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Zeitgeist Blue

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  1. Morlocks Initiative: 11#1d20+0 = 18,16, 4,14, 13, 4, 11, 19, 8, 3, 2 *** 4, 14, 13, 4, and 11 Morlocks Drop what they're carrying 19 Morlock Charge: 1d20+3+2 = 8. Misses Morlock Leader Standard Action: Affliction: 1d20+3 = 13. Miss 8, 3, 2 Morlocks Aim *** 16 Morlock Your grapple hits and the Morlock can't contest the Grapple check I assume you use your Move Action to bring Advay to you *** 19 - Morlock: Unharmed 18 - Morlock Leader: Unharmed 16 - Morlock: Unharmed 14 - Morlock: Unharmed 13 - 4HP, Blackstaff: Unharmed 13 - Morlock: Unharmed 11 - Morlock: Unharmed 8 - Morlock: Unharmed 4 - Morlock: Unharmed 4 - Morlock: Unharmed 3 - Morlock: Unharmed 2 - Morlock: Unharmed *** And it's Blackstaff's turn. Basically, it's very hard for the Morlocks to hit him with his +10 defense.
  2. Dark Bolt: 1d20+11 = 20 The balance shifts in Rebellion's favor. Power Rank: +3 Give me another power check and an IC.
  3. Salvo As the smoke cloud quickly expands, another shock goes through Salvo's armor, but she powered through the electrical currents. The smoke was pervasive, thick and cloying, and blocked her visual sensors. Yet her radar was able to pierce through Justice's smoke bomb and she saw that the two fake Justice's were firing blind. The real Justice had kept her composure, clearly used to the smoke. Salvo did not know if Justice had radar like her or some other equipment or magic that could pierce the smoke, but she did not particularly care at the moment. They had a fight to finish. "Thanks," Salvo grunted in reply as she got back to her feet. Her own electricity arced through the smoke towards the two Justices. "You deal with them here. I'll keep them guessing." Without barely a sound her jets flared to life, and she rocketed upward, ascending until she reached an altitude of five thousand feet. Then she hovered, her armor making minute adjustments to keep her steady. The night was clear, barely any clouds over the city, and from her position she could see over all of Emerald City and the surrounding area, bordered from all sides by the Atlas mountain range. Mount Stanley towered over all, even her at this height. Below her, she could see the three Justices where she had left. The two fake ones still firing wildly, possibly unaware she was gone. It was target practice.
  4. GM Abracadaver deftly sidesteps away from your punch and quickly teleports to another set of shelves fifty feet away. As soon as he appears, he slings bolts of dark energy but they fly wildly. The two of you stand there, above the warehouse floor, and here the night clouds shift just enough to illuminate both you and Abracadaver. Dust motes float through the shafts of light, settling down as the both of you ready your powers. Then your shadows unfurl once again and this time Abracadaver's magic lances out from his hands to meet the shadow tendrils, blotting out the moonlight in their wake. They are columns of black magic, an unearthly shimmer to their forms, and they multiply. More shoot out from Abracadaver's figure, arcing around the warehouse to slam against your shadows from all sides. From your sides, from your back, from underneath you and above you Abracadaver's power pushes yours in. Only the space between you and Abracadaver is clear. "Ignorant fool that you are!" Abracadaver, his body now shimmering with his own magic, levitates in the air. A shaft of moonlight streams from the warehouse windows, shining behind him, and his shadow is cast large against you. "You wield power you do not understand." He shivers as if a chill runs down his spine. "I can taste your magic. It drives gods and men to madness. It comes from beyond, whispering secrets not meant for mortal ears." Below you, more zombies gather around your shelf but they do not climb, even if you know they are capable of doing so. They stand still when they arrive below you, watching your battle with dead eyes. "I will enjoy cutting you open."
  5. Dark Bolt: 1d20+11 = 17 What are the odds? Let's say the balance shifts to the middle. No one's winning. Power Rank: +2
  6. Right, so Abracadaver will Counter the attack. And we'll be using all the optional rules for Countering Contests as seen in p.19 of Ultimate Power. Power Check: 1d20+11 = 20 Power Rank: +1 The power is contained and inches towards Rebellion. Do another Power check and I'll get an IC up.
  7. Guess the the whole area's covered in smoke now. So much for stealth! Salvo Toughness Save: 1d20+13 = 14. Staggered and Dazed. Salvo will clear the Dazed condition for the round. Toughness Save reroll as discussed: 1d20+13 = 30. Saved. *** Standard Action: Fire at the two Justices and their guns. All-out Attack / Power Attack +5 DC / -5 Defense AP: Stun 7 (Energy Vent; Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Affects Objects [+1], Selective Attack; Feats: Accurate 3, Attack Focus [Ranged]) {38/40} (Additional Descriptors: Electricity) Energy Vent: 1d20+13 = 17. Fortitude Save vs. DC 22. Is it -2 Defense modifier due to them being Blinded? Doubt it'd hit still. Move Action: Climb 5,000 feet in the air. Salvo will activate her Subtle feat here to hide her leaving. DBE: Flight 0-6 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-13}
  8. Salvo Salvo couldn't help but growl as another wave of electricity shook through her armor and brought her to her knees. It was just what she needed, three Justices to take care of. Shakily, she fought the electrical damage and rose again, her thrusters working overtime to compensate for her lack of balance. Bending down on one knee, she raised her visor to look at the other Justice with her own eyes. She noted the gadgets they were using, which were different from the real Justice's hammer. That's how she would know who was real and who wasn't.
  9. Salvo Toughness Save: 1d20+14 = 22. Bruised and Dazed. Salvo will clear the daze for the round.
  10. That misses. *** Abracadaver Ready Action: Dark Bolt: 1d20+11 = 15. Misses. Move: Teleports 50 feet away. Standard Action: Ready. *** Mingzhu Disappears into the warehouse. *** Zombies Initiative: 1d20-1 = 3 *** 25 - Lady Mingzhu: Bruised 3, Injured 2 24 - Rebellion, 0 HP: Unharmed 12 - Abracadaver: Bruised 2, Injured 10 - Zombies, Unharmed 3 - Zombies, Unharmed *** Well, nothing happened. Let's go for another round of OOC posting before I post an IC reply. I will also dangle an HP if you use Shadow Strike again, so that I can see how a Counter contest looks like.
  11. GM Your shadows fill the warehouse and all the zombies on the warehouse floor are torn to pieces, their bodies still as soft and easily broken as any human body. Abracadaver and Mingzhu fare better, though Abracadaver is thrown, sailing through the air, until he crashes against the warehouse's wall. The iron support buckles and concrete dust rain down to settle on Abracadaver's clothes. Again, your shadows lash out but Abracadaver beats them back, the shadows slicing off fistfuls of flesh. It does not do much to hinder the magician. Then when an opening presents itself, he disappears in a puff of black, foul smelling, smoke only to reappear on top of an industrial shelf behind you. He says nothing as he looks down at you. His face is a mess of wounds and scoured off flesh, the bone beneath exposed haphazardly. His clothes are torn to shreds, exposing the patchwork skin underneath. He bares his teeth and black smoke oozes out from his fists. From the metal doors, zombies continue to stream out from the basement. Mingzhu stands up and assumes a fighting stance herself.
  12. Abracadaver Defense 12. +5 DC Toughness Roll: 1d20+13 = 30. Saved. Mingzhu Defense 19. +3 DC Toughness Roll: 1d20+13 = 27. Bruised and Injured. *** Zombies Initiative: 1d20-1 = 10 *** Abracadaver Move: Teleport to 50 feet from Rebellion. Then 25 feet up the shelves. Ready *** Zombies Move forward *** Mingzhu Move: Gets up Ready *** 25 - Lady Mingzhu: Bruised 3, Injured 2 24 - Rebellion, 0 HP: Unharmed 12 - Abracadaver: Bruised 2, Injured *** And it is Rebellion's turn.
  13. Roll Initiative for Blackstaff, since I assume he'll start a fight and no one's budging. Morlock Initiative: 11#1d20+0 = 19, 7, 6, 2, 19, 4, 6, 17, 2, 17, 14
  14. Mind, the power requires a full action so you can't move to melee range and use it in the same round. You can move then prep it for Rebellion's next round if you want. *** Rebellion looks like he has the upper-hand now so no HP. It'd also probably make him untouchable if I gave it every round he fights. ***
  15. GM The electric shocks tore into Bellios' systems, momentarily shutting them down, and Salvo found herself tumbling a short distance into the ground below. With a jarring thud, she her faceplate hit the pavement and the fake Justice tumbled from her grip. Salvo growled as she slammed a fist into the ground, fighting the damage the electrical shocks had done to her armor. In her mind's eye, she battled against her systems shutting down en masse, rerouting backup power generators, sending shocks up her servo-dynamos, and bypassing nodes beyond repair. It was dreary work, much of the labor carried by magical code in her systems but it was still something Salvo needed to keep an eye on even as she fought to stand. "I tried to be nice." Sparks flew as flames spouted from he armor in kicks and starts as she tried to get up to a standing position. "But nice never gets you anywhere does it?" She dragged herself to her feet, armor scraping against the pavement, and she turned a baleful gaze towards the man who shot her. "I'll enjoy this."
  16. GM Mingzhu cries out as you throw her towards Abracadaver. It is a powerful throw, enough to smash boulders and bend steel, not to mention what it could do to a normal human body. Mingzhu slams bodily into Abracadaver then rebounds off, barreling against a nearby zombie before grinding to a halt. Mingzhu lays there, clearly alive but breathing heavily. And Abracadaver remains on his feet, snarling even more. The zombies around the both of you snarl too, as if sharing in their master's emotions. "Why you insolent--" Then your fist slams into Abracadaver's face, sending him flying a good twenty feet, bowling over the zombies behind him. Yet you find yourself surrounded by even more zombies, and it is like you have flipped a switch. They throw themselves at you, uncaring of their own safety. They trample over one another to take pieces of you and to tear you limb from limb. The newly undead bodyguards retain better functions, and as one reach for their submachine guns, swinging the muzzles towards you. Paused in time, you stand in the center, a lone hero as zombies leap at you from all sides.
  17. GM Advay startles as he hears his name, and he notices you. At first he does not register you, but a glimmer of hope crosses his eyes. "Mr. Dayes?" When you ask him in Sumerian, he stammers. "I-- I-- I'm not quite sure what you are saying. But I'm afraid you are too late, Mr. Dayes." He raises his wrists, secured by rope. "I've been had and these morlocks have informed me I'll be taken to the River Clan, along with all my work. To be imprisoned and to work for them, I presume." From the corner of your eye, you notice the distant figures of the dwarf and the badger leap up from their campsite and quickly gather their belongings. Whatever has them excited about soon becomes clear as they begin to hastily make their way towards your general direction. It is a trek that would take them a bit of time given the uneven, maze-like ground of the cavern. Beside you, the morlock leader notices the dwarf and the badger too. But the morlock turns towards you instead, giving you a throaty growl as it raises its knife. "Leave."
  18. Doktor'd! Salvo Added Bellios Device Protocol Sy Accurate 4, Attack Focus [Melee[ Enhanced Strength 8 [8] + Enhanced Strength 8 (Iron Grip; Flaws: Only used in a grapple check; Feats: Accurate 4, Attack Focus [Melee], Improved Grapple) [10] = [18] +1 Fortitude Enhanced Saves 20 (Fortitude 8, Reflex 6, Will 7) [21DP] Intimidate +2, Notice +2 Enhanced Skills 5 (Intimidate 14, Notice 6) [5DP] Hexagrammic Panelling Immovable 1 (Extras: Unstoppable) Immovable 1 (Extras: Unstoppable) [2DP] Sensory Suite Array Extended 3 AP: Super-Senses 9 (Direction Sense [+1], Distance Sense [+1], Radio [+1], Radar [+3]; Radar [Enhancements: Accurate (+0), Acute (+0), Extended 3 [10,000 ft] (+3), Radius (+1), Ranged (+1)]) {11/11} Weapons System Array Improved Range BE: Damage 10 (Kinetic Beam; Extras: Linked [Dazzle], Range [Perception]; Flaws: Limited [5 times a day], Action (Full); Feats: Affects Insubstantial 2, Improved Critical 2 [18-20], Penetrating 5, Variable [Energy/Divine Magic]) {20} + Dazzle 10 (Visual and Auditory; Extras: Explosion, Linked [Damage], Range [Perception]; Flaws: Limited [5 times a day], Action(Full)) {20} = {40/40} (Additional Descriptors: Energy, Divine Magic, Straight From the Soul) AP: Damage 15 (Fusion Autocannons; Extras: Autofire, Range [Ranged]; Flaws: Distracting; Feats: Improved Critical 2 [18-20], Improved Range 7 [250 Feet per Power Rank], Variable Descriptor [Ballistic/Energy]) {40/40} (Additional Descriptors: Ballistic, Energy) AP: Damage 10 (Flamethrowers; Extras: Area [General, Cone], Vampiric; Feats: Affects Insubstantial 2, Incurable, Penetration 4, Progression 3 [100 Feet per Power Rank]) {40/40} (Additional Descriptors: Infernal Magic) AP: Damage 10 (Missile Batteries; Extras: Area [Targeted, Shapeable], Range [Ranged]; Feats: Accurate 2, Attack Focus [Ranged], Homing, Improved Range 3 [100 Feet per Power Rank], Indirect, Progression 2 [2 boxes per rank]) {40/40} (Additional Descriptors: Ballistic) AP: Stun 7 (Energy Vent; Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Affects Objects [+1], Selective Attack; Feats: Accurate 3, Attack Focus [Ranged], Progression 2 [25 Feet per Power Rank]) {40/40} (Additional Descriptors: Electricity) Changed Bellios Device Protocol Sy "Only used in a grapple check" Enhanced Strength 8 [8] + Enhanced Strength 8 (Iron Grip; Flaws: Only used in a grapple check; Feats: Improved Grapple) [5] = [13] Weapons System Array Removed Split Attack. Moved the point to Improved Range. AP: Damage 15 (Fusion Autocannons; Extras: Autofire, Range [Ranged]; Flaws: Distracting; Feats: Improved Critical 2 [18-20], Improved Range 7 [250 Feet per Power Rank], Variable Descriptor [Ballistic/Energy]) {40/40} (Additional Descriptors: Ballistic, Energy)
  19. Toughness Save: 1d20+15 = 24 Notice: 1d20+8 = 28. Nat 20. Salvo Move 1,000 feet above ground. Clears Dazed condition. And that's her turn up.
  20. Defenses Mingzhu: 23 Abracadaver: 16 Bodyguard Zombies: 15 Zombies: 10 *** Toughness Save Lady Mingzhu: 1d20+12 = 27: Saved Abracadaver: 1d20+15 = 25: Bruised, Dazed, Injured Knockback: 7. Toughness Save: 1d20+14 = 29 Concrete: 1d20+8 = 25: Saved Bodyguard Zombies: 3#1d20+5 = 8, 21, 23: Destroyed; Bruised, Dazed, Injured; Bruised Dazed, Injured. Knockback for both: 13 Knockback: 13. Toughness Save: 2#1d20+4 = 11, 5 vs DC 23: Dazed, Disabled, Staggered; Destroyed Zombies: 3#1d20+7 = 18, 12, 21: Destroyed, Destroyed, Destroyed *** Abracadaver Clears Dazed *** Bodyguard Zombies Clear Dazed *** Lady Mingzhu Clears Dazed *** 25 - Lady Mingzhu: Bruised 2, Injured, Prone 24 - Rebellion, 3 HP: Fatigued, Unharmed, -1 Attack, -1 Defense, -2 Strength, -2 Dexterity 12 - Abracadaver: Bruised 2, Injured, Prone *** It is now Rebellion's turn
  21. FYI, this is the end of the thread if Rebellion gets KO'd besides some epilouge stuff. Though you may want to save the HP for the epilouge rolls for information gathering. Obviously, the rolls would be easier if you escape with the black tome and laptop's contents. It's up to you. Actually, the third zombie attack won't happen this round if Rebellion is hit like that, so consider this his conditions by his turn next round. 24 - Rebellion, 4HP: Bruised, Dazed, Disabled, Fatigued, Injured, Staggered, Unconscious
  22. Definitely. Take an HP for the potentially suicidal action. *** Abracadaver Toughness Save: 1d20+15 = 20 Knockbacked: 25 feet, hits a bunch of zombies on the way for another Bruised condition to the zombies. Clears Dazed *** Zombies 3: Initiative: 1d20-1 = 9 Bodyguard Zombies 1, 2, 3 All-out Attack +5 Attack / -5 Defense Submachine Guns: 3#1d20+10 = 23, 16, 23 DC 19 *** Zombies 1, 2, 3 +2 Attack / -2 Defense Bites and Claws: 3#1d20+8 = 27, 23, 23 DC 23 *** Lady Mingzhu Clears Dazed *** 25 - Lady Mingzhu: Bruised 2, Injured, Prone 24 - Rebellion, 3 HP: Fatigued, Unharmed, -1 Attack, -1 Defense, -2 Strength, -2 Dexterity 12 - Abracadaver: Bruised 2, Prone 18 - Bodyguard Zombie 1: Unharmed, Defense 3 14 - Bodyguard Zombie 2: Unharmed, Defense 3 13 - Bodyguard Zombie 3: Unharmed, Defense 3 12 - Zombies 1: Bruised, Defense -2 9 - Zombies 3: Bruised, Defense -2 8 - Zombies 2: Unharmed, Defense -2 *** Roll Toughness vs DC 19, 19, 23, 23, 23 Rebellion basically gets dogpiled by Abracadaver's group of zombies, like 21 of them fluff-wise.
  23. Lady Mingzhu Toughness Save: 1d20+14 = 24 Abracadaver Toughness Save: 1d20+16 = 27 I'd say it hits and knocks down one or two other zombies near Abracadaver, enough for the group to add a Bruised condition. *** 25 - Lady Mingzhu: Dazed, Bruised 2, Injured, Prone 24 - Rebellion, 3 HP: Unharmed 12 - Abracadaver: Bruised 12 - Zombies 1: Bruised 8 - Zombies 2: Unharmed
  24. Salvo "Who are you? Why are you here?" Salvo lowered herself towards the knocked down man. She hovered above the man, the fake Justice slumped over her shoulder, and she looked down at him. A light smattering of electricity trailed across her armor, ready to be shot at in a moment's notice. He was prone, bruised, zapped, and jostled all in the span of a few seconds but Salvo was not moved. He was a potential threat and both she and Justice had demonstrated that they could dispatch him easily. First Mrs. Doors, then Justice, now this man. Everyone was suspect. "And prove it." Her armor crackled and out rushed the energy, straight at the man.
  25. Move Action: Fly down to the trees Standard Action: Attack with Energy Vent All-out Attack / Power Attack +5 DC / -5 Defense AP: Stun 7 (Energy Vent; Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Affects Objects [+1], Selective Attack; Feats: Accurate 3, Attack Focus [Ranged]) {38/40} (Additional Descriptors: Electricity) Energy Vent: 1d20+13 = 27 Fortitude Save vs DC 22
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