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Zeitgeist Blue

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  1. GM Mingzhu is much stronger than any normal human has a right to be. She struggles, with strength that almost matches your own, but you twist her arms painfully behind her and slowly force her to her knees. She is your shield between you and Abracadaver.. She gives a bitter laugh at your threat. "You think he cares about me? He continues the Illustrious Song of Expressing Yin even against my wishes, but count yourself lucky we are both beyond its effects." Her arms strain against your grip. "My men are not so lucky. Dead, most likely." Nearer to the basement doorway, more zombies arrive from the lift. They shamble outwards, unfold around Abracadaver's flanks as he stares straight at you as he casually raises a palm. The three fallen bodyguards slowly rise at his command, their movements stiff and ungainly like the corpses around it. He steps forward, confidently. His zombies advance with their master and more arrive every second. "It seems your rebellion ends here." Mingzhu hisses as she forces her way to a standing position.
  2. The grapple hits. Lady Mingzhu Opposed Grapple Check: 1d20+19 = 30 Zombies 1 Aim *** Abracadaver Initiative: 1d20+1 = 12 Zombies 2 Initiativee: 1d20-1 = 8 *** Lady Mingzhu Escape: 1d20+19 = 28 *** 25 - Lady Mingzhu: Bruised, Injured, Bound, Helpless 24 - Rebellion, 3 HP: Unharmed 12 - Abracadaver: Unharmed 12 - Zombies 1: Unharmed 8 - Zombies 2: Unharmed *** Roll an Opposed Grapple Check vs. DC 28 for Mingzhu's Escape. Then it is Rebellion's turn.
  3. GM The stalactite breaks from the lance of flame, sending bits and pieces of rock smattering over all your heads. Then when you point your blasting rod at the remaining Morlocks, you see the fear in their faces. They do not speak your tongue but they understand a threat clear enough. One by one, they back off until there is space between you and them, but still they block access to the path behind them. They hold their weapons grimly, ready to use them again should you come closer. It seems that you and the morlocks would be at an impasse, until a morlock appears from the cliff face behind them. It is the one who had spoken to you in English a while ago. It surveys the scene around it, the standoff between you and the morlocks, the morlock hanging in the air in a ball of air, the three morlocks you had downed. With a growl it strides towards you. "Human," it pushes aside one of the morlocks you had fought and sticks a knife under your nose threateningly. "Go away human. We forget." He waves at the downed morlocks around you. We will forget this. Then it pulls back its knife and thumps its chest. "We forget. We work with River Clan. Go away." The River Clan. The morlock leader mentioned the Cryptid Clan which holds claim over the rivers that run through the city and the islands found on them. But before you can respond, another morlock appears from the cliff face, a rope in its hands. It pulls on the rope, its end still behind the cliff face. A human steps out, his wrists bound by the rope. His clothes are bedraggled, a bruise sits under one eye. Dirt crusts his clothes as if he had fallen. His eyes are downcast, defeated, and he does not see you. Behind him, more morlocks appear and they carry with the boxes and documents and items to a morlock. They had taken what they had come from and only you stand in their way.
  4. Stalactite Toughness Save: 1d20+5 = 19 Morlocks Will Save: 1d20+1-2 = 11, 11, 14 Morlocks don't run but they will back off and... Standard Action: Ready their weapons if Blackstaff approaches.
  5. Fire at the figure 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 = 28 Fortitude Save vs DC 22
  6. Salvo Salvo grinned in her mind's eye, a predatory thing that Justice wouldn't see. "A code word or phrase works just like you did." Salvo paused as her sensors picked someone watching them from the trees, a weapon in his hand. "I mentioned Doors' duplicate and don't look now but there's someone watching us from the trees." Salvo paused as she continued to silently scan the watcher "He's got a weapon in his hand. Invisible. That power matches our the Doors duplicate but not the profile. 'Course, could be a shapeshifter like our friend here." "I'm preoccupied with this so I have an idea. Alright?" Salvo gestured at the Justice slumped across her shoulder "I'll fire at him. You go down there and confirm. Ready?" Then without warning, a wave of electricity coalesced from Salvo's figure, rushing through the air, and slammed down around the figure in the trees. Salvo shrugged. "We'll apologize if I'm wrong."
  7. GM You see a gleam in the shopkeeper's eye as you show what you can pay to him. He takes it with one hand and inspects it in the dim, red light of the shop. "Very nice," you catch him mutter. Then he puts it down on the counter and looks down at you. "You're in luck, missy. Mixnes' standing right ove' there. Or was it Nixnes? I can't ever tell." He points to the hooded figure, which was once idly browsing the store's goods. It looks up, alerted by someone calling its name. Its hood and the dim lighting makes it hard to see what is underneath all the clothing. "I--" it begins, voice low and gravelly. But before it could say anything else, the door behind the counter bangs open and Alaynah strides out, followed by her other hooded companion, carrying a luggage bag in each of its large hands. "Alaynah," the shopkeeper says, gesturing to you with a cock of his head. "This one 'ere says she wants to talk to you or somethin'." Alaynah regards you with her one good eye, her expression critical. "Tell her I'm busy." She turns away, her longcoat swishing as she strides towards the store's exit, her hooded companions following in her wake. She calls back to you. "Schedule a time and place with Brixton if you're still interested." Then she exits the store, leaving you and the shopkeeper, Brixton, alone with the tinkling of chimes. "You 'eard the lady," Brixton says, procuring a pen and a sticky note from under the counter. The pen clicks audibly. "So time and place?"
  8. GM You slam into the guard and he goes flying through the air, crashing into a set of crates nearby. He manages to keep a grip on his gun through it all, though you doubt he'd be able to fire it straight anytime soon. Mingzhu, now bereft of bodyguards, backs away from both you and the doorway to the basement. Her hands are by her sides, her phone held in one hand, and soon she bumps against a stack of crates. "A rebellion of what exactly?" Mingzhu scoffs. "I'm afraid you're grasping at straws looking for a conspiracy that doesn't exist. You're just a thug," she spits the word. She sneers at you as the song from behind you dies down. Behind you, the first zombies pull themselves out of the elevator shaft, hands grasping from the floor. Then more follow. Then Abracadaver's voice rings out, echoing from the elevator shaft but getting louder and closer with each second. "I see you, thief. I smell youuu. Return what you have stolen, my rightful possessions, and I shall merely flay the skin from your face. This generous offer I promise you by my un-life."
  9. GM Your power catches the Morlock unawares and with a shout of surprise it drops its weapon, which goes clattering down the cliff. It floats there, uncertainty on its face as it struggles against something which it could find no purchase with its hands or feet. The other Morlocks back away at the show of power, and you see their morale drop as a group. But before any could think of fleeing, one of them steps back into the fight and slams a club aimed at your head. The others see this and rush back in, trying to catch you between the three of them and break through your shields with their crude weapons.
  10. Righttt. Forgot about this for a bit. Sorry about that. But I realized doing what Blackstaff has been doing is a Grapple action. So I'll add +4 to the Move Object roll for a 22. Grapple Opposed Check: 1d20+4 = 13. *** Morlocks 2 - 3 Aid: 2#1d20+3 = 16, 7 Morlock 4 +2 Attack Bonus / -2 Defense Attack: 1d20+3+2 = 11 *** 14 - Morlock: Bound, Helpless 9 - Morlock: Unharmed 8 - Morlock: Unharmed 7 - Morlock: Unharmed, -2 Defense 6 Morlock: Unharmed 6 - Blackstaff: Unharmed
  11. Bodyguard 1 Toughness Save: 1d20+4 = 13 Bodyguard 4 All-Out Attack: +5 Attack / -5 Defense Attack Roll: 1d20+9 = 14 Mingzhu Refocus *** Bodyguards Will Save Recovery: 4#1d20+5 = 22, 8, 12, 6 Will Save: 4#1d20+5 = 23, 12, 17, 14 Mingzhu Will Save: 1d20+13 = 18 Zombies Initiative: 1d20+0 = 12 *** Bodyguard Knockback Toughness Save: 1d20+4 = 14 Crates Toughness Save: 1d20+4 = 22 At this point all the Bodyguards are out of the fight. *** Mingzhu Move: Away from the basement doors Aim *** 25 - Lady Mingzhu: Bruised, Injured 24 - Rebellion, 3 HP: Unharmed 20 - Bodyguard 1: Bruised, Dazed, Injured, Staggered 12 - Zombies, Unharmed *** Make a Will Save vs DC 15 And Rebellion is up. He hears more zombies climbing up and what sounds like Abracadaver throwing curses at him.
  12. GM You run up the elevator shaft just as more zombies rush towards you from farther out. They cannot freely move vertically as you do and they stand at the bottom of the elevator shaft, their arms and teeth reaching up for you. Then slowly, they begin to climb over each other, using other corpses as footholds and the sides of the elevator shaft as handholds. It is a slow but steady process, born out of their lack of pain and untiring bodies. The horde stuffs itself more and more into the elevator as the seconds tick by. And you reach the metal doors at the top of the shaft just in time to have Mingzhu's bodyguards slam them on your face. Even with four bodies holding the heavy doors closed, they do not last and you burst free. The warehouse proper is still as dark as it was when you had descended. It is wreathed in shadows. Even the shutter gate where the truck had been delivering corpses is shut tight. But instead of an empty warehouse full of boxes, before you are four of Mingzhu's bodyguards. They scramble to their feet, quickly recovering from your breakout, and reach for their weapons. Then you hear singing behind you, a many-throated song, more urgent than when you had first heard it and full of hate. The lyrics are still a mystery to you but the effects are obvious as you feel your ears ache and your stomach rebel. The bodyguards are caught in the song too and two of them collapse in a heap. One of them convulses violently, foam forming at the corners of his mouth. Another of them crawls weakly away from the singing, her gun forgotten in her wake. The other bodyguards look worse for wear from the song, a pale pallor cast over their skin, but they remain standing and turn their guns to you. Mingzhu is standing behind her bodyguards, the song affecting her as well. A phone is raised to her ear as she says says something into the phone. A moment later a scowl twists her face and she pushes the phone into a pocket. Her full attention turns towards you and her eyes only narrow further. "My my." Her voice is hard as steel and she raises her chin defiantly up. "The Terror has swapped its rags for decent clothes. Have you woken up? Plan a one-thing fight against your masters? You'll be put down and tamed soon enough." The singing and clawing and crunching grow louder as she speaks. The zombies are rising.
  13. Salvo As the Justice took to the air, Salvo straightened and watched as she protested, performing her suit up sequence. Colors of all kinds were reflected on Salvo's visor and through the portals Salvo could sense vast space beyond each one. Another dimension then, something the Doors-double could have teleported away to. It was a possibility, Salvo noted, if Mars really did steal Justice's technology then Justice's technology was always on the table. "Yes, anyone could." Salvo replied, a twinge of doubt entering her thoughts, but instead of engaging the flying Justice she instead turned away and strode towards the downed Justice. "Mars, if he had stolen Justice's technology could. A psychic could have penetrated my wards, fooling me could. The same could be said of a versatile illusionist. The public knows what Justice can do, superficially at least., and so anyone could copy her tricks" Salvo kept her radar sense on so as to keep tabs on the flying Justice behind her. Then she reached down and hauled the downed Justice on her shoulders, securing the Justice firmly with one arm. She began to pat her captive down, searching for anything that was a gadget or device. "In the heroing business and especially concerning powers, everything is on the table." "I fought a duplicate of the impostor when you left, for example. She could turn invisible, used a weapon that fired huge amounts of electricity, and could teleport or disappear or something else. Possibly she could alter her appearance too. I don't know." With a burst of flame she hovered to the Justice's flying height and turned midair to face the other hero. "All we can do is minimize the possibilities. So tell me something Justice told me in confidence."
  14. Bodyguards Aid Strength Opposed Check: 3#1d20+3 = 21, 16, 8 Leader Strength Opposed Check: 1d20+3+7 = 17 Lucky, lucky Rebellion. Will Save: 4#1d20+5 = 24, 15, 9, 16 Initiative: 4#1d20+2 = 20, 14, 13, 18 Lady Mingzhu Will Save: 1d20+13 = 19 Initiative: 1d20+6 = 8 *** 24 - Rebellion, 5 HP: Unharmed 20 - Bodyguard 1: Unharmed 18 - Bodyguard 4: Bruised, Injured, Sickened 14 - Bodyguard 2: Bruised, Injured, Nauseated, Stunned 13 - Bodyguard 3: Disabled, Helpless, Staggered, Stunned 8 - Lady Mingzhu: Bruised, Injured, Sickened Roll a Will Save DC 15 and Initiative for me while I get the IC up.
  15. Notice: 1d20+8 = 18 using Skill Mastery
  16. Zombie Toughness Saves: https://orokos.com/roll/812015 Yep. Rebellion crushes everything in his path. More zombies are coming but the way out is now free. Give me an opposed Strength roll as you find the heavy metal doors at the top of the lift closed.
  17. Can Salvo inspect both Justices more thoroughly with her radio sense? AP: Super-Senses 9 (Direction Sense [+1], Distance Sense [+1], Radio [+1], Radar [+3]; Radar [Enhancements: Accurate (+0), Acute (+0), Extended 2 [1,000 ft] (+2), Radius (+1), Ranged (+1)]) {10/11}
  18. Yeah. That's about right. Morlock Defense: 12 The Move Object misses. Morlocks 1-3: Aid Morlock 4: Attack Aid: 1d20+2 = 15, 7, 8 Melee attack: 1d20+2+2 = 11. Miss. Since nothing has happened, let's continue with the OOC. Blackstaff's turn.
  19. Can you roll a Ranged attack for the power? Mind, usually the power rank adds to the Saving Throw the target needs to beat. Before that if it isn't a Perception attack then you need to roll an attack to attempt to hit first. Move Object is ranged and I don't think Blackstaff's sheet changes that. Besides the power, which is a Standard Action, you also have a Move Action and a Free Action every round to use.
  20. Salvo: 8 posts + 32 GM posts = 40 posts = 3PP Backtrack (8) GM: 16 posts = 32 GM posts (to Salvo) Hunt for the Serpent (2) Plea of the Serpent (7) The Basement Shudders (7) The Jadetown Shuffle (0)
  21. GM The full force of ice hits the first morlock square in the face and it crumples to the ground. The morlocks behind leap over their fallen companion to get to you.The last morlock does not immediately join in, bending over its downed companion as if making sure it was still breathing. Then before you know it you are surrounded, hemmed in by the cliff face on one end and four morlocks on the other. The clubs and crude knives begin to descend on you as the morlocks chatter and shout battle cries in their own language. Albino white hands reach to grab you. The morlocks kick and attempt to push you down. They work like a team, coordinating their strikes and using their numbers against you. But to no avail.
  22. Morlock, Spear Toughness Save: 1d20+2 = 12 1 down, 5 more left. The others will surround you as much as they can in the narrow terrain. 4 Morlocks Standard Actions: Combined Attack Melee Attack Rolls: 4#1d20+3 = 8, 5, 9, 14 And none of those hit Blackstaff's Defense.
  23. GM The two morlocks squeal as they slam into each other and then the wall, losing consciousness as soon as their heads collide with each other. And your path is free for you to move forward, that is until you meet the half dozen other morlocks on the other side. They hear their companions and jump around only to see you, a blasting rod in your hand, standing over their fallen friends. There is a moment of hesitation, then it is broken as the lead morlock raises its spear. With a wordless shout it charges straight at you, navigating the narrow path dexterously. The other morlocks behind him follow, wielding knives and clubs made of rough-hewn stone and rope.
  24. Morlock 1 Grapple Opposed Check: 1d20+2 = 18 I can't find the rules for throwing as an attack, but I know there are, so let's just do some GM fiat here. Morlock 2: Defense +3 Morlock 1: Toughness Save vs DC 23: 1d20+2 = 3 Morlock 2: Toughness Save vs DC 23: 1d20+2 = 19 They're both out. Initiative of Morlocks in the open: 6#1d20 = 8, 14, 9, 20, 6, 7 Please roll your attack or Take 10 against Morlock 2. Roll Initiative.
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