally, Starchief resumes normal speed and has everyone to a quick sound-off. Juan confirms that Haad disappeared, but expresses his doubt that she is in fact dead. For the moment at least, there’s no way to know, but based on the crew logs Kaedras studied the flame wave should have killed any hostile life it encountered.

You gather yourselves, complete various side conversations and retrieve the time relic before heading outside. And running into Decker. The Naruni VED is greeted with no small amount of skepticism, and a variety of questions bordering on accusations. Curiously, he takes all this in stride, and even attempts to reassure you of his good intentions.
Kaedras Starfall wrote: Tue Sep 14, 2021 10:34 am"Who... are you?"
Decker offers a swift little bow. ”Corwin Decker, Vice Executive Director for Naruni Enterprises, and friend to all those who love freedom. Especially if they love credits, too, amIright?” He adds with a wink and a grin, seemingly oblivious to the suspicion bordering on hostility that greets him.
Kaedras Starfall wrote: Tue Sep 14, 2021 10:34 am "I say you must take us for fools. I touched the mind of Haad, and I know she bore this relic for ages. They could not protect it from her... I do not trust they could protect it from any other with such evil intent. Nor could they retrieve it from her. Whereas, we killed her, at the height of her power. Thus your threats have little merit."
Decker lowers his gaze and peers at Kaedras over the top of his spectacles. ”I can only imagine what kind of messed-up stuff you saw in there, young fella, but I can assure you that if she’d had the damn thing before today every single one of us, in particular you and your motley crew here, would’ve known it and been much poorer for it. Now, the fact is that she only managed to get in courtesy of that damned Minion War. Left Dyval more vulnerable than it’s been in millennia, and somehow that damn wackjob knew just the perfect time to strike. But don’t take my word for it- you’re the kind of guy that likes good, hard, proof yeah? So lemme ask you this. A little birdie told me that before she hit Dyval, Haad was trying to stir some shit up on some backwater called Seeron. And, that while she was there she ran afoul of some of Thraxus’ employees. Now, I don’t know if you know anyone who was there” he says in a theatrical, mockingly conspiratorial way ”but you could ask them if she was sporting a tattoo that looked like that there serpent thing y’all got. That’s how it looks when it’s bonded. I’m betting the answer is no because, like I told ya, recent acquisition.”
Starchief wrote: Fri Sep 17, 2021 11:10 am"I remember you from dinner. Was there anyone at that table without malice in their hearts? Be gone or be hurt."
”You wound me, sir. I have no malice in my heart towards you and yours, now or then, and I was nothing but charming and pleasant on the evening in question. If I do say so myself.”
Chef Icky wrote: Sun Sep 19, 2021 6:04 pm"Yah, ya did throw out some useful info dere, Decker... but ya also told me an' Boog dat ya can't carry memories forward from loop ta loop. An' yet 'ere ya are, all 'ya-owe-it-all-ta-me' mouthy an' stuff. Ya wanna try ta explain dat?"
Decker smiles at Icky, and spreads his hands. ”Okay, champ, ya got me. I do remember sayin’ that- and you’re right, I shouldn’t. Don’t ask me to explain it- all I know is, after that fire wave passed a few minutes ago I had all these memories I never experienced come flooding back. Mostly they featured this place and the end of the world, but I do remember meeting you and your little friend. For what it’s worth, I thought that that was how this whole time travel thing worked. Maybe I made a mistake- rare but it does happen, I assure you. Maybe you and your chums really did break the loop this time, and so that’s knocking a few other things loose. Maybe that Tran fella did it with his lightshow. But it sounds like the rest of my intel panned out okay for you guys, so is it really too much to ask that you just hear me out? After that, you want me to go, I'll go.”

Turning and addressing everyone, Decker continues. ”Now, some’ve you haven’t been shy about questioning my intentions, and that’s only fair. I know that NE’s reputation isn’t all it could be in some corners. But I’ll tell you one thing we don’t do- we don’t sell super-weapons. They’re bad for business- too efficient at killing, it ruins all long-term models for building and maintaining active subscriber bases and continuous cash flow. Unfortunately, not everyone in tri-galactic history has been as forward-thinking as we are. Some schlubs back in the day decided that because they could, they should, and one of the results was that snake you’re holding. Another was its counterpart, a relic for controlling space.”

”As you can imagine, that’s not the sorta thing you leave lying around. Now, I can’t tell ya what happened to the people that created the darn things, except that eventually they died out. Before that happened, they saw what was coming and took certain steps to protect their doomsday devices. They created two tribes- put one in Dyvaal and the other in a place called Hades, gave ‘em each a superweapon, told them about the other guys, and let nature take its course. Mutually Assured Destruction, in the military textbooks. Nobody uses their big guns because they’re terrified about the other guy using theirs.”

”So you could see how it might be a problem if word got out that one of those big guns went missing. The other guys might feel a little less hesitant about first striking with theirs, and if they do it'll make the invasion of Center look like a six-year-old's tea party. If you chuckleheads try carrying that without bonding it to a suitable host, any demon within light years, maybe anywhere in the dimension, is gonna sense it and wanna take it. And you can try bonding with it all you want- but that thing only connects to a deevil. So it’s your choice- I’m offering to take it off yer hands and return it to the deevils, return everything to the status quo. You don’t trust me, you can do it yerselves if you know a summoning. Or you can fuck around and find out. Those are yer only options.” Anyone who made their perception roll last post will see Decker’s eyes dart briefly, almost involuntarily, to Icky as he says this.
Juan Echo wrote: Wed Sep 15, 2021 8:40 am"But if what Priest Icky said is true, you know who our benefactor is. Surely, Thraxus will know how we can dispose the relic."
”I bet I know who he really is a damn sight better than you do, sport, so believe me when I say that there are some things outside even Thraxus’ weight class. Better people than him, me, or you have tried to destroy those things and failed. But sure, try it and see. Maybe Cormal’ll pay you another visit.”
Why kill a PC when you can torture their player?
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Exe
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Re: [GA] Time After Time, Part 3

Post by Exe »

Perception: 1d100: [23] = 23 /36%
JiC: 1d20: [17] = 17 / 1d100: [26] = 26

Active Conditions: Res to Fire (1/2 DMG) | Regen MDC (1d6*5/min) | Sense Rifts (110 miles) | Sixth Sense [2, Inactive]

Skills:
Lore, Galactic and Aliens: 1d100: [69] = 69 /56% (Thraxus, Sheeron, Vice Executive Decker; placing VIPs and locations he may not know) He knows nothing of the VIPS

Post:

Deciding not to swipe the relic for pure fear of igniting an already tense situation, the demigod allows his invisibility to drop, standing near Kaedras, and waves. "Hi. Exe. Uh, if you see a giant eagle, don't shoot it, it's somewhere above us; named Corus. We're, uh... " he pauses, glancing to Kaedras and blinking before shaking his head. "We uh, just got here a few minutes ago... Ah-relatively speaking. Can we get a ride out of here?" Exe says with a smile, holding up a finger as he finishes his sentence about relevance. Time magic is such a fluid thing, who knows when is where and there is here! Exe thinks to himself and the thought actually makes a slight chuckle escape his lips. "But, uh, I was serious. I know some things about time magic and that armband did some wacky things. I'd love a chance to look at it in greater detail... if that is an option." Exe finishes, glancing to Kaedras again. All of his speaking is going almost wholly to Kaedras.

After introducing himself, the young demigod hangs near Kaedras as the one he's spoken too the most while listening to the overarching conversation. Super weapons, demon wars, relics of time and space... Jeez. I can't just leave, they may be my only way out of here... and whatever pulled me here will just pull me back or something. Exe resigns, rolling his eyes at the last thought.
”I bet I know who he really is a damn sight better than you do, sport, so believe me when I say that there are some things outside even Thraxus’ weight class. Better people than him, me, or you have tried to destroy those things and failed. But sure, try it and see. Maybe Cormal’ll pay you another visit.”
Exe slowly walks forward, holding a finger up. "Um, if these items control elements of reality... that would make them, uh, god-level or something, right? Indestructible? So, it can't be left here or destroyed... then either you keep it... or he does." Exe finishes, pointing between Decker and whomever actually is holding the relic. If it can't be destroyed, can't be kept safely anywhere then the only other choice is to use it or toss it in a black hole. Exe thinks quizzically, the look of intense thought visible on the young mage's face. "I mean, depending on who you trust." The mage trails off in his words, still in thought.
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Re: [GA] Time After Time, Part 3

Post by Kaedras Starfall »

Perception 48% 1d100: [32] = 32

JIC: 1d20: [12] = 12
JIC: 1d100: [63] = 63
Decker wrote:”I can only imagine what kind of messed-up stuff you saw in there, young fella, but I can assure you that if she’d had the damn thing before today every single one of us, in particular you and your motley crew here, would’ve known it and been much poorer for it. Now, the fact is that she only managed to get in courtesy of that damned Minion War. Left Dyval more vulnerable than it’s been in millennia, and somehow that damn wackjob knew just the perfect time to strike. But don’t take my word for it- you’re the kind of guy that likes good, hard, proof yeah? So lemme ask you this. A little birdie told me that before she hit Dyval, Haad was trying to stir some shit up on some backwater called Seeron. And, that while she was there she ran afoul of some of Thraxus’ employees. Now, I don’t know if you know anyone who was there but you could ask them if she was sporting a tattoo that looked like that there serpent thing y’all got. That’s how it looks when it’s bonded. I’m betting the answer is no because, like I told ya, recent acquisition.”
'Young fella?' Are you an immortal deevil like Haad, to think me young?

"I was on Seeron. I saw no tattoo but I also do not doubt that if Haad were of a mind to conceal it, it would have been no great matter to do so. How long she had it, however, is less relevant than how she got it. As I said before, your people do not have the ability to protect this relic. This is fact."

Also a fact: Haad used this superweapon of the Deevils, and the Demons did NOTHING. You threaten a Minion War but they were unaware or cowered while she acted.
Decker wrote:"...Those are yer only options.”
"I have found, in my short life, that those who say 'those are your only options' are attempting to conceal your multitude of other options. In short - that is a lie."
Decker wrote:"Maybe Cormal’ll pay you another visit.”
"More posturing."

Kaedras merely looks to Starchief. If Starchief attacks, so shall I. If Starchief orders the relic turned over, I shall not balk. But this Decker belittles and threatens and expects to be obeyed. Though I am tired, I would be glad to be rid of him, one way or the other.
Kaedras Starfall
I.S.P.: 188/188
M.D.C.: 45/45

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


Aldón MDC: 150/150

Water Relic PPE: 300/300
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Joan Echo
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Re: [GA] Time After Time, Part 3

Post by Joan Echo »

Perception (33%) 1d100<33: [95] = 0
JiC 1d20: [10] = 10 / 1d100: [90] = 90

Armor
Splugorth Talisman of Armor of Ithan (totally spent)
Cargo shorts
Gronk shirt
Action Sandals

Weapons
Magical clubs with the Rings of Sha Los (2)
NE-200 Plasma Cartridge Machine Gun (33/200)

Active Effects
See the invisible
Regeneration - 1d6*5: [3]*5 = 15 x 2 minutes = 30 M.D.C.

Butcher's Bill
300/348 M.D.C.
- 10 I.S.P.


Juan sizes Decker up, holding his magical staff firm. I could crush the urqos with a single blow. Don't Jonny. His his will burst like a ripe grape. Yes, but he wields a different power, and you do not want to provoke it. Thinking about it, with the help of his sister, the Wanderer lowers his staff to his side. He grips it firmly, still prepared for a brawl.
Exe wrote: Mon Sep 20, 2021 4:11 pm"Hi. Exe. Uh, if you see a giant eagle, don't shoot it, it's somewhere above us; named Corus. We're, uh... We uh, just got here a few minutes ago... Ah-relatively speaking. Can we get a ride out of here?"
He is momentarily distracted by the appearance of Exe. Juan was vaguely aware of the invisible demi-god. He turns his head when Exe makes himself visible. "Huh? How does a child end up on a battlefield? You know. It's been a very confusing day, it doesn't matter." Confused he looks back to Starchief and says, "I don't want to be accused of transporting a minor across stellar lines for immortal purposes, but my vote is yes."

He is then pulled back into the more pressing conversation by Decker:
Urqos Decker wrote:"I bet I know who he really is a damn sight better than you do, sport, so believe me when I say that there are some things outside even Thraxus’ weight class. Better people than him, me, or you have tried to destroy those things and failed. But sure, try it and see. Maybe Cormal’ll pay you another visit."
"I don't presume to know Thraxus well. His reputation among the Yayamama Pantheon is only slightly better than that of your average Naruni exec. The only difference is he is a god and you are not."
Exe wrote: Mon Sep 20, 2021 4:11 pm"Um, if these items control elements of reality... that would make them, uh, god-level or something, right? Indestructible? So, it can't be left here or destroyed... then either you keep it... or he does."
"True, Juan looks back at Exe again. On one hand, he thinks that demi-god shouldn't have a say in what happens to the artifact, but on the other, he is not wrong. To Decker, he says, "Let's assume that you have been telling us the truth so far. Why should we entrust this artifact back to the deevils. They are monsters that deserve to be wiped off the face of the Megaverse. And can we be sure that someone like Haad won't steal it again?"
Status: Joan Echo
M.D.C.: 300 | P.P.E.: 50 | I.S.P.:82
May the rest of the Yayamama Pantheon have mercy on our SOULS!
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Ghast
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Re: [GA] Time After Time, Part 3

Post by Ghast »

Perception: 1d100: [9] = 9 /46%
Just in Case: 1d20: [16] = 16 / 1d100: [12] = 12
Conditions: Sixth Sense (Inactive)
P.P.E.: 9
I.S.P.: 219/08
H.P.: 21
S.D.C.: 70
Altess Amoria Officer Jump Suit (Main Body): 75/0 M.D.C.

Intelligence 1d100: [87] = 87 /50% (Piece together what is being said and correlate it versus what Ghast knows about the galactic situation.)
Interrogation 1d100: [85] = 85 /60% (To listen between the lines of Decker's speech.)
Streetwise 1d100: [45] = 45 /40% (To get a read on Decker.)
I.D. Undercover Agent 1d100: [2] = 2 /47% (To get a read on Decker.)
Lore: Demons & Monsters 1d100: [12] = 12 /50% (Sussing out the validity of Decker's claims of Minion War 2.0.)



Ghast quiets down as the room gets even more serious than he expected. I do not know enough about what is going on to ascertain what I should do or say. Ghast thinks to himself. Vice Executive Director... A middle man at best Still more powerful than we are. I get it, I'm nothing compared to the folks in this room, a discarded lost tool. Ghast thinks morosely. Ghast does his best just to watch the situation, and not provoke anyone to violence. All the while, Ghast wracks his damaged brain for information, attempting to confirm or deny what is being discussed.
“We are what we choose to be.” ~Altaïr
Ghast
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Chef Icky
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Re: [GA] Time After Time, Part 3

Post by Chef Icky »

Perception: 1d100<55: [51*] = 1
JIC: 1d20: [16] = 16 / 1d100: [32] = 32

Conditions:
- Personal MDC: 188/208
- Wearing Corrupted Warlock Marine Power Armor
- P.P.E. 35/105
- TK Pike: 21/50 bursts remaining
- Warlock PA Helmet: 98/150 MDC
- Warlock PA Main Body: 210/500 MDC
- Warlock AoI, 3 of 3: 0/100 MDC
- Armor Bizarre charges: 0/3 remaining
- Warlock PA Regeneration: + 1d6: [5] = 5 MDC from previous round
Kaedras Starfall wrote: Mon Sep 20, 2021 7:39 am"I have a theory. My relic entered its slot on the altar first, so I think it... was in control. I think my relic is the one with the healing energies. And when Quan returns with a fully-recharged fire relic - in order to again defend this place if the unexpected happens - I am fully prepared to use my relic anew to purge Sarge of his demonic infection."
Icky relaxes a bit as he turns to Kaedras. "That's mighty kind o' ya, Slim. I appreciate it an' I'm sure Sarge does too."

He turns his attention back to Decker as he gives his... it's a frelling sales pitch. That's all it is.
Dark Lord wrote: Mon Sep 20, 2021 3:24 pm”...And you can try bonding with it all you want- but that thing only connects to a deevil. So it’s your choice- I’m offering to take it off yer hands and return it to the deevils, return everything to the status quo. You don’t trust me, you can do it yerselves if you know a summoning. Or you can fuck around and find out. Those are yer only options.” Anyone who made their perception roll last post will see Decker’s eyes dart briefly, almost involuntarily, to Icky as he says this.
Icky raises an eyebrow as Decker glances his way (OOC: he did make his perception roll, thank you). So that's what you were doing. You said 'not stealing, communing.' You were 'communing' with the deevil that's haunting Sarge, weren't you? And how would you know there's a deevil in here, anyway? Are you a deevil too, Mister Decker? Frak it, let's get dangerous...

He walks over to Juan and removes one of his gauntlets. "Oi, Red, lemme see dat fer a second willya? I'm in a mood ta follow dat last bit o' Decker's advice... " He holds out his hand and looks dead at Decker. "After all, ya did say yerself dat we're da luckiest sons-o'-biatches ya've ever seen..." Are you gonna let me try this, Decker? Or does that thought scare you enough for you to object?

If Juan hands it over, he'll grab hold of it and see if it tries to meld with himself (which is preferable, because if that's the case Kaedras can still purge Sarge's corruption). Hello there, little snakey bracelet time relic? I'm Icky. Well, that's my name -- actually, my name's Iktinos but friends call me Icky -- but I probably look and smell that way too right now. Do you have a name?

If that fails, he'll grab it with his other hand and see if it tries to meld with Sarge instead. Let's try this again. I'm Icky, and this is Sarge. At least the true part of my armor is Sarge, but you may sense the deevil that lies semi-dormant mixed in with him. Do you have a name?
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


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

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