The Horsemen of Eschaton

The continuing adventures of an arrogant elf, and the masochists who join him on his fools errands.
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Daisuke
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Posts: 188
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Daisuke »

-----------------------------------
Perception: d%: [39] = 39 | 69%
JIC: 1d20: [13] = 13 | d%: [14] = 14 %
Initiative: 1d20+12: [18]+12 = 30
APM: 7
Save vs HF: 1d20+12: [19]+12 = 31
-----------------------------------
Character Sheet

  • MDC: 297/297
  • PPE: 13/13
  • Worn:
    • Casual Clothes
    • CP-40 <slung>. Current e-clip: 12/21 shots.
    • 6 spare e-clips
TFRC-02 FreeRunner Combat Exoskeleton
Image
M.D.C. by Location:
  • Helmet: 45
  • Arms: 40 each
  • Legs: 45 each
  • Main Body: 100

Weight: 25 lbs.
Modifiers: +5% to prowl, +6 to P.S., +4 to P.P., +1 APM, +3 to initiative, +1 to parry and dodge, +3 to disarm, +6 to roll w/impact, -10% to electronic perception
Features:
  • All Features of Triax EBA
  • Molecular Adhesion Pads on hands and feet
  • Impact Absorbing Systems (p.89, MercOps)
  • Triples wearer's speed, fatigue reduced to 20% usual rate
  • Increase leap ability by 50%
  • Infrared & thermal masking

Book Reference: Kraus Imported Arms


Wilk's Jet Pack
Image
M.D.C.: 20
Crew: One
Power System: Electric
Maximum Speed: 120 mph
Maximum Altitude: 1,200'
Maximum Range: 500 miles
Dimensions: 3' long, 30 lbs.
Book Reference: p.267, R:UE


CA-4 Dead Boy EBA
Image
M.D.C. by Location:
  • Helmet: 70
  • Arms: 60 each
  • Legs: 80 each
  • Main Body: 100

Weight: 20 lbs.
Modifiers: -5% to climb, -20% to other physical skills
Features:
  • All standard Dead Boy EBA features (p.100, WB11)

Book Reference: p.100, WB11


NG Bush Pilot Armored Jumpsuit
Image
M.D.C. by Location:
  • Flight Helmet: 35
  • Arms: 9 each
  • Legs: 20 each
  • Main Body: 25

Weight: 6 lbs.
Modifiers: None
Features:
  • Flight helmet includes built-in radio and nightvision goggles

Book Reference: p.77-78, WB33


NE-BA-26 Special Body Armor
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90

Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
Features:
  • All standard NE environmental armor features (p.35-36, DB8)
    Upgrades and Packages
    • HUD Visor Allows 6 different screens to be viewed without impairing vision.
    • Basic Weapons Package
      • Retractable Energy Blade (Right Forearm)
        • Damage: 3D6 M.D.
      • Garrote Strangle Cord (Left Wrist)
        • Damage: 4D6 (+P.S. Damage Bonus)
      • Plasma Flame Thrower
        • Range: 200' (20' AoE)
        • Damage: 5D6 M.D.
        • Payload: 15 Shots per E-Clip
      • Utility Laser Finger
        • Range: 1,000'
        • Damage: 2D6 M.D.
        • Payload: 20 shots. (Standard E-Clip)
    • Robotic Exoskeleton
      • Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
      • Restrained Punch: 6D6, Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
    • Built-In N-F20A Force Field
      • M.D.C.: 75
      • Voice Activated
    • Laser Distancer & Targeting
      • +1 to Strike with Hand Held Ranged Weapons
      • Range 2,000'
    • Optics Enhancements
      • Passive Night Vision: 3,000'
      • Telescopic Vision (up to 20x Magnification): 1 mile
      • Macro-Lens (6x Magnification)
      • Thermo-Imager: 2,000'
      • Light Polarization
    • Mini-Radar/Sonar System
      • Can track up to 12 targets
      • Range: 2 miles
    • Integrated Sensor Pod
      • 360° scanning capability
      • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
    • Advanced Communication Package
      • Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
      • Range: 30 miles
    • IFF & Targeting Computer
      • Computerized recognition and identification system similar to the Wilk's PC-2020 Field Identifier System
      • Can Identify up to 6,000 targets with 92% accuracy
    • Psionic Electromagnetic Dampers
      • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
    • Identification Package
      • Laser, Holographic, Portable Computer, Programmed with thousands of images of known enemy insignia, uniforms, body armor, weapons, robots, and combat vehicles.
      • Includes: Passive Night Vision Goggles, Portable Language Translator, and a Laser Distancer

Book Reference: p.37-39, DB8

Wilk's 1000 Pulse Laser Cannon
Image
  • Range: 3000'
  • Damage: 5D6+3 M.D. per shot or 3D4x10 M.D. per 3-pulse burst
  • Rate of Fire: Single shots or 3-pulse bursts only
  • Payload: 240 shots with a portable generator
  • Weight: 40 lbs.; portable generator weighs 70 lbs.
  • Features: W.P. Heavy M.D. Weapons; Generator recharges at 8 shots per hour; 1 hour to charge when connected to nuclear power supply
  • Modifiers: None
  • Book Reference: p.104, MercOps


CP-40 Pulse Laser Rifle
Image
  • Range: 2000'
  • Damage:
    • Low-power shot: 3D6
    • Low-power burst: 1D6x10
    • Single shot: 2D6 M.D.
    • Burst: 6D6 M.D.
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload:
    • E-Clip: 21 shots
    • LE-Clip: 30 shots
    • E-Canister: adds 60 shots to overall payload
    • Note: 30 low power shots = 1 M.D. shot
  • Weight: 9 lbs.; 4 lbs. for an E-canister
  • Features: Passive nightvision scope (2,000'), laser targeting
  • Modifiers: +1 to strike on an aimed shot
  • Book Reference: p.92, WB11


GAW .50 Six Barrel Machine-Gun
Image
  • Range: 8,000'
  • Damage: 2D6x10, or 2D6x100 burst
  • Rate of Fire: Single shots or 10-round bursts only
  • Payload: 300, 600 or 1,200 round disintegrating belt or belt fed drum
  • Weight: 85 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.121, Merc Ops

Saving Throw Bonuses (if Mimic/revert to base stats)
Eye of Odin grants +1 save vs all (not included below)
Coma/Death: 28% (+4%)
Toxins (15+): +7 (+1)
Magic (varies): +7 (+1)
Magic (Illusions): +10 (+2)
Magic (mind-altering): +15 (+7)
Lethal Poison (14+): +7 (+1)
Non-Lethal Poison (16+): +7 (+1)
Insanity (12+): +16
Psionics (12+): +7
Horror Factor: +12
Disease: +7 (+2)
Drugs (mind-altering): +8 (+6)
Possession: +13 (+6)
Conditions
  • Sustain | BOM 109 | 33 Days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
  • Copy Animal Attribute: Monkey ((
    +10% prowl when climbing, +15% palming, pick pockets, and concealment, +5% acrobatics and/or gymnastics, +1 to PP
    , Swing line,
    +2d4(7) PP, +3d4(8) Spd, +1 APM, +3 auto-dodge, +10% skills requiring dexterity and prowess, prowl, gymnastics, climb, etc.
    ,
    +1 parry, +2 dodge, +6 initiative, +15% perception, Estimate distance of sound 90%, Estimate speed and direction of approach 80%, Recognize voice or sound 70%, Imitate voice 60%
    )) 59.25 min.
  • Cosmic Armor | 45 PPE | DB 13 120 | 109.25 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

Ineffective... the Arismal concludes stoically as the laser bursts seem to do little against the Netherbeast. Not one to waste time on ineffective tactics, he looks around the battlefield for other opportunities.

Oh, I see. A hidden mage, the handler? Raiser of the dead? Daisuke concludes belatedly, being unfortunately some distance away when the identification was first made by his teammates. But now, Hemlock's assault target is revealed to the Arismal when the shadow meld is dissipated by the globe of daylight. His Eye of Odin is able to penetrate the invisibility that remains.

And survivors are on-board. I haven't any medical skills to further help them. Daisuke thinks, looking around within the Skybunker. I should also join the fight. But I'll leave my portal from the ground up to the Skybunker open for now.
Ronith wrote: Tue Jul 09, 2024 11:58 am”He’s using magical protection- someone take it out!”
Oblivious to his commander's request because he did not have the foresight to don one of his EBAs prior to accepting the Cosmic Armor magic, Daisuke likely couldn't help much with the dispelling of magic anyway. A task for one of his more magically-inclined teammates.
Grant Latham wrote: Thu Jul 11, 2024 11:03 amTo those in the Skybunker he says, "I will be back in 10 seconds."
Daisuke flashes Grant a hearty thumbs up. "Roger that. I'm going to go join the fight down there."

When Grant disappears, Daisuke flies down toward the combat from the Skybunker. Being only able to open one portal at a time, he feels as though the existing portal might be crucial for additional rescue, so unless the horseman or netherbeast move to take advantage of the portal to hunt down the survivors, he will keep it open and not try to create another, forcing the current tear in space to disappear.

Recognizing that the Necromancer Hemlock is facing is a magic caster of some sort, Daisuke's first intention is to assist in neutralizing their ability to continue casting magic. He will fly toward the Necromancer fight until he feels within range to Warp Sound: Silence the undead mage.

And then he will veer off toward the Horseman fight. Again, knowing the limits of his ability to even remotely compare to the damage output of his teammates, he instead focuses on what he can do. He can try to take the netherbeast out of the fight. Flying like a missile intent on colliding with the massive beast, if/when he does, instead of damage, Daisuke reaches out with his swallowing limbo to capture it within his extra-dimensional space.

===========
Combat:
Action 1: Assess Situation
Action 2: Fly out Skybunker using Cosmic Armor flight. Dodge: 1d20+9: [12]+9 = 21
Action 3: Fly toward Necromancer fight. Dodge: 1d20+9: [9]+9 = 18
Action 4: Warp Sound: Silence Sounds @Necromancer. 30.00 min.
Action 5: Fly toward Horseman fight. Dodge: 1d20+9: [4]+9 = 13
Action 6-7: Swallowing Limbo @Netherbeast. Touch attack Strike: 1d20+4: [17]+4 = 21 . If victim struck, M.E. based saving throw vs 16. Failed save stuck in swallowing limbo for 1d6: [1] = 1 days.


Contingencies:
  • If Cosmic Armor runs out, Instant Wardrobe change to NE-BA-26 and turn on FF.
  • Cancel portal between ground and Skybunker if Horseman or Netherbeast seem about ready to pass through it and into the Skybunker
Auto-Dodges: 1d20+7: [18]+7 = 25 , 1d20+7: [6]+7 = 13 , 1d20+7: [5]+7 = 12 , 1d20+7: [10]+7 = 17 , 1d20+7: [17]+7 = 24 , 1d20+7: [9]+7 = 16 , 1d20+7: [17]+7 = 24
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Underguard
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Posts: 1227
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: The Horsemen of Eschaton

Post by Underguard »

Conditions wrote:Current Time/Date in Africa: Friday, October 112PA,
Environmental Conditions: Outside temp; 9*C (48*F), winds gusting between 20-30 MPH after Calm Storms, Downpour to a modest drizzle.
Ley Line/Nexus Presence: No Ley Line or Nexus within range.
Combat: Round 4
[The Hunger that grows]

Hemlock lets loose a primal battlecry reminiscent of battle cries during the Chaos Age as she wails on the Necromancer. Hemlock can tell that this mage wasn't expecting such fierce opposition, or perhaps had just gotten used to abusing those who couldn't fight back. Hemlock wails against the Necromancer who does its best to fight back, parrying a good number, but not all of her strikes. The necromancer summons a large transparent shield that it uses to block some of Hemlock's attacks, almost causing Hemlock to lose her weapon. Zand is doing his best to keep the remaining Undead occupied so that they don't overwhelm the others. Daisuke joins Hemlock after assessing the situation and Warps the sound around the Necromancer to hopefully stem the tide of its evil magics, the Necromancer suddenly appears even more perturbed by Daisuke's arrival. Daisuke then peels off towards Famine.

Keiko and Ronith continue to tag team the Horsemen, with both sword slingers able to see that their sheer ferocity and speed at which they ambushed Famine appears to have caught the Horseman well off guard. Further, Keiko can see Famine is suffering the effects of her Magebane, though he is not defenseless. Through their onslaught, they can see they are wounding Famine however the sickly creature doesn't show signs of pain or fear; he may even be enjoying their challenge. They do successfully crack through the Bizzare armor, though. The pair can still see some of Famine's wounds appear to be recovering before their eyes, the skin continuously stitching itself back together. Famine's hide appears to become more durable this round. Keiko and Ronith each feel a powerful tug in their mind as Famine locks on both of them. [Both; Save v Psionics. If you fail, you fall under Bio-Manip Paralysis].

Even the Hellbeast appears to be able to heal itself, though it appears to be under much more duress than its rider. Daisuke barrels towards the Hellbeast and narrowly dodges it's powerful looking jaws to attempt to swallow it into a limbo. While Daisuke is successful at touching the beast, he watches as his shadowy limbo fails to pull the beast in. Daisuke fails to dodge the second strike from the powerful paw of the Neatherbeast [-30 MDC from Cosmic Armor]

Suddenly, a wall of fire erupts around Famine that spreads in two directions, the fire is sixty feet tall and long and almost 50 ft thick. It stretches across the lake and reaches towards the survivors Gloriosa is evacuating. Those on the ground can hear at least two survivors suddenly scream out in pain as the fire envelopes them. Unless Keiko and Ronith succumb to the bio-manipulation, they are able to dodge out of the fire's path, however Daisuke does not [-23 MDC from Cosmic Armor] Ronith, Daisuke and Keiko each see manage to see the eyes of the skull atop Famine's staff flash as wisps escape through the eyes and circle Keiko, Ronith and Daisuke. [Save v Magic or suffer effects of Confusion; Half APM, -5 Strike/Parry/Dodge]

Grant sees the amassing undead and quickly leaps through the portal provided by Daisuke to head below and manages to turn over a hundred Undead before impressively dodging upwards and back into the Skybunker. A feat that might even impress some of the gods. Gloriosa continues moving the survivors, by this stage she has almost gotten half of them through the portal and into Inzah's care. On Gloriosa' return trip, she sees the eruption of fire that has enveloped half the field. Hemlock can tell that after her and her minions onslaught, the Necromancer is barely standing and only able to fight with a its weapon as her last attack shatters the translucent shield.

Heroes Famine general map.png


What are your intentions?
GM Note: Anyone engaging Famine must Save v HF 16.
General Map has been added, kind of a lot going on at a large scale. If you have questions please ask.
Grant has turned another 100 Undead. There still seem to be some stragglers, though not more than a dozen right now as Daisuke has muted the Necromancer.


Ronith: -95 MDC from Cosmic Armor
Grant:
Daisuke: -53 MDC from Cosmic Armor
Keiko: -102 MDC from Cosmic Armor.
Hemlock:
Gloriosa:
Lilith:
Zand: -30 MDC from Cosmic Armor
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

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Grant Latham
Diamond Level Patron
Posts: 614
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
Contact:

Re: The Horsemen of Eschaton

Post by Grant Latham »

New Perception: 81% vs 1d100: [32] = 32
JIC: 1d20: [14] = 14 , 1d100: [98] = 98
Constant Abilities
Character Sheet
  • See the Invisible, including spirits and Astral Beings
  • Sense Ley Line: 94%
  • Sense Ley Line Nexus 104%
  • Sense a Rift: Automatic | 160m1d100i
  • Sense Magic in Use: 1100'
  • Half Damage from magical cold, heat, and fire
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 15
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 101/101
  • I.S.P.: 98/98
  • P.P.E.: 710/710
  • Lord Magus Armor • Main Body: 50/50 Head: 45/45 Arms: 15/15 Legs:30/30
45 PPE | DB 13 120 | 109.00 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

| 10 PPE| BOM 109 | 11 Days | Provides Air, Food, Water, only

120 PPE | BOM 140 | 22 Days | 643 PPE

3 PPE | MA 9 | 21.00 min | Able to read a license plate from up to 2 miles away)

Impervious to Fire | 5 PPE | BoM p.75 | 15 melee rounds | Impervious to fire and smoke including plasma/fire and magic fire. Protective aura radiates to include clothes or body armor, but can not cover power armor, vehicles, or a building.

5 PPE | MA 9 | 54.00 min | Thermographic like vision out to 1500' (distance tripled by the Farsensing spell)

2 of 3 talisman charges remaining | BOM 116 | 1.75 min | Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 50 M.D.C. force field. +10 vs Magic, Psionics, HF

2 PPE | BOM 92 | 21.50 min | 90' radius

4 PPE | BOM 92 | 21,50 min | 120' radius

40 PPE | 2.50 min | 2500' | 5d6+14 M.D. | 20+ dodge)

30 PPE | .75 min | line of sight/2000', +2 Dodge


Skybunker

Grant glances up at the energy sphere bobbing near his head. Should be about half empty, and we still haven't taken out the handler, that giant riding beast, or the horseman yet. Through the noise of the engines of the SkyBunker, rain, wind, moans of the injured and dead, and the combat in general, Grant almost misses Gloriosa's shout through Daisuke's portal. Grant cups a hand around where his mouth should be on his silver-blue covered head and shouts back, "Once the last survivor is aboard, I will send the Skybunker to safety. Then it will be time for us all to be big goddammed heroes! I want you to go harass that beast with Lilith and keep it from those attacking the Horseman once these people are safe."

An expletive explodes from Grant's mouth as the wall of fire appears, "Sh$t!" and he steps forward using his magical boots to land near the wall near the fire. He incants the words to Negate Magic (30 PPE | BOM 123 | 120' |Save vs spell magic. See description for what is not affected) and successful or not, he casts Ice (15 PPE | BOM 112 | 1100' | 55 min | 10' X'10 X 110' wall of ice | 550 M.D.C. per 10' cube) to create a horseshoe shape to protect the survivors. As the wall of Ice forms, he activates his boots and takes a step...back on to the Skybunker a 1000' in the sky.



Combat contingency:

Initiative: 1d20+6: [1]+6 = 7
APM: 10 (11 with magic)
Critical on natural 18-20, Deathblow on Natural 20.
  1. Shout at Gloriosa
  2. Shout at Gloriosa
  3. Activate Seven League Boots Dodge: 1d20+4: [8]+4 = 12
  4. Land Next wall of fire
  5. Begin casting Negate Magic
  6. Finish casting Negate Magic
  7. Begin casting Ice
  8. Finish casting Ice
  9. Activate Seven League Boots Dodge: 1d20+4: [15]+4 = 19
  10. Land back on the SkyBunker.
Contingencies: Grant will focus on defensive actions if directly attacked. He'll cast Armor Bizarre (15 PPE| BOM 104 | 60' | 11 min | 165 M.D.C. HF: 14, -1 Init to attackers) on himself or team members if the Cosmic Armor goes down.

Dodge(+2)/Parry(+8)/Roll(+3): 10d20: [18, 8, 13, 13, 17, 1, 9, 9, 6, 7] = 101

Magic(+17)/Psionics(+10)/HF(+15): 10d20: [5, 16, 14, 6, 18, 5, 19, 11, 4, 20] = 118
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
User avatar
Daisuke
Diamond Level Patron
Posts: 188
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Daisuke »

-----------------------------------
Perception: d%: [15] = 15 | 74%
JIC: 1d20: [2] = 2 | d%: [48] = 48 %
Initiative: 1d20+12: [9]+12 = 21
APM: 8
Save vs HF: 1d20+13: [2]+13 = 15
Save vs Magic (mind altering) Confusion: 1d20+15: [14]+15 = 29
-----------------------------------
Character Sheet

  • MDC: 303/303
  • PPE: 13/13
  • Worn:
    • Casual Clothes
    • CP-40 <slung>. Current e-clip: 12/21 shots.
    • 6 spare e-clips
TFRC-02 FreeRunner Combat Exoskeleton
Image
M.D.C. by Location:
  • Helmet: 45
  • Arms: 40 each
  • Legs: 45 each
  • Main Body: 100

Weight: 25 lbs.
Modifiers: +5% to prowl, +6 to P.S., +4 to P.P., +1 APM, +3 to initiative, +1 to parry and dodge, +3 to disarm, +6 to roll w/impact, -10% to electronic perception
Features:
  • All Features of Triax EBA
  • Molecular Adhesion Pads on hands and feet
  • Impact Absorbing Systems (p.89, MercOps)
  • Triples wearer's speed, fatigue reduced to 20% usual rate
  • Increase leap ability by 50%
  • Infrared & thermal masking

Book Reference: Kraus Imported Arms


Wilk's Jet Pack
Image
M.D.C.: 20
Crew: One
Power System: Electric
Maximum Speed: 120 mph
Maximum Altitude: 1,200'
Maximum Range: 500 miles
Dimensions: 3' long, 30 lbs.
Book Reference: p.267, R:UE


CA-4 Dead Boy EBA
Image
M.D.C. by Location:
  • Helmet: 70
  • Arms: 60 each
  • Legs: 80 each
  • Main Body: 100

Weight: 20 lbs.
Modifiers: -5% to climb, -20% to other physical skills
Features:
  • All standard Dead Boy EBA features (p.100, WB11)

Book Reference: p.100, WB11


NG Bush Pilot Armored Jumpsuit
Image
M.D.C. by Location:
  • Flight Helmet: 35
  • Arms: 9 each
  • Legs: 20 each
  • Main Body: 25

Weight: 6 lbs.
Modifiers: None
Features:
  • Flight helmet includes built-in radio and nightvision goggles

Book Reference: p.77-78, WB33


NE-BA-26 Special Body Armor
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90

Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
Features:
  • All standard NE environmental armor features (p.35-36, DB8)
    Upgrades and Packages
    • HUD Visor Allows 6 different screens to be viewed without impairing vision.
    • Basic Weapons Package
      • Retractable Energy Blade (Right Forearm)
        • Damage: 3D6 M.D.
      • Garrote Strangle Cord (Left Wrist)
        • Damage: 4D6 (+P.S. Damage Bonus)
      • Plasma Flame Thrower
        • Range: 200' (20' AoE)
        • Damage: 5D6 M.D.
        • Payload: 15 Shots per E-Clip
      • Utility Laser Finger
        • Range: 1,000'
        • Damage: 2D6 M.D.
        • Payload: 20 shots. (Standard E-Clip)
    • Robotic Exoskeleton
      • Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
      • Restrained Punch: 6D6, Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
    • Built-In N-F20A Force Field
      • M.D.C.: 75
      • Voice Activated
    • Laser Distancer & Targeting
      • +1 to Strike with Hand Held Ranged Weapons
      • Range 2,000'
    • Optics Enhancements
      • Passive Night Vision: 3,000'
      • Telescopic Vision (up to 20x Magnification): 1 mile
      • Macro-Lens (6x Magnification)
      • Thermo-Imager: 2,000'
      • Light Polarization
    • Mini-Radar/Sonar System
      • Can track up to 12 targets
      • Range: 2 miles
    • Integrated Sensor Pod
      • 360° scanning capability
      • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
    • Advanced Communication Package
      • Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
      • Range: 30 miles
    • IFF & Targeting Computer
      • Computerized recognition and identification system similar to the Wilk's PC-2020 Field Identifier System
      • Can Identify up to 6,000 targets with 92% accuracy
    • Psionic Electromagnetic Dampers
      • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
    • Identification Package
      • Laser, Holographic, Portable Computer, Programmed with thousands of images of known enemy insignia, uniforms, body armor, weapons, robots, and combat vehicles.
      • Includes: Passive Night Vision Goggles, Portable Language Translator, and a Laser Distancer

Book Reference: p.37-39, DB8

Wilk's 1000 Pulse Laser Cannon
Image
  • Range: 3000'
  • Damage: 5D6+3 M.D. per shot or 3D4x10 M.D. per 3-pulse burst
  • Rate of Fire: Single shots or 3-pulse bursts only
  • Payload: 240 shots with a portable generator
  • Weight: 40 lbs.; portable generator weighs 70 lbs.
  • Features: W.P. Heavy M.D. Weapons; Generator recharges at 8 shots per hour; 1 hour to charge when connected to nuclear power supply
  • Modifiers: None
  • Book Reference: p.104, MercOps


CP-40 Pulse Laser Rifle
Image
  • Range: 2000'
  • Damage:
    • Low-power shot: 3D6
    • Low-power burst: 1D6x10
    • Single shot: 2D6 M.D.
    • Burst: 6D6 M.D.
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload:
    • E-Clip: 21 shots
    • LE-Clip: 30 shots
    • E-Canister: adds 60 shots to overall payload
    • Note: 30 low power shots = 1 M.D. shot
  • Weight: 9 lbs.; 4 lbs. for an E-canister
  • Features: Passive nightvision scope (2,000'), laser targeting
  • Modifiers: +1 to strike on an aimed shot
  • Book Reference: p.92, WB11


GAW .50 Six Barrel Machine-Gun
Image
  • Range: 8,000'
  • Damage: 2D6x10, or 2D6x100 burst
  • Rate of Fire: Single shots or 10-round bursts only
  • Payload: 300, 600 or 1,200 round disintegrating belt or belt fed drum
  • Weight: 85 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.121, Merc Ops

Saving Throw Bonuses (if Mimic/revert to base stats)
Eye of Odin grants +1 save vs all (not included below)
Coma/Death: 28% (+4%)
Toxins (15+): +7 (+1)
Magic (varies): +7 (+1)
Magic (Illusions): +10 (+2)
Magic (mind-altering): +15 (+7)
Lethal Poison (14+): +7 (+1)
Non-Lethal Poison (16+): +7 (+1)
Insanity (12+): +16
Psionics (12+): +7
Horror Factor: +13
Disease: +7 (+2)
Drugs (mind-altering): +8 (+6)
Possession: +13 (+6)
Conditions
  • Sustain | BOM 109 | 33 Days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
  • Copy Animal Attribute: Monkey ((
    +10% prowl when climbing, +15% palming, pick pockets, and concealment, +5% acrobatics and/or gymnastics, +1 to PP
    , Swing line,
    +2d4(7) PP, +3d4(8) Spd, +1 APM, +3 auto-dodge, +10% skills requiring dexterity and prowess, prowl, gymnastics, climb, etc.
    ,
    +1 parry, +2 dodge, +6 initiative, +15% perception, Estimate distance of sound 90%, Estimate speed and direction of approach 80%, Recognize voice or sound 70%, Imitate voice 60%
    )) 59.00 min.
  • Cosmic Armor | 45 PPE | DB 13 120 | 109.00 MIN | Silver Body Armor with blue hue. Full EBA. 497/550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills


"You have considerable mental fortitude," Daisuke acknowledges at the Netherbeast with respect. "What motivates you to fight alongside this harbinger of apocalypse?" His words are rhetorical and he does not expect a response from the ravager.

But the possibility of temporarily removing this formidable beast from the battlefield is too strong a motivator. I must try again.

Though nowhere near as adept at melee as his preternaturally quick teammates, he nonetheless gives his best efforts. And feels more confident in his strikes ((level up to 7 and MGP purchase to boost PP factored in)). He is cognizant that his Cosmic Armor protection is what allows him to take such a risky maneuver. And he silently hopes that it pays off.

If he succeeds in capturing the Netherbeast, he wants to extricate himself from the melee with the Horseman and Netherbeast. Daisuke tries to fly away, wanting to be 2000 feet or more away so that he can engage in ranged weapons fire by next combat round.

===========
Combat:
Action 1-2: Swallowing Limbo @Netherbeast. Touch attack Strike: 1d20+7: [6]+7 = 13 . If victim struck, M.E. based saving throw vs 16. Failed save stuck in swallowing limbo for 1d6: [2] = 2 days.
Action 3-4: Swallowing Limbo @Netherbeast. Touch attack Strike: 1d20+7: [6]+7 = 13 . If victim struck, M.E. based saving throw vs 16. Failed save stuck in swallowing limbo for 1d6: [3] = 3 days.
Action 5-6: Swallowing Limbo @Netherbeast. Touch attack Strike: 1d20+7: [5]+7 = 12 . If victim struck, M.E. based saving throw vs 16. Failed save stuck in swallowing limbo for 1d6: [1] = 1 days.
Action 7-8: Swallowing Limbo @Netherbeast. Touch attack Strike: 1d20+7: [10]+7 = 17 . If victim struck, M.E. based saving throw vs 16. Failed save stuck in swallowing limbo for 1d6: [6] = 6 days.

Contingencies:
  • If successfully capture Netherbeast in swallowing limbo, fly away from melee with Horseman. 2000 or more feet distance.
  • If Cosmic Armor runs out, Instant Wardrobe change to NE-BA-26 and turn on FF.
  • Cancel portal between ground and Skybunker if Horseman or Netherbeast seem about ready to pass through it and into the Skybunker
Auto-Dodges: 1d20+10: [14]+10 = 24 , 1d20+10: [8]+10 = 18 , 1d20+10: [16]+10 = 26 , 1d20+10: [7]+10 = 17 , 1d20+10: [17]+10 = 27 , 1d20+10: [2]+10 = 12 , 1d20+10: [15]+10 = 25 , 1d20+10: [8]+10 = 18 , 1d20+10: [11]+10 = 21

Auto-Parries: 1d20+11: [15]+11 = 26 , 1d20+11: [19]+11 = 30 , 1d20+11: [11]+11 = 22 , 1d20+11: [15]+11 = 26 , 1d20+11: [7]+11 = 18 , 1d20+11: [3]+11 = 14 , 1d20+11: [17]+11 = 28 , 1d20+11: [13]+11 = 24
User avatar
Keiko
Posts: 188
Joined: Fri Feb 07, 2020 3:44 pm

Re: The Horsemen of Eschaton

Post by Keiko »

Perception: 1d100: [64] = 64 /55%
JIC: 1d20: [14] = 14 ; 1d100: [95] = 95
Active Effects
  • Dimensional Attenuation: 150 Miles
  • Sense Rifts: 110 Miles
  • Excellent hearing and smell
  • Sixth Sense
  • Sustain
  • Cosmic Armor | 45 PPE | DB 13 120 | 110 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills
  • Fighting Spirit: +2 APM | + 1 on initiative | + 1 to strike with guns | +3 to strike in melee combat | +2 to disarm, parry and dodge | +4 to pull punch | +2 to roll with impact | +4 to save vs Horror Factor/fear | +2 to save vs possession | Critical Strike on a Natural 18-20 | karate kick (1D8 S.D.C.) | jump kick | Paired Weapons | leap attack and judo flip/throw | Duration: 12 Minutes
  • Superhuman Agility: +5 Auto-Dodge | + 1 on initiative | | +1 parry | +5 to roll with impact | sense of balance: 88% | +20% to climb skill | Automatically roll with fall/explosions/impacts | Duration: 12 Minutes
  • Energy Sphere: 208/400 PPE
Save vs Psionics: 1d20+6: [16]+6 = 22
Save vs Magic: 1d20+7: [20]+7 = 27

Keiko steps back for a moment as she feels the psionic power and the spell from the staff wash over her. "This is going to be a slog. Those psionics and staff are trouble." Keiko changes out her Omega Blade for her Enchanted Whip. Keiko's eyes light up as she snaps the whip when she draws it. "Time for your punishment you Bad Boy!" Given the situation Keiko's over inflections on the last two words seems wholly inappropriate. Yet, for those who know her, it does seem to fall inside Keiko's normal combat behavior. Time for you to lose another part! Keiko will focus on disarming Famine with the whip while continuing to attack directly with MageBane. Once she has Famine's staff out of his hands she will refocus to full attacks with both of her weapons.

Combat:

Current Active Spells:
  • Fleet Feet Effects: P.P.: 50 (+3 to Strike, Dodge, Parry; +6 to Init); SPD: 46; x2 APM; -2 Init; -20% to delicate skill checks (3.25 minutes)
  • Fighting Spirit (11. minutes)
  • Superhuman Agility (11. Minutes)
  • Cosmic Armor: 448/550 MDC
  • Omega Blade: Ranged Activation (2. minutes)
  • Mage Bane (5. minutes)
  • See Invisible 120 feet (9.25 minutes)
  • Suppress Fear: Automatically succeed on HF Saves. (9.5 Minutes)
  • Energy Sphere: 158/400 PPE
  • ISP: 59/71
APM: 18

Action 1: Sheath Omega Blade and Draw Enchanted Dwarven Whip
Action 2: Whip Disarm Famine's Staff: 1d20+6: [10]+6 = 16 ; Mage Bane Strike: 1d20+17: [5]+17 = 22 ; Damage: 5d6+9: [4, 3, 3, 6, 1]+9 = 26
Action 3: Whip Disarm Famine's Staff: 1d20+6: [19]+6 = 25 ; Mage Bane Strike: 1d20+17: [10]+17 = 27 ; Damage: 5d6+9: [3, 6, 6, 3, 3]+9 = 30
Action 4: Whip Disarm Famine's Staff: 1d20+6: [12]+6 = 18 ; Mage Bane Strike: 1d20+17: [20]+17 = 37 ; Damage: 5d6+9: [4, 1, 3, 4, 5]+9 = 26
Action 5: Whip Disarm Famine's Staff: 1d20+6: [4]+6 = 10 ; Mage Bane Strike: 1d20+17: [18]+17 = 35 ; Damage: 5d6+9: [4, 6, 2, 3, 4]+9 = 28
Action 6: Whip Disarm Famine's Staff: 1d20+6: [20]+6 = 26 ; Mage Bane Strike: 1d20+17: [13]+17 = 30 ; Damage: 5d6+9: [3, 6, 6, 5, 5]+9 = 34
Action 7: Whip Disarm Famine's Staff: 1d20+6: [14]+6 = 20 ; Mage Bane Strike: 1d20+17: [13]+17 = 30 ; Damage: 5d6+9: [3, 5, 1, 5, 2]+9 = 25
Action 8: Whip Disarm Famine's Staff: 1d20+6: [9]+6 = 15 ; Mage Bane Strike: 1d20+17: [4]+17 = 21 ; Damage: 5d6+9: [1, 1, 4, 5, 6]+9 = 26
Action 9: Whip Disarm Famine's Staff: 1d20+6: [15]+6 = 21 ; Mage Bane Strike: 1d20+17: [6]+17 = 23 ; Damage: 5d6+9: [3, 5, 5, 4, 6]+9 = 32
Action 10: Whip Disarm Famine's Staff: 1d20+6: [16]+6 = 22 ; Mage Bane Strike: 1d20+17: [17]+17 = 34 ; Damage: 5d6+9: [3, 2, 1, 1, 2]+9 = 18
Action 11: Whip Disarm Famine's Staff: 1d20+6: [19]+6 = 25 ; Mage Bane Strike: 1d20+17: [13]+17 = 30 ; Damage: 5d6+9: [6, 1, 2, 2, 5]+9 = 25
Action 12: Whip Disarm Famine's Staff: 1d20+6: [13]+6 = 19 ; Mage Bane Strike: 1d20+17: [12]+17 = 29 ; Damage: 5d6+9: [6, 1, 4, 4, 3]+9 = 27
Action 13: Whip Disarm Famine's Staff: 1d20+6: [9]+6 = 15 ; Mage Bane Strike: 1d20+17: [19]+17 = 36 ; Damage: 5d6+9: [6, 3, 2, 2, 5]+9 = 27
Action 14: Whip Disarm Famine's Staff: 1d20+6: [1]+6 = 7 ; Mage Bane Strike: 1d20+17: [5]+17 = 22 ; Damage: 5d6+9: [4, 1, 3, 3, 2]+9 = 22
Action 15: Whip Disarm Famine's Staff: 1d20+6: [18]+6 = 24 ; Mage Bane Strike: 1d20+17: [18]+17 = 35 ; Damage: 5d6+9: [1, 1, 5, 4, 6]+9 = 26
Action 16: Whip Disarm Famine's Staff: 1d20+6: [1]+6 = 7 ; Mage Bane Strike: 1d20+17: [5]+17 = 22 ; Damage: 5d6+9: [1, 6, 5, 4, 5]+9 = 30
Action 17: Whip Disarm Famine's Staff: 1d20+6: [15]+6 = 21 ; Mage Bane Strike: 1d20+17: [15]+17 = 32 ; Damage: 5d6+9: [3, 3, 5, 5, 5]+9 = 30
Action 18: Whip Disarm Famine's Staff: 1d20+6: [16]+6 = 22 ; Mage Bane Strike: 1d20+17: [14]+17 = 31 ; Damage: 5d6+9: [5, 2, 5, 3, 2]+9 = 26

Auto-Dodge: 1d20+17: [18]+17 = 35 ; 1d20+17: [19]+17 = 36 ; 1d20+17: [12]+17 = 29 ; 1d20+17: [20]+17 = 37 ; 1d20+17: [2]+17 = 19 ; 1d20+17: [5]+17 = 22 ; 1d20+17: [4]+17 = 21 ; 1d20+17: [8]+17 = 25 ; 1d20+17: [14]+17 = 31 ; 1d20+17: [20]+17 = 37 ; 1d20+17: [7]+17 = 24 ; 1d20+17: [5]+17 = 22 ; 1d20+17: [17]+17 = 34 ; 1d20+17: [5]+17 = 22 ; 1d20+17: [5]+17 = 22 ; 1d20+17: [1]+17 = 18 ; 1d20+17: [9]+17 = 26 ; 1d20+17: [17]+17 = 34

Contingencies:
--If Cosmic Armor goes down, Keiko will use an action to activate her mundane FF.

- If Keiko is able to disarm Famine she will Switch to attacking with the whip
-- Strike: 1d20+13: [19]+13 = 32 Damage: 4d6+10: [2, 5, 6, 3]+10 = 26
-- Strike: 1d20+13: [14]+13 = 27 Damage: 4d6+10: [3, 5, 3, 5]+10 = 26
-- Strike: 1d20+13: [15]+13 = 28 Damage: 4d6+10: [5, 5, 1, 3]+10 = 24
-- Strike: 1d20+13: [12]+13 = 25 Damage: 4d6+10: [5, 1, 3, 4]+10 = 23
-- Strike: 1d20+13: [5]+13 = 18 Damage: 4d6+10: [1, 4, 6, 1]+10 = 22
-- Strike: 1d20+13: [2]+13 = 15 Damage: 4d6+10: [5, 3, 1, 4]+10 = 23
-- Strike: 1d20+13: [20]+13 = 33 Damage: 4d6+10: [1, 2, 2, 2]+10 = 17
-- Strike: 1d20+13: [16]+13 = 29 Damage: 4d6+10: [5, 1, 3, 4]+10 = 23
-- Strike: 1d20+13: [13]+13 = 26 Damage: 4d6+10: [4, 1, 2, 6]+10 = 23
-- Strike: 1d20+13: [4]+13 = 17 Damage: 4d6+10: [2, 4, 3, 3]+10 = 22
-- Strike: 1d20+13: [17]+13 = 30 Damage: 4d6+10: [2, 5, 2, 1]+10 = 20
-- Strike: 1d20+13: [19]+13 = 32 Damage: 4d6+10: [4, 3, 1, 6]+10 = 24
-- Strike: 1d20+13: [5]+13 = 18 Damage: 4d6+10: [4, 4, 4, 6]+10 = 28
Keiko

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User avatar
Gloriosa
Posts: 37
Joined: Tue Apr 18, 2023 3:52 pm

Re: The Horsemen of Eschaton

Post by Gloriosa »

Perception: 1d100: [91] = 91 /29%
JIC: 1d20: [6] = 6 / 1d100: [15] = 15

"I like it!" Gloriosa yells to Grant while exiting the Skybunker on his way back down to pick up more survivors. Looking toward the battlefield, Gloriosa puts on what is considered a dragon's frown when he sees the wall of flame. Awww man! I'm missing out on the fire?! I AM fire! Fiiine, I'll do the right thing and save these peoples. But I want to go do the fight too! Swooping down to grab some more retreating warriors, Gloriosa makes as many trips as he can in order to get into the fight proper.

Initiative: 1d20+2: [15]+2 = 17
APM: 6

Actions 1-6: Get warriors/Reserved for Dodge.

Dodges: 1d20+11: [14]+11 = 25 1d20+11: [10]+11 = 21 1d20+11: [3]+11 = 14 1d20+11: [15]+11 = 26 1d20+11: [11]+11 = 22 1d20+11: [2]+11 = 13
User avatar
Ronith
Group Leader
Posts: 679
Joined: Mon Oct 15, 2007 7:15 pm
Location: Group Leader: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Ronith »

JIC: 1d20: [2] = 2 , 1d100: [100] = 100
PER: 1d100: [23] = 23 vs. 94%

Save vs. Magic- 1d20+12: [5]+12 = 17
Save vs. Psionics- 1d20+9: [11]+9 = 20 vs. 10

Combat acrobatics: Sense of balance- 1d100: [63] = 63 vs. 131-5=125%
To maneuver during combat, and maintain balance atop the netherbeast.

Conditions:
Cosmic Armor | 45 PPE | DB 13 120 | 109.00 MIN | Silver Body Armor with blue hue. Full EBA. 455/550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills
,
23m00s, +1 APM, +2 PP [+1 s/p/d], +3 initiative, +1 strike, +2 parry/dodge, +15% on physical skills that rely on coordination or balance.
,
+2 APM | + 1 on initiative | + 1 to strike with guns | +3 to strike in melee combat | +2 to disarm, parry and dodge | +4 to pull punch | +2 to roll with impact | +4 to save vs Horror Factor/fear | +2 to save vs possession | Critical Strike on a Natural 18-20 | karate kick (1D8 S.D.C.) | jump kick | Paired Weapons | leap attack and judo flip/throw | Duration: 11.25 Minutes
+5 Auto-Dodge | +5 to dodge | + 1 on initiative | | +1 parry | +5 to roll with impact | sense of balance: 88% | +20% to climb skill | Automatically roll with fall/explosions/impacts | Duration: 11.25 Minutes


What I wouldn’t give for some depleted uranium rounds right now. Guess I’ll just have to attack that much faster. While he’ll continue to use backflips and the like to keep himself a moving target, with Famine having switched to nonmagical attacks Ronith decides the best thing he can do for the team is to go on an all-out offensive with the monster and trust in his protective magics to protect himself. At Keiko’s remark, Ronith barks ”Pull back if you need to regroup- Frostfang’s wards will protect me.” Ronith then goes all-in on attacking the horseman.

Initiative: 1d20+18: [3]+18 = 21
APM: 11

Action 1: Paired sword strike on Famine. Frostfang: 1d20+25: [12]+25 = 37 to strike, 1d6*22: [5]*22 = 110 MD. Skyrender: 1d20+25: [1]+25 = 26 to strike, 5d6*2: [4, 1, 2, 5, 4]*2 = 32 MD.
Action 2: Paired sword strike on Famine. Frostfang: 1d20+25: [3]+25 = 28 to strike, 1d6*22: [1]*22 = 22 MD. Skyrender: 1d20+25: [12]+25 = 37 to strike, 5d6*2: [1, 3, 3, 6, 5]*2 = 36 MD.
Action 3: Paired sword strike on Famine. Frostfang: 1d20+25: [11]+25 = 36 to strike, 1d6*22: [3]*22 = 66 MD. Skyrender: 1d20+25: [2]+25 = 27 to strike, 5d6*2: [5, 3, 3, 3, 4]*2 = 36 MD.
Action 4: Paired sword strike on Famine. Frostfang: 1d20+25: [14]+25 = 39 to strike, 1d6*22: [4]*22 = 88 MD. Skyrender: 1d20+25: [8]+25 = 33 to strike, 5d6*2: [3, 1, 2, 3, 6]*2 = 30 MD.
Action 5: Paired sword strike on Famine. Frostfang: 1d20+25: [10]+25 = 35 to strike, 1d6*22: [2]*22 = 44 MD. Skyrender: 1d20+25: [13]+25 = 38 to strike, 5d6*2: [2, 4, 5, 3, 3]*2 = 34 MD.
Action 6: Paired sword strike on Famine. Frostfang: 1d20+25: [6]+25 = 31 to strike, 1d6*22: [4]*22 = 88 MD. Skyrender: 1d20+25: [3]+25 = 28 to strike, 5d6*2: [3, 2, 1, 6, 3]*2 = 30 MD.
Action 7: Paired sword strike on Famine. Frostfang: 1d20+25: [10]+25 = 35 to strike, 1d6*22: [2]*22 = 44 MD. Skyrender: 1d20+25: [1]+25 = 26 to strike, 5d6*2: [5, 3, 2, 5, 2]*2 = 34 MD.
Action 8: Paired sword strike on Famine. Frostfang: 1d20+25: [6]+25 = 31 to strike, 1d6*22: [6]*22 = 132 MD. Skyrender: 1d20+25: [14]+25 = 39 to strike, 5d6*2: [2, 3, 3, 6, 1]*2 = 30 MD.
Action 9: Paired sword strike on Famine. Frostfang: 1d20+25: [6]+25 = 31 to strike, 1d6*22: [5]*22 = 110 MD. Skyrender: 1d20+25: [13]+25 = 38 to strike, 5d6*2: [4, 4, 5, 5, 4]*2 = 44 MD.
Action 10: Paired sword strike on Famine. Frostfang: 1d20+25: [10]+25 = 35 to strike, 1d6*22: [3]*22 = 66 MD. Skyrender: 1d20+25: [10]+25 = 35 to strike, 5d6*2: [5, 3, 2, 1, 5]*2 = 32 MD.
Action 11: Paired sword strike on Famine. Frostfang: 1d20+25: [15]+25 = 40 to strike, 1d6*22: [1]*22 = 22 MD. Skyrender: 1d20+25: [19]+25 = 44 to strike, 5d6*2: [1, 5, 2, 3, 1]*2 = 24 MD.

Contingency: If Famine switches back to physically attacking Ronith (or throwing magical things that can be dodged), Ronith will switch back to a more defensive posture and not attack with Skyrender so that he can parry/dodge.

Auto-parries with Skyrender (when not paired striking): 1d20+31: [4]+31 = 35 , 1d20+31: [6]+31 = 37 , 1d20+31: [5]+31 = 36 , 1d20+31: [20]+31 = 51 , 1d20+31: [18]+31 = 49 , 1d20+31: [4]+31 = 35 , 1d20+31: [7]+31 = 38 , 1d20+31: [4]+31 = 35 , 1d20+31: [17]+31 = 48 , 1d20+31: [9]+31 = 40 , 1d20+31: [8]+31 = 39
Auto-dodges (when not paired striking): 1d20+19: [8]+19 = 27 , 1d20+19: [4]+19 = 23 , 1d20+19: [5]+19 = 24 , 1d20+19: [16]+19 = 35 , 1d20+19: [11]+19 = 30 , 1d20+19: [9]+19 = 28 , 1d20+19: [8]+19 = 27 , 1d20+19: [8]+19 = 27 , 1d20+19: [20]+19 = 39 , 1d20+19: [8]+19 = 27 , 1d20+19: [5]+19 = 24
I am better than you. You just don't know it.
Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent)
| BOM 109 | 10 days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +6/8 to auto-dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
ISP- 89/91; PPE- 57/57; MDC- 88/88 (self), 93/93 (cyber-armor)
Frostfang Heals: 0/4. Talismans: AoI (3/3); Invulnerability (3/3); Cleanse (3/3)
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Hemlock
Posts: 122
Joined: Fri Feb 24, 2023 11:28 am

Re: The Horsemen of Eschaton

Post by Hemlock »

JIC: 1d20: [6] = 6 , 1d100: [63] = 63
Perception: 78% / 1d100: [62] = 62 (SUCCESS)

  • P.P.E.: 815/815
  • I.S.P.: 173/268 remaining
  • M.D.C.: 725/725

Energy Sphere: 1382/1500 P.P.E. remaining for 30 days
Cloudjumper P.P.E.: 715/880 remaining, I.S.P.: 182/196 remaining
Firefox P.P.E.: 563/685 remaining, I.S.P.: 227/237 remaining
Phantom P.P.E.: 100/100 PPE remaining
Talisman of P.P.E. Battery: 0/300 remaining



Cloudjumper
  • See the Invisible
  • Super Telekinesis

  • Phantom
    100/100 PPE remaining
    M.D.C.: 80; impervious to cold, electricity, poison, disease and fear.
    Attributes: Invisible (its natural state), eight feet (2.4 m) tall, P.S. 22, P.P. 19, I.Q. 10, and flying speed is 45 mph (72 km).
    Combat: Four physical attacks per melee round or two by magic, and inflicts 2D6 M.D. from punch or 4D6 M.D. from a power punch (counts as two attacks). +2 on initiative, +4 to strike and parry, +7 to dodge, and can see the invisible.
    Magic: Can cast all level 1-4 Air Elemental magic and has 100 P.P.E.
Firefox
  • Hellfire | BoM p.95 | 7/9 melee rounds remain | 1 APM/2d6 blast that affects even the fire immune
  • Fiery Touch | BoM p.75 | 7/9 melee rounds remain


Astral Hole | 120 PPE | BoM p.138 | 12/15 melee rounds remain | 2000' teleports costing 2 APM, +2 to dodge using the hole.

Speed Weapon | 100 PPE | BoM p.136 | 12/15 melee rounds remain | When using the enchanted weapon, the character has twice as many attacks per melee round!

See the invisible
Heightened Presence Sense: constant 100ft range
Sustain: 15 days
Cosmic Armor | 45 PPE | DB 13 120 | 110 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

Fortify Against Disease (-15 P.P.E.) * +4 save vs disease, +1 vs poison; duration 30 hours
Impervious to Fire (-5 P.P.E.) ; duration 75 minutes
Impervious to Poison (-5 P.P.E.) ; duration 75 minutes

Psi-Blade
  • Duration: 75 minutes.
  • Psi-Sword damage: 14D6 M.D.
  • I.S.P.: 30
Enhance Reflexes
  • Range: Self.
  • Duration: 30 minutes.
  • I.S.P.: 10
  • +1 attack per melee, +3 on initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all Physical skills that rely on coordination or balance.
Enhanced Perception
  • Range: Self.
  • Duration: 1 hour, 15 minutes.
  • I.S.P.: 10
  • +15% to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).
Mind's Eye
  • Range: Self.
  • Duration: 30 minutes.
  • I.S.P.: 8
  • Radar-like vision at a range of 850ft. Even things concealed through magic (except Invisibility: Superior) can be seen. No penalties when blinded or in complete darkness. The psychic can sense everything in all directions at an accuracy of 103%. Grants: +3 on initiative, +1 to strike, +2 to parry and dodge, and cannot be snuck upon or surprised. Heavy rain or smoke greatly hinders this power, negating the bonuses and giving a -30% to interpreting ability.
Resist Damage
  • Range: Self.
  • Duration: 1 hour, 15 minutes.
  • I.S.P.: 25
  • Half damage from kinetic damage. Even damage that goes directly to Hit Points is halved. Furthermore, the biofeedback field absorbs the first 5 M.D.C. or Hit Points of damage from each attack.
Resist Energy
  • Range: Self.
  • Duration: 1 hour, 15 minutes.
  • I.S.P.: 8
  • Half damage from energy attacks. This can include lasers, plasma, particle beams, psionic energy, and magic energy.
Resist Fatigue
  • Range: Self.
  • Duration: 6 hours.
  • I.S.P.: 4
95 ISP total cost.
Total buffs; +1 APM, +6 on initiative, +3 to strike, +6 to parry and dodge, +2 P.P., +15% to Perception



Victory feels tantalizingly close. How did he do that? Hemlock isn't surprised to see Daisuke intervene and then vanish again. What does surprise her was how he'd managed to silence the Necromancer.

To Hemlock the Necromancer, now stripped of his voice and magic by Daisuke's silencing field, resembles a cornered rat. A rat Hemlock is determined to exterminate. The sound of each blow of her flaming katana and her crackling psi-blade is muffled by the silencing field. So too are the villain's screams. It is decidedly odd – no screams from the Necromancer, just the roar of the battlefield.

She continues raining blows upon the Necromancer and then the wall of fire erupts nearby. Risking a glance, Hemlock sees it engulf fallen nomads and also catches a glimpse of Gloriosa trying to rescue them.

The nomads!

"Let me handle the flames, Hemlock," Firefox's voice whispers. "I can devour those with ease, if you bring me closer."

Hemlock feels a surge of worry. But she has already made up her mind.

Hemlock grits her teeth as she performs a vicious backhand slice with her psi-blade. "Focus on the Necromancer!" she replies, her voice barely audible over the din. "There are others who can handle the fire. This one won't escape my grasp!"

With renewed determination, she redoubles her assault on the Necromancer.

I will go. Cloudjumper offers telepathically. Hemlock nods assent and the staff quickly maneuvers towards Gloriosa. Her summoned invisible phantom follows. The pair of assist Gloriosa with hauling fallen nomads to safety. Though the owl-staff lacks arms, she uses her Super Telekinesis to good effect. Likewise the Phantom can also haul around fallen nomads.

Hemlock does not stop. With a ruthless efficiency born of vast experience, she presses her attack on the Necromancer.

You. Will. Fall.


Contingent Save vs Horror Factor 1d20+19: [15]+19 = 34

Contingent Save vs Magic 1d20+19: [20]+19 = 39

Hemlock Initiative: 1d20+18: [11]+18 = 29
Cloudjumper Initiative: 1d20+4: [16]+4 = 20
Firefox Initiative: 1d20+5: [12]+5 = 17

APM: 12 Hemlock, 9 Cloudjumper and Firefox

Action 1:
Fire globe from last round continues to burn; 5d6: [5, 6, 3, 2, 5] = 21 damage
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+23: [16]+23 = 39
    (+2 from Katana quality, +7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [5, 3, 1, 1, 4, 6, 3, 4, 6, 2, 5, 5, 3, 4] = 52
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+21: [5]+21 = 26
    (+7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [4, 5, 3, 5, 3, 6, 5, 4, 1, 6, 4, 2, 4, 5] = 57
    Psi Blade 14d6
  • Firefox - unleashes
    p.95, PF Mysteries of Magic; 7 rounds to go, 65 P.P.E. cost; affects even the fire immune. unleash bolts of fire that does 2D6 damage to humans, Elementals and most other beings, but does 1D6x10 damage to demons and Deevils, Mummies Immortalis and Scarecrows. Even demons and Deevils impervious to fire take half damage from this attack, and those resistant to normal and other types of magical fire suffer full damage.
    , inflicting 2d6: [1, 4] = 5
    if human….
  • Cloudjumper and Phantom - hurry to Gloriosa's side


Action 2:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+23: [19]+23 = 42
    (+2 from Katana quality, +7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [4, 3, 1, 4, 3, 1, 2, 3, 6, 6, 6, 6, 1, 1] = 47
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
    (CRIT 94 damage)
  • Hemlock Right Hand: Psi Blade 1d20+21: [7]+21 = 28
    (+7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [4, 2, 3, 6, 5, 6, 4, 1, 3, 6, 1, 6, 2, 3] = 52
    Psi Blade 14d6
  • Firefox - unleashes
    p.95, PF Mysteries of Magic; 7 rounds to go, 65 P.P.E. cost; affects even the fire immune. unleash bolts of fire that does 2D6 damage to humans, Elementals and most other beings, but does 1D6x10 damage to demons and Deevils, Mummies Immortalis and Scarecrows. Even demons and Deevils impervious to fire take half damage from this attack, and those resistant to normal and other types of magical fire suffer full damage.
    , inflicting 2d6: [6, 5] = 11
    if human….
Cloudjumper action 2-9 - Haul warriors or dodge trouble.
Phantom actions 2-4 - Haul warriors or dodge trouble.


Action 3:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+23: [17]+23 = 40
    (+2 from Katana quality, +7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [5, 3, 3, 4, 4, 6, 2, 6, 5, 6, 5, 3, 2, 2] = 56
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+21: [9]+21 = 30
    (+7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [1, 5, 3, 5, 4, 2, 6, 3, 5, 6, 2, 2, 2, 2] = 48
    Psi Blade 14d6
  • Firefox - unleashes
    p.95, PF Mysteries of Magic; 7 rounds to go, 65 P.P.E. cost; affects even the fire immune. unleash bolts of fire that does 2D6 damage to humans, Elementals and most other beings, but does 1D6x10 damage to demons and Deevils, Mummies Immortalis and Scarecrows. Even demons and Deevils impervious to fire take half damage from this attack, and those resistant to normal and other types of magical fire suffer full damage.
    , inflicting 2d6: [2, 3] = 5
    if human….
Action 4:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+23: [10]+23 = 33
    (+2 from Katana quality, +7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [6, 6, 2, 1, 4, 1, 3, 1, 1, 5, 6, 2, 4, 2] = 44
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+21: [3]+21 = 24
    (+7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [5, 1, 6, 2, 6, 4, 2, 6, 6, 3, 5, 4, 1, 2] = 53
    Psi Blade 14d6
  • Firefox - unleashes
    p.95, PF Mysteries of Magic; 7 rounds to go, 65 P.P.E. cost; affects even the fire immune. unleash bolts of fire that does 2D6 damage to humans, Elementals and most other beings, but does 1D6x10 damage to demons and Deevils, Mummies Immortalis and Scarecrows. Even demons and Deevils impervious to fire take half damage from this attack, and those resistant to normal and other types of magical fire suffer full damage.
    , inflicting 2d6: [2, 4] = 6
    if human….
Action 5:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+23: [12]+23 = 35
    (+2 from Katana quality, +7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [2, 2, 6, 2, 5, 5, 4, 3, 1, 5, 5, 1, 1, 5] = 47
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+21: [1]+21 = 22
    (+7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [5, 5, 4, 4, 6, 6, 4, 3, 1, 3, 2, 2, 2, 1] = 48
    Psi Blade 14d6
    (CRIT FAIL)
  • Firefox - unleashes
    p.95, PF Mysteries of Magic; 7 rounds to go, 65 P.P.E. cost; affects even the fire immune. unleash bolts of fire that does 2D6 damage to humans, Elementals and most other beings, but does 1D6x10 damage to demons and Deevils, Mummies Immortalis and Scarecrows. Even demons and Deevils impervious to fire take half damage from this attack, and those resistant to normal and other types of magical fire suffer full damage.
    , inflicting 2d6: [4, 1] = 5
    if human….
Action 6:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+23: [2]+23 = 25
    (+2 from Katana quality, +7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [1, 5, 3, 4, 1, 5, 6, 4, 5, 4, 2, 5, 3, 5] = 53
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+21: [13]+21 = 34
    (+7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [2, 3, 4, 4, 3, 2, 1, 2, 5, 1, 5, 1, 6, 5] = 44
    Psi Blade 14d6
  • Firefox - unleashes
    p.95, PF Mysteries of Magic; 7 rounds to go, 65 P.P.E. cost; affects even the fire immune. unleash bolts of fire that does 2D6 damage to humans, Elementals and most other beings, but does 1D6x10 damage to demons and Deevils, Mummies Immortalis and Scarecrows. Even demons and Deevils impervious to fire take half damage from this attack, and those resistant to normal and other types of magical fire suffer full damage.
    , inflicting 2d6: [3, 3] = 6
    if human….
Action 7:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+23: [7]+23 = 30
    (+2 from Katana quality, +7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [1, 3, 1, 4, 3, 2, 5, 4, 1, 6, 3, 2, 3, 3] = 41
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+21: [1]+21 = 22
    (+7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [4, 2, 6, 1, 2, 5, 1, 1, 4, 2, 2, 6, 1, 4] = 41
    Psi Blade 14d6
    (CRIT FAIL)
  • Firefox - unleashes
    p.95, PF Mysteries of Magic; 7 rounds to go, 65 P.P.E. cost; affects even the fire immune. unleash bolts of fire that does 2D6 damage to humans, Elementals and most other beings, but does 1D6x10 damage to demons and Deevils, Mummies Immortalis and Scarecrows. Even demons and Deevils impervious to fire take half damage from this attack, and those resistant to normal and other types of magical fire suffer full damage.
    , inflicting 2d6: [2, 3] = 5
    if human….
Action 8:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+23: [4]+23 = 27
    (+2 from Katana quality, +7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [5, 4, 3, 6, 4, 5, 6, 5, 1, 2, 2, 5, 4, 4] = 56
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+21: [14]+21 = 35
    (+7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [1, 2, 3, 3, 3, 2, 6, 4, 3, 5, 4, 6, 5, 4] = 51
    Psi Blade 14d6
  • Firefox - unleashes
    p.95, PF Mysteries of Magic; 7 rounds to go, 65 P.P.E. cost; affects even the fire immune. unleash bolts of fire that does 2D6 damage to humans, Elementals and most other beings, but does 1D6x10 damage to demons and Deevils, Mummies Immortalis and Scarecrows. Even demons and Deevils impervious to fire take half damage from this attack, and those resistant to normal and other types of magical fire suffer full damage.
    , inflicting 2d6: [3, 6] = 9
    if human….
Action 9:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+23: [18]+23 = 41
    (+2 from Katana quality, +7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [6, 2, 4, 2, 1, 1, 3, 4, 2, 3, 2, 5, 2, 5] = 42
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
    (CRIT 84 damage)
  • Hemlock Right Hand: Psi Blade 1d20+21: [4]+21 = 25
    (+7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [3, 5, 5, 1, 6, 3, 3, 2, 2, 5, 1, 6, 5, 4] = 51
    Psi Blade 14d6
  • Firefox - unleashes
    p.95, PF Mysteries of Magic; 7 rounds to go, 65 P.P.E. cost; affects even the fire immune. unleash bolts of fire that does 2D6 damage to humans, Elementals and most other beings, but does 1D6x10 damage to demons and Deevils, Mummies Immortalis and Scarecrows. Even demons and Deevils impervious to fire take half damage from this attack, and those resistant to normal and other types of magical fire suffer full damage.
    , inflicting 2d6: [4, 2] = 6
    if human….
Firefox out of actions

Action 10:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+23: [12]+23 = 35
    (+2 from Katana quality, +7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [2, 6, 3, 3, 5, 1, 3, 5, 1, 6, 1, 2, 4, 2] = 44
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+21: [10]+21 = 31
    (+7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [5, 1, 5, 3, 5, 4, 6, 2, 1, 3, 3, 5, 3, 1] = 47
    Psi Blade 14d6
Action 11:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+23: [3]+23 = 26
    (+2 from Katana quality, +7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [5, 3, 6, 5, 3, 3, 6, 5, 6, 1, 3, 2, 3, 4] = 55
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+21: [8]+21 = 29
    (+7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [2, 4, 5, 4, 4, 6, 6, 1, 3, 4, 4, 2, 3, 2] = 50
    Psi Blade 14d6

Action 12:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+23: [5]+23 = 28
    (+2 from Katana quality, +7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [6, 5, 6, 4, 1, 3, 2, 5, 1, 6, 5, 5, 6, 3] = 58
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+21: [17]+21 = 38
    (+7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [3, 6, 1, 2, 5, 4, 6, 3, 2, 6, 5, 5, 4, 4] = 56
    Psi Blade 14d6
Contingencies:

Contingency: Should the Necromancer fall, Hemlock wastes no time and flies 60 feet behind the Necromancer (1 APM) and unleashes a powerful
Level 8. PPE cost 30. Opponent gets a saving throw vs Hemlocks spell strength to resist.
spell aimed directly at the Horseman. (2 APM)

She then casts
50 P.P.E. save DC 22
Speed, attacks per melee, dodge, and parry are all reduced to one-third.
Talking and spell casting are not reduced.
This spell can be cast upon 1d6: [3] = 3 persons up to 60 feet away.
upon the Netherbeast and the Horseman. (2 APM)

Parry (no parry if attacking with both weapons!):

+17 Parry from skills
+6 Parry W.P. sword
+2 Parry Superior balance weapon
+6 Psi powers
1d20+31: [12]+31 = 43 , 1d20+31: [6]+31 = 37 , 1d20+31: [18]+31 = 49 , 1d20+31: [20]+31 = 51 , 1d20+31: [19]+31 = 50 , 1d20+31: [16]+31 = 47 , 1d20+31: [1]+31 = 32 , 1d20+31: [2]+31 = 33 , 1d20+31: [6]+31 = 37 , 1d20+31: [11]+31 = 42 , 1d20+31: [18]+31 = 49 , 1d20+31: [1]+31 = 32

Dodge:

+17 Parry from skills
+6 Psi powers
1d20+23: [4]+23 = 27 , 1d20+23: [5]+23 = 28 , 1d20+23: [18]+23 = 41 , 1d20+23: [3]+23 = 26 , 1d20+23: [17]+23 = 40 , 1d20+23: [7]+23 = 30 , 1d20+23: [18]+23 = 41 , 1d20+23: [14]+23 = 37 , 1d20+23: [19]+23 = 42 , 1d20+23: [4]+23 = 27 , 1d20+23: [4]+23 = 27 , 1d20+23: [5]+23 = 28

Automatic Dodge (12 for 12APM): 1d20+8: [7]+8 = 15 , 1d20+8: [18]+8 = 26 , 1d20+8: [4]+8 = 12 , 1d20+8: [13]+8 = 21 , 1d20+8: [12]+8 = 20 , 1d20+8: [8]+8 = 16 , 1d20+8: [20]+8 = 28 , 1d20+8: [17]+8 = 25 , 1d20+8: [7]+8 = 15 , 1d20+8: [12]+8 = 20 , 1d20+8: [13]+8 = 21 , 1d20+8: [10]+8 = 18 , 1d20+8: [4]+8 = 12
The Road goes ever on and on
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
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Dimension Master
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Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: The Horsemen of Eschaton

Post by Underguard »

Conditions wrote:Current Time/Date in Africa: Friday, October 112PA,
Environmental Conditions: Outside temp; 9*C (48*F), winds gusting between 20-30 MPH after Calm Storms, Downpour to a modest drizzle. Sudden burst of 60MPH winds against Ronith and Keiko.
Ley Line/Nexus Presence: No Ley Line or Nexus within range.
Combat: Round 6
[The Hunger that grows]

Hemlock and Firefox continue their assault on the Necromancer and Hemlock can tell that she is putting it through it's paces, landing several strikes as the muted dark mage only seems to have time to defend itself. Cloudjumper and the Phantom arrive at Gloriosa's side and redouble the efforts to get the remaining survivors out of there. By Gloriosa's estimates, it shouldn't take much longer and only counts around 10 left to move. One or two more trips between the three of them should get them all safely out of the Horsemen's reach.

As Ronith continues his assault on Famine and Daisuke moves in for another swallow attempt, everyone hears the roar of the Netherbeast as Famine leaps from it's back and the Netherbeast appears to charge full speed towards Gloriosa, Cloudjumper and the Phantom. Daisuke moves to follow and cancels his portal to prevent the Netherbeast from gaining access too it while the Phantom moves to intercept the Netherbeast. Unfortunately for the ghostly elemental servant, it is no match for the Netherbeast that barrels past it towards Gloriosa. This leaves Ronith and Keiko dealing with Famine as Keiko attempts to disarm the staff from him. The first attempt fails as Famine looks to Keiko as another translucent shield forms on his free hand and he uses it to parry several attempts from both Ronith and Keiko. Ronith does start to notice far more wear and tear on the surprisingly resilient skin of Famine, multiple cuts have gone unhealed while others are slowly stitching themselves back together.

Keiko does seem to successfully disarm the staff on another attempt however Ronith witnesses a most disconcerting thing. The moment it leaves Famine's hand after being wrapped by the whip, it vanishes mid-air and returns to Famine's grip as if it had never left with Famine practically ignoring the attempt. The pair are blasted with a gust of powerful wind. [Dodge of a natural 18-20 will weapons from being knocked from you hands, save v being Knocked down.] This powerful gust of wind all but holds Ronith and Keiko in their tracks for a few seconds. During this gust, each of them feel a renewed itch in the back of their minds as Famine locks in on both of them. [Both, save v Bio-Manip Paralysis]

Grant makes his way down after seeing the Wall of Fire erupt around the Horsemen and lands down. Unfortunately when he attempts to cast Negate Magic on the Wall of Fire, he finds it to be unphased. A puzzles look on Grant's face makes him wonder if it was a magically, or psionically induced effect. Undeterred, he creates a Wall of Ice around the Survivors. This wall of Ice, and the Phantom's intervention is enough to gift Gloriosa and Cloudjumper some additional time to corral the survivors before the Netherbeast arrives. Daisuke having trouble staying close enough too it long enough to swallow it. As Daisuke closes in on the Netherbeast for another attempt, he sees the powerful hind legs of the beast kick back and Daisuke runs right into the rear kick of the Netherbeast. [-24 MDC from Cosmic Armor]

Now essentially isolated with the Necromancer thanks to the Wall of Ice, Hemlock doubles down on her efforts to evict the necromancer from life and with one of her final strikes, finally fells the dark mage. When Hemlock turns, she sees the Wall of Ice roughly 10ft tall in a horseshoe around the survivors with no portal in sight. The much larger wall of fire seems to still be raging in effect, over 50ft tall, with Ronith, Keiko and the Horsemen on the other side.

What are your intentions?
GM Note: Anyone new engaging Famine must Save v HF 16.
Keiko had no initiative rolled, used JiC d20 without modifiers.
The Cosmic Armor protects your gear from being blasted away, but the sudden burst of wind might knock your weapons out of your hands.


Ronith: -95 MDC from Cosmic Armor
Grant:
Daisuke: -86 MDC from Cosmic Armor
Keiko: -102 MDC from Cosmic Armor.
Hemlock: -19 MDC from Phantom
Gloriosa:
Lilith:
Zand: -30 MDC from Cosmic Armor
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
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Re: The Horsemen of Eschaton

Post by Hemlock »

JIC: 1d20: [1] = 1 , 1d100: [55] = 55
Perception: 78% / 1d100: [96] = 96 (FAIL)

  • P.P.E.: 815/815
  • I.S.P.: 173/268 remaining
  • M.D.C.: 725/725

Energy Sphere: 1382/1500 P.P.E. remaining for 30 days
Cloudjumper P.P.E.: 715/880 remaining, I.S.P.: 182/196 remaining
Firefox P.P.E.: 563/685 remaining, I.S.P.: 227/237 remaining
Phantom P.P.E.: 100/100 PPE remaining
Talisman of P.P.E. Battery: 0/300 remaining



Cloudjumper
  • See the Invisible
  • Super Telekinesis

  • Phantom
    100/100 PPE remaining
    M.D.C.: 61; impervious to cold, electricity, poison, disease and fear.
    Attributes: Invisible (its natural state), eight feet (2.4 m) tall, P.S. 22, P.P. 19, I.Q. 10, and flying speed is 45 mph (72 km).
    Combat: Four physical attacks per melee round or two by magic, and inflicts 2D6 M.D. from punch or 4D6 M.D. from a power punch (counts as two attacks). +2 on initiative, +4 to strike and parry, +7 to dodge, and can see the invisible.
    Magic: Can cast all level 1-4 Air Elemental magic and has 100 P.P.E.
Firefox
  • Hellfire | BoM p.95 | 6/9 melee rounds remain | 1 APM/2d6 blast that affects even the fire immune
  • Fiery Touch | BoM p.75 | 6/9 melee rounds remain


Astral Hole | 120 PPE | BoM p.138 | 11/15 melee rounds remain | 2000' teleports costing 2 APM, +2 to dodge using the hole.

Speed Weapon | 100 PPE | BoM p.136 | 11/15 melee rounds remain | When using the enchanted weapon, the character has twice as many attacks per melee round!

See the invisible
Heightened Presence Sense: constant 100ft range
Sustain: 15 days
Cosmic Armor | 45 PPE | DB 13 120 | 110 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

Fortify Against Disease (-15 P.P.E.) * +4 save vs disease, +1 vs poison; duration 30 hours
Impervious to Fire (-5 P.P.E.) ; duration 75 minutes
Impervious to Poison (-5 P.P.E.) ; duration 75 minutes

Psi-Blade
  • Duration: 75 minutes.
  • Psi-Sword damage: 14D6 M.D.
  • I.S.P.: 30
Enhance Reflexes
  • Range: Self.
  • Duration: 30 minutes.
  • I.S.P.: 10
  • +1 attack per melee, +3 on initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all Physical skills that rely on coordination or balance.
Enhanced Perception
  • Range: Self.
  • Duration: 1 hour, 15 minutes.
  • I.S.P.: 10
  • +15% to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).
Mind's Eye
  • Range: Self.
  • Duration: 30 minutes.
  • I.S.P.: 8
  • Radar-like vision at a range of 850ft. Even things concealed through magic (except Invisibility: Superior) can be seen. No penalties when blinded or in complete darkness. The psychic can sense everything in all directions at an accuracy of 103%. Grants: +3 on initiative, +1 to strike, +2 to parry and dodge, and cannot be snuck upon or surprised. Heavy rain or smoke greatly hinders this power, negating the bonuses and giving a -30% to interpreting ability.
Resist Damage
  • Range: Self.
  • Duration: 1 hour, 15 minutes.
  • I.S.P.: 25
  • Half damage from kinetic damage. Even damage that goes directly to Hit Points is halved. Furthermore, the biofeedback field absorbs the first 5 M.D.C. or Hit Points of damage from each attack.
Resist Energy
  • Range: Self.
  • Duration: 1 hour, 15 minutes.
  • I.S.P.: 8
  • Half damage from energy attacks. This can include lasers, plasma, particle beams, psionic energy, and magic energy.
Resist Fatigue
  • Range: Self.
  • Duration: 6 hours.
  • I.S.P.: 4
95 ISP total cost.
Total buffs; +1 APM, +6 on initiative, +3 to strike, +6 to parry and dodge, +2 P.P., +15% to Perception


Underguard wrote: Wed Jul 24, 2024 7:49 am and with one of her final strikes, finally fells the dark mage.
With a determined grimace twisting her features, Hemlock unleashes a final, horizontal slice. Her flaming katana, Firefox, sings a searing song as it finds its mark. The Necromancer's head separates from his body in a spray of sparks, the severed neck instantly cauterized by the magical flames.

With a savage kick fueled by righteous fury, Hemlock launches the head sailing high and long over the battlefield.

As the head sails through the air, Hemlock keys her mic, and there's a dangerous look in her eyes. "Necromancer is slain! Watch out where his head lands." she declares, with a certain amount of satisfaction.
Underguard wrote: Wed Jul 24, 2024 7:49 am When Hemlock turns, she sees the Wall of Ice roughly 10ft tall in a horseshoe around the survivors with no portal in sight. The much larger wall of fire seems to still be raging in effect, over 50ft tall, with Ronith, Keiko and the Horsemen on the other side.
The godling then whirls around for a new foe. Where she expected a clear view of the battlefield, a ten-foot-tall wall of shimmering ice blocks her path. It forms a rough horseshoe around a group of comatose nomad survivors.

And – no portal to be seen.

Hemlock bites her lip anxiously, and thinks fast. Ronith, Keiko, and the others are struggling out there. But... the nomads. She judges the fire's relentless heat would easily melt the ice, leaving them defenseless.
The Road goes ever on and on
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
User avatar
Zand
Posts: 19
Joined: Mon Feb 12, 2024 1:42 am
Contact:

Re: The Horsemen of Eschaton

Post by Zand »

JIC: 1d20: [11] = 11 , 1d100: [62] = 62
Perception: 29/100% 1d100: [78] = 78 Failure


[*] Fighting Spirit: +2 APM | + 1 on initiative | + 1 to strike with guns | +3 to strike in melee combat | +2 to disarm, parry and dodge | +4 to pull punch | +2 to roll with impact | +4 to save vs Horror Factor/fear | +2 to save vs possession | Critical Strike on a Natural 18-20 | karate kick (1D8 S.D.C.) | jump kick | Paired Weapons | leap attack and judo flip/throw | Duration: 12 Minutes

[*] Superhuman Agility: +5 Auto-Dodge | +5 to dodge | + 1 on initiative | | +1 parry | +5 to roll with impact | sense of balance: 88% | +20% to climb skill | Automatically roll with fall/explosions/impacts | Duration: 12 Minutes

Cosmic Armor | 45 PPE | DB 13 120 | 110 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills
MDC 520/550
Armor MDC: 225/225
Personal MDC: 170/171
PPE: 92/192
Sustain active
Cloud Wrapped in Chain Active-Duration: One minute per level of experience or until canceled.Power: Influence the elemental force of air.
See the Invisible, the same as the spell (see Rifts Ultimate Edition,
page 199).
Float in the Air, same as the spell (see Rifts Ultimate Edition,
page 202).
Wind Rush, same as the spell (see Rifts Ultimate Edition, page
214).
Call Lightning twice per melee round/every 15 seconds; same
as the spell (see Rifts Ultimate Edition, page 209).
Calm Storms, same as the spell (see Rifts Ultimate Edition,
page 223).
See Air Elementals.
Communicate with Air Elementals.


As the undead fall following Hemlocks dispatch of the necromancer, Zand takes a few steadying breaths "Keep your head in the game!". Zand touches the
Tattoo Location: Right Forearm
Duration: Victims suffer the effects for one melee round per level
of the tattoo user. The T-Man retains the ability for one minute
per level of experience.
Range: Touch or 100 feet (30.5 m) plus 10 feet (3 m) per level of
experience. The intended target must be visible.
Number of Attacks: Each Mental Blast counts as one of the tattoo
user’s melee attacks.
Saving Throw: The intended victim must roll 14 or higher to
save. A successful save means no damage, no penalties.
Powers: The T-Man using this magic can cause a victim to be
overcome with mind-splitting headache pain with a mere touch.
The effects are as per the spell Mental Blast. 5D6 damage plus
disorientation: -2 on initiative, -2 to strike, parry, dodge, -20%
on all skills. Multiple blasts have cumulative effect. See Rifts®
Book of Magic, page 109, for details.
Mental Blast
Range: 1 00 feet (30.5 m) + 1 0 feet (3 m) per level of experience, but
the intended victim must be visible.
Damage: 5D6 damage plus disorientation penalties. Double damage by
touch but must actually touch bare skin.
Duration: Instant and add 1 melee per level.
Saving Throw: Save vs psionic attack.
P.P.E.: Fifteen
Mental Blast is a magical spell that simulates a psionic attack on an
enemy. Instead of blasting away with energy bolts to damage the body,
this attack is invisible and undetectable (except by psionic individuals)
because it attacks the mind. The mental blast does damage direct to Hit
Points for normal creatures, or M.D. to supernatural and Mega-Damage
creatures. It can affect targets protected in body armor, but not those
clad in power armor, giant robots or armored vehicles. In addition to
physical pain and damage (a sudden migraine headache or shooting
pain in the head, neck or spine), victims of this insidious attack will
feel confused, disoriented and paranoid. The victim instinctively senses
he is under attack, but doesn't know from whom - one of the great advantages
of this spell is that it is virtually invisible and it can be difficult
to determine the source. Thus, the victim may flee the area or
accuse innocent people, lash out madly (and with deadly force) or call
to a nameless (faceless) enemy to show himself and fight openly, man
to man. Penalties: Victims of this attack are -2 on initiative, -2 to strike,
parry, and dodge, and -20% on all skills. Penalties remain in force for
1D4 melee rounds per attack; multiple Magical Mind Bolt attacks will
have a cumulative effect. If the character successfully saves vs psionic
attack, the damage is half and there are no penalties! Note: Mind Melters
and Mind Bleeders will automatically sense who their attacker is!
-25 PPE on his right forearm to prepare himself to try and be a fly in famine's ointment.

He will zoom in with a blast of wind and try and alternate attacks between the katana and trying to touch him with his hand. If he's unable to touch skin he'll use the ranged version of the mental blast tattoo.

Initiative: 1d20: [2] = 2 +3
APM: 5 {7 with magic}
Action 1: Fly over and
Wind Rush, same as the spell (see Rifts Ultimate Edition, page
214).
on Famine
Action 2: Dual strike attack on famine. Dwarven Katana: 1d20+13: [14]+13 = 27 6d6: [2, 4, 3, 3, 1, 1] = 14 Hand touch for mental blast 1d20+9: [13]+9 = 22 5d6*2: [3, 5, 4, 3, 6]*2 = 42
Action 3: Dual strike attack on famine. Dwarven Katana: 1d20+13: [15]+13 = 28 6d6: [6, 2, 6, 2, 3, 5] = 24 Hand touch for mental blast 1d20+9: [15]+9 = 24 5d6*2: [2, 5, 2, 5, 4]*2 = 36
Action 4: Dual strike attack on famine. Dwarven Katana: 1d20+13: [5]+13 = 18 6d6: [2, 1, 3, 5, 6, 2] = 19 Hand touch for mental blast 1d20+9: [7]+9 = 16 5d6*2: [3, 6, 4, 6, 1]*2 = 40
Action 5: Dual strike attack on famine. Dwarven Katana: 1d20+13: [9]+13 = 22 6d6: [3, 5, 3, 4, 4, 5] = 24 Hand touch for mental blast 1d20+9: [14]+9 = 23 5d6*2: [6, 6, 1, 1, 1]*2 = 30
Action 6: Dual strike attack on famine. Dwarven Katana: 1d20+13: [5]+13 = 18 6d6: [4, 4, 6, 3, 1, 6] = 24 Hand touch for mental blast 1d20+9: [16]+9 = 25 5d6*2: [1, 6, 3, 5, 3]*2 = 36
Action 7: Dual strike attack on famine. Dwarven Katana: 1d20+13: [10]+13 = 23 6d6: [2, 1, 5, 2, 4, 2] = 16 Hand touch for mental blast 1d20+9: [18]+9 = 27 5d6*2: [1, 1, 3, 2, 5]*2 = 24

Contingency: If cosmic armor goes down, Zand will use an action to activate Knight in full body armor (-25PPE)

Auto-dodges:
1d20+9: [2]+9 = 11 , 1d20+9: [10]+9 = 19 , 1d20+9: [20]+9 = 29 , 1d20+9: [14]+9 = 23 , 1d20+9: [14]+9 = 23 , 1d20+9: [2]+9 = 11 , 1d20+9: [16]+9 = 25

If attacked and parries seem better, he'll only attack with the mindblast touch (if he can get skin) and parry with the Katana: Auto parries: 1d20+16: [18]+16 = 34 , 1d20+16: [15]+16 = 31 , 1d20+16: [15]+16 = 31 , 1d20+16: [14]+16 = 30 , 1d20+16: [11]+16 = 27 , 1d20+16: [12]+16 = 28 , 1d20+16: [20]+16 = 36 ,
Last edited by Zand on Sat Jul 27, 2024 3:12 am, edited 1 time in total.
Zand's sheet.
Tattoo spell strength 14
Personal MDC 170/171 PPE 167/192
Crystal Guardian Armor MDC: Unenergized: 125/125
Energized: 225/225
Armor abilities energized and not Breathe Without Air, Impervious to Cold, Impervious to Fire, and electricity, lasers and light-based attacks do half damage
Abilities:Immune to transformation.
HF 12 to things that fear Atlanteans
Currently Sustain 10 days left
Other gear of note: Talisman Necklace, Dwarven Katana, Lightblade, Kingdom Come pistol


HTH Type: Expert
Number of Attacks: 7
Initiative Bonus: +2
Strike Bonus melee: +9
Strike bonus ranged: +7
Parry Bonus: +14
Dodge Bonus: +17
HTH Damage Bonus: +18 in SDC dmg.
Bonus to Roll w/Punch: +13
Bonus to Pull a Punch: +5
Bonus to Disarm: +6
Horror Factor (varies): +12
Possession: +4
Crit on nat 18-20
Auto-dodge+9
Sense of balance 88%
Automatically roll with fall/impact/explosions
User avatar
Ronith
Group Leader
Posts: 679
Joined: Mon Oct 15, 2007 7:15 pm
Location: Group Leader: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Ronith »

JIC: 1d20: [6] = 6 , 1d100: [23] = 23
PER: 1d100: [17] = 17 vs. 94%

Save vs. Psionics- 1d20+9: [7]+9 = 16 vs. 10
Dodge wind rush- 1d20: [19] = 19
Save vs. knock down- 1d20: [5] = 5 (no bonuses?)

Combat acrobatics: Sense of balance- 1d100: [79] = 79 vs. 131-5=125%
To maneuver during combat, and dance around Famine while furiously attacking with his swords.

Conditions:
Cosmic Armor | 45 PPE | DB 13 120 | 108.75 MIN | Silver Body Armor with blue hue. Full EBA. 455/550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills
,
22m45s, +1 APM, +2 PP [+1 s/p/d], +3 initiative, +1 strike, +2 parry/dodge, +15% on physical skills that rely on coordination or balance.
,
+2 APM | + 1 on initiative | + 1 to strike with guns | +3 to strike in melee combat | +2 to disarm, parry and dodge | +4 to pull punch | +2 to roll with impact | +4 to save vs Horror Factor/fear | +2 to save vs possession | Critical Strike on a Natural 18-20 | karate kick (1D8 S.D.C.) | jump kick | Paired Weapons | leap attack and judo flip/throw | Duration: 11.00 Minutes
+5 Auto-Dodge | +5 to dodge | + 1 on initiative | | +1 parry | +5 to roll with impact | sense of balance: 88% | +20% to climb skill | Automatically roll with fall/explosions/impacts | Duration: 11.00 Minutes


Ronith has eyes only for Famine. The civilians. The animated dead. The horseman’s minions. None of it matters more than hitting the opponent in front of him again, again, and again. He notes with some satisfaction, a little surprise, and more than a little pride at seeing his work finally outpacing Famine’s ability to regenerate. Looks like you’ve still got it, old man. Just need to keep hitting him- keep him off-balance for awhile. He knows he can’t sustain a coordinated assault- just need to hold on long enough for the others to join in. Aloud, he simply barks to any of his teammates who are near ”Keep fighting!” Anything else he might say is lost between the bobbing, weaving, jumping, and clanging of Ronith as he continues dancing around Famine and hewing at its body with both blades (until and unless it revers to physical attacks against the cyber-knight).

Initiative: 1d20+18: [20]+18 = 38
APM: 11

Action 1: Paired sword strike on Famine. Frostfang: 1d20+25: [5]+25 = 30 to strike, 1d6*22: [1]*22 = 22 MD. Skyrender: 1d20+25: [14]+25 = 39 to strike, 5d6*2: [3, 3, 4, 4, 6]*2 = 40 MD.
Action 2: Paired sword strike on Famine. Frostfang: 1d20+25: [17]+25 = 42 to strike, 1d6*22: [4]*22 = 88 MD. Skyrender: 1d20+25: [6]+25 = 31 to strike, 5d6*2: [1, 2, 1, 1, 1]*2 = 12 MD.
Action 3: Paired sword strike on Famine. Frostfang: 1d20+25: [14]+25 = 39 to strike, 1d6*22: [5]*22 = 110 MD. Skyrender: 1d20+25: [16]+25 = 41 to strike, 5d6*2: [3, 1, 1, 5, 2]*2 = 24 MD.
Action 4: Paired sword strike on Famine. Frostfang: 1d20+25: [16]+25 = 41 to strike, 1d6*22: [1]*22 = 22 MD. Skyrender: 1d20+25: [3]+25 = 28 to strike, 5d6*2: [2, 2, 5, 1, 6]*2 = 32 MD.
Action 5: Paired sword strike on Famine. Frostfang: 1d20+25: [16]+25 = 41 to strike, 1d6*22: [1]*22 = 22 MD. Skyrender: 1d20+25: [11]+25 = 36 to strike, 5d6*2: [6, 1, 2, 5, 3]*2 = 34 MD.
Action 6: Paired sword strike on Famine. Frostfang: 1d20+25: [2]+25 = 27 to strike, 1d6*22: [2]*22 = 44 MD. Skyrender: 1d20+25: [17]+25 = 42 to strike, 5d6*2: [4, 3, 4, 4, 3]*2 = 36 MD.
Action 7: Paired sword strike on Famine. Frostfang: 1d20+25: [8]+25 = 33 to strike, 1d6*22: [5]*22 = 110 MD. Skyrender: 1d20+25: [17]+25 = 42 to strike, 5d6*2: [3, 3, 3, 6, 6]*2 = 42 MD.
Action 8: Paired sword strike on Famine. Frostfang: 1d20+25: [10]+25 = 35 to strike, 1d6*22: [3]*22 = 66 MD. Skyrender: 1d20+25: [19]+25 = 44 to strike, 5d6*2: [5, 6, 5, 5, 3]*2 = 48 MD.
Action 9: Paired sword strike on Famine. Frostfang: 1d20+25: [17]+25 = 42 to strike, 1d6*22: [1]*22 = 22 MD. Skyrender: 1d20+25: [8]+25 = 33 to strike, 5d6*2: [2, 4, 5, 4, 1]*2 = 32 MD.
Action 10: Paired sword strike on Famine. Frostfang: 1d20+25: [8]+25 = 33 to strike, 1d6*22: [2]*22 = 44 MD. Skyrender: 1d20+25: [14]+25 = 39 to strike, 5d6*2: [5, 4, 6, 4, 6]*2 = 50 MD.
Action 11: Paired sword strike on Famine. Frostfang: 1d20+25: [4]+25 = 29 to strike, 1d6*22: [4]*22 = 88 MD. Skyrender: 1d20+25: [12]+25 = 37 to strike, 5d6*2: [3, 3, 2, 5, 2]*2 = 30 MD.

Contingency 1: If Famine switches back to physically attacking Ronith (or throwing magical things that can be dodged), Ronith will switch back to a more defensive posture and not attack with Skyrender so that he can parry/dodge.
Contingency 2: If Famine knocks Ronith’s swords out of his hands he will activate telekinesis and sacrifice 2-3 actions to pull them back into his grip even as he leaps to his feet and charges back into melee.

Auto-parries with Skyrender (when not paired striking): 1d20+31: [5]+31 = 36 , 1d20+31: [4]+31 = 35 , 1d20+31: [11]+31 = 42 , 1d20+31: [8]+31 = 39 , 1d20+31: [10]+31 = 41 , 1d20+31: [7]+31 = 38 , 1d20+31: [9]+31 = 40 , 1d20+31: [18]+31 = 49 , 1d20+31: [7]+31 = 38 , 1d20+31: [19]+31 = 50 , 1d20+31: [1]+31 = 32
Auto-dodges (when not paired striking): 1d20+19: [10]+19 = 29 , 1d20+19: [15]+19 = 34 , 1d20+19: [4]+19 = 23 , 1d20+19: [7]+19 = 26 , 1d20+19: [8]+19 = 27 , 1d20+19: [1]+19 = 20 , 1d20+19: [3]+19 = 22 , 1d20+19: [19]+19 = 38 , 1d20+19: [4]+19 = 23 , 1d20+19: [3]+19 = 22 , 1d20+19: [10]+19 = 29
I am better than you. You just don't know it.
Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent)
| BOM 109 | 10 days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +6/8 to auto-dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
ISP- 89/91; PPE- 57/57; MDC- 88/88 (self), 93/93 (cyber-armor)
Frostfang Heals: 0/4. Talismans: AoI (3/3); Invulnerability (3/3); Cleanse (3/3)
User avatar
Hemlock
Posts: 122
Joined: Fri Feb 24, 2023 11:28 am

Re: The Horsemen of Eschaton

Post by Hemlock »

JIC: 1d20: [4] = 4 , 1d100: [40] = 40
Perception: 78% / 1d100: [58] = 58 (SUCCESS)

  • P.P.E.: 815/815
  • I.S.P.: 173/268 remaining
  • M.D.C.: 725/725

Energy Sphere: 1382/1500 P.P.E. remaining for 30 days
Cloudjumper P.P.E.: 715/880 remaining, I.S.P.: 182/196 remaining
Firefox P.P.E.: 563/685 remaining, I.S.P.: 227/237 remaining
Phantom P.P.E.: 100/100 PPE remaining
Talisman of P.P.E. Battery: 0/300 remaining



Cloudjumper
  • See the Invisible
  • Super Telekinesis

  • Phantom
    100/100 PPE remaining
    M.D.C.: 61; impervious to cold, electricity, poison, disease and fear.
    Attributes: Invisible (its natural state), eight feet (2.4 m) tall, P.S. 22, P.P. 19, I.Q. 10, and flying speed is 45 mph (72 km).
    Combat: Four physical attacks per melee round or two by magic, and inflicts 2D6 M.D. from punch or 4D6 M.D. from a power punch (counts as two attacks). +2 on initiative, +4 to strike and parry, +7 to dodge, and can see the invisible.
    Magic: Can cast all level 1-4 Air Elemental magic and has 100 P.P.E.
Firefox
  • Hellfire | BoM p.95 | 6/9 melee rounds remain | 1 APM/2d6 blast that affects even the fire immune
  • Fiery Touch | BoM p.75 | 6/9 melee rounds remain


Astral Hole | 120 PPE | BoM p.138 | 11/15 melee rounds remain | 2000' teleports costing 2 APM, +2 to dodge using the hole.

Speed Weapon | 100 PPE | BoM p.136 | 11/15 melee rounds remain | When using the enchanted weapon, the character has twice as many attacks per melee round!

See the invisible
Heightened Presence Sense: constant 100ft range
Sustain: 15 days
Cosmic Armor | 45 PPE | DB 13 120 | 110 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

Fortify Against Disease (-15 P.P.E.) * +4 save vs disease, +1 vs poison; duration 30 hours
Impervious to Fire (-5 P.P.E.) ; duration 75 minutes
Impervious to Poison (-5 P.P.E.) ; duration 75 minutes

Psi-Blade
  • Duration: 75 minutes.
  • Psi-Sword damage: 14D6 M.D.
  • I.S.P.: 30
Enhance Reflexes
  • Range: Self.
  • Duration: 30 minutes.
  • I.S.P.: 10
  • +1 attack per melee, +3 on initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all Physical skills that rely on coordination or balance.
Enhanced Perception
  • Range: Self.
  • Duration: 1 hour, 15 minutes.
  • I.S.P.: 10
  • +15% to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).
Mind's Eye
  • Range: Self.
  • Duration: 30 minutes.
  • I.S.P.: 8
  • Radar-like vision at a range of 850ft. Even things concealed through magic (except Invisibility: Superior) can be seen. No penalties when blinded or in complete darkness. The psychic can sense everything in all directions at an accuracy of 103%. Grants: +3 on initiative, +1 to strike, +2 to parry and dodge, and cannot be snuck upon or surprised. Heavy rain or smoke greatly hinders this power, negating the bonuses and giving a -30% to interpreting ability.
Resist Damage
  • Range: Self.
  • Duration: 1 hour, 15 minutes.
  • I.S.P.: 25
  • Half damage from kinetic damage. Even damage that goes directly to Hit Points is halved. Furthermore, the biofeedback field absorbs the first 5 M.D.C. or Hit Points of damage from each attack.
Resist Energy
  • Range: Self.
  • Duration: 1 hour, 15 minutes.
  • I.S.P.: 8
  • Half damage from energy attacks. This can include lasers, plasma, particle beams, psionic energy, and magic energy.
Resist Fatigue
  • Range: Self.
  • Duration: 6 hours.
  • I.S.P.: 4
95 ISP total cost.
Total buffs; +1 APM, +6 on initiative, +3 to strike, +6 to parry and dodge, +2 P.P., +15% to Perception



The godling makes a decision. The falling tribesmen may not like it but they'll thank me in the end.

"I'm going to form a bottomless portal-pit behind this ice wall. The tribesmen will be safe. Then I'm coming for that beast." she explains as her cosmic armor raises her a little off the ground.

With her spirit katana she forms a plan, "Firefox prepare to do something terrible to our enemies!"

She incants a potent spell – "
Bottomless Pit
Range: 50 feet. The portal/hole appears to be about 40 ft in diameter
Duration: 30 minutes
Saving Throw: Dodge. (Nomads surely won't be able to).
P.P.E.: One Hundred
." A surge of energy erupts from her fingertips, which coalesce into a swirling vortex of shimmering energy aimed at the ground directly beneath the huddled nomads. She can shape the portal as large as
Or less, if no more is needed to engulf the remaining nomads.
in diameter.

It isn't pleasant, she thinks grimly, but the nomads will be unharmed. Just falling. Then they reappear. The same for the beast, if we can lure it in... I wonder if the nomads might recover their senses and shoot it while it's falling helplessly?


Meanwhile Cloudjumper, the sentient spirit staff, hovers silently near Gloriosa. The spirit decides lightning isn't much good and with the beast stomping Hemlock's friends the best solution lies in casting Invisible Wall spells.

The toy owl atop the staff speaks to Gloriosa. "We will create a prison of wind and air," it explains, and its voice sounds like soothing hum amid the chaos. "Invisible walls to hem in the beast. Let us hope it cannot fly."

It works in tandem with the invisible Phantom, who also knows the
Invisible Wall
Range: 60 feet away, covers a 10 foot (3 m) area per level of the Warlock. (Cloudjumper is level 8, Phantom is not written in the book)
Duration: Four melees (one minute) per level of the Warlock.
Saving Throw: None.
P.P.E.: Thirty
This Elemental magic creates an invisible wall composed of wind and water that cannot be easily penetrated because it continually renews itself; 50 M.D.C. per melee. A Dispel Magic Barriers spell will destroy it completely in the blink of an eye. Likewise, suffering double
M.D.C. damage (100 points) in a single melee will completely destroy it. This spell can be cast up to 60 feet away
spell. Together, they weave a tactical tapestry of invisible walls, aiming to hem in the monstrous Netherbeast. The walls materialise on opposite sides of the battlefield in 40-foot long sections, forming sides of a pen for the beast. They form a U-shaped enclosure, with the only escape route lying towards the inferno where Hemlock was battling the Necromancer.


Assuming the nomads vanish to the safety of a bottomless void dimension, Hemlock steps into her Astral Hole and vanishes. The world dissolves into a kaleidoscope of colors before coalescing into a new reality. She emerges above the battlefield, and her Cosmic Armor spell holds her aloft! I do love this spell of Grant's!

She spies the Netherbeast rampaging against her friends, including.. Gloriosa! Oh no, you are NOT going to harm my friend! Her emerald eyes lock onto the Netherbeast, like a predator sizing up its prey. "You are next!" she declares.

Cloudjumper, sensing her intent, lets out a triumphant cry. The staff pulses with energy as it unleashes a powerful Wind Blast at the Netherbeast. The goal was clear: to disrupt the creature's balance, to make it vulnerable to Hemlock's attack.

Meanwhile, Firefox, the spirit of her flaming katana, begins to hum with a menacing intensity. A dark red aura envelopes the weapon, a prelude to something truly destructive. It has been thinking about the problem Hemlock has given it, and has a solution. Though the spirit does not announce it's intent... it thinks deeply on the problem. Should I roast them alive? No, too predictable. Perhaps a fiery cage? No no, they'd break out. I need something... grander, more... destructive. Then Hemlock will know I'M the best! Not that airhead Owl. Firefox then exclaims, "Lava! Yes, lava is the answer to everything."

The remainder of the round are taken up by Firefox trying to create rivers of lava underneath the Horseman and Beast. If only one target might be specified, he aims for the Horseman. Meanwhile, Hemlock tries to ride the Netherbeast, and force it into the Bottomless Pit.

Contingent Save vs Horror Factor 1d20+19: [14]+19 = 33

Contingent Save vs Magic 1d20+19: [5]+19 = 24

Hemlock Initiative: 1d20+18: [12]+18 = 30
Cloudjumper Initiative: 1d20+4: [8]+4 = 12
Firefox Initiative: 1d20+5: [16]+5 = 21

APM: 12 Hemlock, 9 Cloudjumper and Firefox, 4 Phantom

Action 1:
  • Hemlock starts casting Bottomless Pit (Level 11 spell - 3 APM)
  • Firefox thinks about the problem.
  • Cloudjumper explains to Gloriosa her plan while she and the Phantom ascend to be out of reach of the beast, and position themselves for creating Invisible Walls.
Action 2:
  • Hemlock continues casting Bottomless Pit (Level 11 spell - 3 APM)
  • Firefox thinks, Should I roast them alive? No, too predictable.
  • Cloudjumper casts Invisible Wall (-30 P.P.E.)
  • Phantom casts Invisible Wall (-30 P.P.E.)
Action 3:
  • Hemlock finishes casting Bottomless Pit (Level 11 spell - 3 APM) so the fallen nomads drop through to safety.
  • Firefox thinks, Perhaps a fiery cage? No no, they'd break out.
  • Cloudjumper casts Invisible Wall (-30 P.P.E.)
  • Phantom casts Invisible Wall (-30 P.P.E.) if necessary
Action 4:
  • Hemlock turns steps into her Astral Hole
  • Firefox thinks on it some more.
  • Cloudjumper and Phantom repeat Invisible Wall (-30 P.P.E.) if needed, otherwise steer clear of trouble
[Phantom out of actions]

Action 5:
  • Hemlock emerges above the battlefield
  • Firefox thinks, I need something... grander, more... destructive. Then Hemlock will know I'M the best! Not that airhead Owl.
  • Cloudjumper cheers! Starts casting Wind Blast (-40 P.P.E.)
Action 6:
  • Hemlock dives at the Netherbeast!
  • Firefox says aloud, "I know! A river of lava! Or two! Yes, lava is the answer to everything." So starts casting River of Lava (-50 P.P.E.)
  • Cloudjumper cheers! Finishes casting
    Wind Blast
    Range: 1,000 feet (305 m) plus 400 feet (122 m) per level of experience.
    Duration: Instant.
    Damage: 2D4x10+30 M.D.
    Saving Throw: None.
    P.P.E.: Forty
    [Cloudjumper is caster level 8]
    The Warlock creates a titanic, but concentrated blast of wind with hurricane force. This blast of wind has the punch of a missile. The Warlock must aim and hurl the blast, +6 to strike. Damage: 2D4x10+30 M.D. Plus the character struck must roll to keep his balance or be knocked off his feet, same as Wind Rush.
    (-40 P.P.E.) and aims for the Netherbeast! Strike 1d20+6: [17]+6 = 23 , Damage 2d4*10+30: [3, 2]*10+30 = 80
Action 7:
  • Hemlock leaps onto the Netherbeast's back! Strike 1d20+14: [9]+14 = 23 , Sense of Balance 118%: 1d100: [69] = 69 , Back Flip 118%: 1d100: [71] = 71 ? that's just showing off...
  • Firefox completes casting
    River of Lava
    Range: 120 feet (36.6 m) away.
    Duration: 9 minutes.
    Saving Throw: None.
    P.P.E.: Fifty
    [Firefox is caster level 9]
    An impressive and deadly spell in which the Warlock can create a boiling river of lava that is 30 feet long (9 m), 30 feet long (9 m), 5 feet (1.5 m) wide, and 5 feet (1.5 m) deep per level of experience. Creating the lava directly underneath a group is a vicious, but terribly effective ploy, killing S.D.C. beings and barring the path for others. Mega-Damage creatures will suffer 2d6x10 M.D. each melee in the lava. They will find the
    thick, sticky, flowing river difficult to cross, requiring one melee round per every five feet (1.5 m). Victims can be pulled out by cables, lifted
    out by hover craft, or levitation or telekinesis can be used.
    (-50 P.P.E.), aiming a line from the Netherbeast to the Horseman!
  • Cloudjumper: Super TK Staff Strike on Netherbeast 1d20+3: [19]+3 = 22 , Damage 4d6+8: [3, 6, 2, 6]+8 = 25
Action 8:
  • Hemlock rides the beast! Horsemanship: Exotic Animals 128%: 1d100: [51] = 51
  • Firefox thinks all problems are solved with MORE fire. So repeats casting River of Lava (-50 P.P.E.) (takes 2 APM)
  • Cloudjumper: Super TK Staff Strike on Netherbeast 1d20+3: [7]+3 = 10 , Damage 4d6+8: [2, 5, 3, 3]+8 = 21
Action 9:
  • Hemlock casts
    Float in Air
    Range: Self or others within 30 feet (9.1 m).
    Duration: 10 melees per level of experience.
    Saving Throw: None.
    P.P.E.: Five
    This spell creates air currents which hold a person or object aloft, hovering about one or two feet (0.3-0.6 m) above the ground. It can be
    used to slow someone's descent from a fall or used to float on top of water. Movement is awkward and slow while in the air. The floating individual suffers the following penalties: All attacks, strikes, parries and dodges are at -1 ; normal speed/movement is reduced by half
    (-5 P.P.E) to force the beast up into the air. No save.
  • Firefox completes casting the second River of Lava, aiming a line from the Netherbeast to the Horseman!
  • Cloudjumper: Super TK Staff Strike on Netherbeast 1d20+3: [8]+3 = 11 , Damage 4d6+8: [2, 4, 4, 6]+8 = 24
[Firefox and Cloudjumper out of actions]

Action 10:
  • Hemlock pushes the beast to the bottomless pit. (or Strikes (if it isn't floating) 1d20+21: [3]+21 = 24
    (+7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [2, 4, 1, 1, 5, 6, 6, 2, 3, 5, 6, 4, 6, 1] = 52
    Psi Blade 14d6
    )
Action 11:
  • Hemlock pushes the beast to the bottomless pit. (or Strikes (if it isn't floating) Psi Blade 1d20+21: [5]+21 = 26
    (+7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [5, 5, 5, 4, 4, 2, 6, 4, 4, 5, 5, 3, 1, 4] = 57
    Psi Blade 14d6
    )
Action 12:
  • Drop the Netherbeast into the Bottomless Pit. (Or if not possible Psi Blade 1d20+21: [1]+21 = 22
    (+7 W.P. Sword, +11 from P.P., +3 Psi)
    , Damage 14d6: [2, 3, 6, 4, 3, 2, 6, 3, 2, 6, 1, 2, 5, 6] = 51
    Psi Blade 14d6
    )

Contingencies:



Parry (no parry if attacking with both weapons!):

+17 Parry from skills
+6 Parry W.P. sword
+2 Parry Superior balance weapon
+6 Psi powers
1d20+31: [8]+31 = 39 , 1d20+31: [4]+31 = 35 , 1d20+31: [17]+31 = 48 , 1d20+31: [19]+31 = 50 , 1d20+31: [5]+31 = 36 , 1d20+31: [10]+31 = 41 , 1d20+31: [20]+31 = 51 , 1d20+31: [13]+31 = 44 , 1d20+31: [6]+31 = 37 , 1d20+31: [7]+31 = 38 , 1d20+31: [11]+31 = 42 , 1d20+31: [1]+31 = 32

Dodge:

+17 Parry from skills
+6 Psi powers
1d20+23: [15]+23 = 38 , 1d20+23: [17]+23 = 40 , 1d20+23: [15]+23 = 38 , 1d20+23: [4]+23 = 27 , 1d20+23: [1]+23 = 24 , 1d20+23: [5]+23 = 28 , 1d20+23: [2]+23 = 25 , 1d20+23: [5]+23 = 28 , 1d20+23: [10]+23 = 33 , 1d20+23: [5]+23 = 28 , 1d20+23: [1]+23 = 24 , 1d20+23: [10]+23 = 33

Automatic Dodge (12 for 12APM): 1d20+8: [2]+8 = 10 , 1d20+8: [2]+8 = 10 , 1d20+8: [14]+8 = 22 , 1d20+8: [11]+8 = 19 , 1d20+8: [7]+8 = 15 , 1d20+8: [2]+8 = 10 , 1d20+8: [8]+8 = 16 , 1d20+8: [3]+8 = 11 , 1d20+8: [17]+8 = 25 , 1d20+8: [12]+8 = 20 , 1d20+8: [7]+8 = 15 , 1d20+8: [15]+8 = 23 , 1d20+8: [12]+8 = 20
The Road goes ever on and on
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
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Grant Latham
Diamond Level Patron
Posts: 614
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
Contact:

Re: The Horsemen of Eschaton

Post by Grant Latham »

New Perception: 81% vs 1d100: [17] = 17
JIC: 1d20: [19] = 19 , 1d100: [85] = 85
Constant Abilities
Character Sheet
  • See the Invisible, including spirits and Astral Beings
  • Sense Ley Line: 94%
  • Sense Ley Line Nexus 104%
  • Sense a Rift: Automatic | 160m1d100i
  • Sense Magic in Use: 1100'
  • Half Damage from magical cold, heat, and fire
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 15
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 101/101
  • I.S.P.: 98/98
  • P.P.E.: 710/710
  • Lord Magus Armor • Main Body: 50/50 Head: 45/45 Arms: 15/15 Legs:30/30
45 PPE | DB 13 120 | 108.75 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

| 10 PPE| BOM 109 | 11 Days | Provides Air, Food, Water, only

120 PPE | BOM 140 | 22 Days | 598 PPE

3 PPE | MA 9 | 20.75 min | Able to read a license plate from up to 2 miles away)

15 PPE | BOM 112 | 1100' | 54.75 min | 10' X'10 X 110' wall of ice | 550 M.D.C. per 10' cube)

Impervious to Fire | 5 PPE | BoM p.75 | 14 melee rounds | Impervious to fire and smoke including plasma/fire and magic fire. Protective aura radiates to include clothes or body armor, but can not cover power armor, vehicles, or a building.

5 PPE | MA 9 | 53.75 min | Thermographic like vision out to 1500' (distance tripled by the Farsensing spell)

2 of 3 talisman charges remaining | BOM 116 | 1.5 min | Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 50 M.D.C. force field. +10 vs Magic, Psionics, HF

2 PPE | BOM 92 | 21.25 min | 90' radius

4 PPE | BOM 92 | 21.25 min | 120' radius

40 PPE | 2.25 min | 2500' | 5d6+14 M.D. | 20+ dodge)

30 PPE | .50 min | line of sight/2000', +2 Dodge


Skybunker

No luck on negating the magic. I suppose it could be a psychic effect, but it's huge. Or it could just be that this is just an ancient evil being who has powerful magic. The ice wall is sheltering the survivors for the moment. Where's the portal? WHERE'S THE PORTAL1? "Where's the portal?" Grant growls to himself. He rises in the air to look over the ice wall. Grant looks around to see if Daisuke was injured, to find that Daisuke and the Netherbeast are barreling towards the survivors.

Grant zips towards the survivors as Hemlock shouts she is going to cast Bottomless Pit and a magical barrier forms near Cloudjumper and Gloriosa. He turns back to the Netherbeast while gaining altitude. He fires Power Bolts repeatedly from the Omega Blade.

Combat contingency:

Initiative: 1d20+6: [14]+6 = 20
APM: 10 (11 with magic)
Critical Strike on natural 18-20 or from behind, Deathblow on Natural 20
  1. Rise in altitude, move towards survivor
  2. Rise in altitude, and turn towards the Netherbeast
  3. Shout from the SkyBunker
  4. Fire Power Bold from Omega Blade Strike: Dodge 20+, Damage 5d6+14: [6, 3, 1, 4, 5]+14 = 33
  5. Fire Power Bold from Omega Blade Strike: Dodge 20+, Damage 5d6+14: [4, 2, 1, 4, 1]+14 = 26
  6. Fire Power Bold from Omega Blade Strike: Dodge 20+, Damage 5d6+14: [4, 4, 1, 3, 6]+14 = 32
  7. Fire Power Bold from Omega Blade Strike: Dodge 20+, Damage 5d6+14: [1, 1, 2, 3, 4]+14 = 25
  8. Fire Power Bold from Omega Blade Strike: Dodge 20+, Damage 5d6+14: [6, 3, 4, 6, 3]+14 = 36
  9. Fire Power Bold from Omega Blade Strike: Dodge 20+, Damage 5d6+14: [4, 3, 2, 5, 5]+14 = 33
  10. Fire Power Bold from Omega Blade Strike: Dodge 20+, Damage 5d6+14: [3, 6, 6, 2, 6]+14 = 37
Contingencies: Grant will focus on defensive actions if directly attacked. He'll cast Armor Bizarre (15 PPE| BOM 104 | 60' | 11 min | 165 M.D.C. HF: 14, -1 Init to attackers) on himself or team members if the Cosmic Armor goes down.

Dodge(+2)/Parry(+8)/Roll(+3): 10d20: [19, 13, 10, 9, 8, 9, 15, 1, 17, 16] = 117

Magic(+17)/Psionics(+10)/HF(+15): 10d20: [12, 12, 3, 4, 11, 13, 2, 4, 5, 19] = 85
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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Gloriosa
Posts: 37
Joined: Tue Apr 18, 2023 3:52 pm

Re: The Horsemen of Eschaton

Post by Gloriosa »

Perception: 1d100: [21] = 21 /29%
JIC: 1d20: [8] = 8 / 1d100: [23] = 23

”Oh hey Cloudjumper! You guys take those two and…” Gloriosa hears the sounds of combat getting closer. He looks up and sees the Netherbeast on a collision course. ”Oh, dude that is NOT radical!” While Cloudjumper explains its plan to the dragon, Gloriosa is focused on the remaining survivors that need rescuing. ”I’m gonna get them out of here!” Cloudjumper and Phantom taking care of the defense allows Gloriosa to swoop down and grab as many living warriors as he can. ”Hold on!” he says as he flies them up to the Skybunker way up in the air.

Initiative: 1d20+2: [15]+2 = 17
APM: 6

Actions 1-6: Get warriors/Reserved for Dodge.

Dodges: 1d20+11: [20]+11 = 31 1d20+11: [3]+11 = 14 1d20+11: [15]+11 = 26 1d20+11: [9]+11 = 20 1d20+11: [19]+11 = 30 1d20+11: [7]+11 = 18
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Keiko
Posts: 188
Joined: Fri Feb 07, 2020 3:44 pm

Re: The Horsemen of Eschaton

Post by Keiko »

Perception: 1d100: [15] = 15 /55%
JIC: 1d20: [10] = 10 ; 1d100: [44] = 44
Active Effects
  • Dimensional Attenuation: 150 Miles
  • Sense Rifts: 110 Miles
  • Excellent hearing and smell
  • Sixth Sense
  • Sustain
  • Cosmic Armor | 45 PPE | DB 13 120 | 110 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills
  • Fighting Spirit: +2 APM | + 1 on initiative | + 1 to strike with guns | +3 to strike in melee combat | +2 to disarm, parry and dodge | +4 to pull punch | +2 to roll with impact | +4 to save vs Horror Factor/fear | +2 to save vs possession | Critical Strike on a Natural 18-20 | karate kick (1D8 S.D.C.) | jump kick | Paired Weapons | leap attack and judo flip/throw | Duration: 12 Minutes
  • Superhuman Agility: +5 Auto-Dodge | + 1 on initiative | | +1 parry | +5 to roll with impact | sense of balance: 88% | +20% to climb skill | Automatically roll with fall/explosions/impacts | Duration: 12 Minutes
  • Energy Sphere: 208/400 PPE
Save vs Psionics: 1d20+6: [17]+6 = 23
Save vs knockdown: 1d20: [8] = 8
Save vs disarm: 1d20: [1] = 1

Keiko pouts as the staff flashes back to it's owner, "Hey! No fair!" Of course it would be able to instantly teleport back to him. Fine I've got something for you! "Don't slow down on me now, Old Man!" Keiko continues to banter with Ronith amidst the life and death struggle with the literal embodiment of the apocalypses.
Uffha. Keiko takes the blast of wind square in the chest her weapons spinning out of her hands. Keiko uses the flight abilities to keep from getting a face full of mud but she still has to pick her self up. Keiko rolls through the air with the grace of both her heritage and the magical enhancements of agility. Keiko grins as she goes about collecting her weapons. She gives Famine a feral smile, "Turn about is fair play I guess."
Keiko launches herself into combat once again. This time her goal is to entangle Famine in the whip to limit it's movements and ability to dodge or parry.

Combat:

Current Active Spells:
  • Fleet Feet Effects: P.P.: 50 (+3 to Strike, Dodge, Parry; +6 to Init); SPD: 46; x2 APM; -2 Init; -20% to delicate skill checks (3.25 minutes)
  • Fighting Spirit (10.75 minutes)
  • Superhuman Agility (10.75 Minutes)
  • Cosmic Armor: 448/550 MDC
  • Omega Blade: Ranged Activation (1.75 minutes)
  • Mage Bane (4.75 minutes)
  • See Invisible 120 feet (9. minutes)
  • Suppress Fear: Automatically succeed on HF Saves. (9.25 Minutes)
  • Energy Sphere: 158/400 PPE
  • ISP: 59/71

APM: 18

Init: 1d20+17: [1]+17 = 18

Action 1: Get up.
Action 2: Retrieve MageBane.
Action 3: Retrieve Whip.
Action 4: Whip Entangle 1d20+6: [19]+6 = 25 ; MageBane Strike: 1d20+17: [5]+17 = 22 ; Damage: 5d6+9: [2, 3, 1, 3, 6]+9 = 24
Action 5: Whip Entangle 1d20+6: [7]+6 = 13 ; MageBane Strike: 1d20+17: [4]+17 = 21 ; Damage: 5d6+9: [5, 5, 2, 3, 1]+9 = 25
Action 6: Whip Entangle 1d20+6: [8]+6 = 14 ; MageBane Strike: 1d20+17: [1]+17 = 18 ; Damage: 5d6+9: [1, 6, 2, 4, 3]+9 = 25
Action 7: Whip Entangle 1d20+6: [5]+6 = 11 ; MageBane Strike: 1d20+17: [10]+17 = 27 ; Damage: 5d6+9: [1, 1, 2, 2, 1]+9 = 16
Action 8: Whip Entangle 1d20+6: [6]+6 = 12 ; MageBane Strike: 1d20+17: [18]+17 = 35 Crit; Damage: 5d6+9: [6, 4, 6, 6, 4]+9 = 35 x2 = 70 MD
Action 9: Whip Entangle 1d20+6: [7]+6 = 13 ; MageBane Strike: 1d20+17: [5]+17 = 22 ; Damage: 5d6+9: [2, 2, 3, 6, 3]+9 = 25
Action 10: Whip Entangle 1d20+6: [4]+6 = 10 ; MageBane Strike: 1d20+17: [3]+17 = 20 ; Damage: 5d6+9: [2, 4, 5, 1, 1]+9 = 22
Action 11: Whip Entangle 1d20+6: [3]+6 = 9 ; MageBane Strike: 1d20+17: [19]+17 = 36 ; Damage: 5d6+9: [2, 6, 3, 1, 6]+9 = 27
Action 12: Whip Entangle 1d20+6: [3]+6 = 9 ; MageBane Strike: 1d20+17: [8]+17 = 25 ; Damage: 5d6+9: [6, 2, 4, 6, 5]+9 = 32
Action 13: Whip Entangle 1d20+6: [11]+6 = 17 ; MageBane Strike: 1d20+17: [14]+17 = 31 ; Damage: 5d6+9: [4, 2, 6, 1, 6]+9 = 28
Action 14: Whip Entangle 1d20+6: [1]+6 = 7 ; MageBane Strike: 1d20+17: [20]+17 = 37 Nat 20; Damage: 5d6+9: [3, 4, 1, 6, 4]+9 = 27 x2 = 54 MD
Action 15: Whip Entangle 1d20+6: [7]+6 = 13 ; MageBane Strike: 1d20+17: [2]+17 = 19 ; Damage: 5d6+9: [6, 3, 1, 2, 3]+9 = 24
Action 16: Whip Entangle 1d20+6: [16]+6 = 22 ; MageBane Strike: 1d20+17: [13]+17 = 30 ; Damage: 5d6+9: [3, 2, 1, 5, 4]+9 = 24
Action 17: Whip Entangle 1d20+6: [5]+6 = 11 ; MageBane Strike: 1d20+17: [3]+17 = 20 ; Damage: 5d6+9: [6, 3, 1, 4, 6]+9 = 29
Action 18: Whip Entangle 1d20+6: [14]+6 = 20 ; MageBane Strike: 1d20+17: [18]+17 = 35 Crit; Damage: 5d6+9: [1, 5, 3, 1, 1]+9 = 20 x2 = 40 MD

Auto-Dodge: 1d20+17: [16]+17 = 33 ; 1d20+17: [11]+17 = 28 ; 1d20+17: [2]+17 = 19 ; 1d20+17: [6]+17 = 23 ; 1d20+17: [14]+17 = 31 ; 1d20+17: [5]+17 = 22 ; 1d20+17: [16]+17 = 33 ; 1d20+17: [17]+17 = 34 ; 1d20+17: [2]+17 = 19 ; 1d20+17: [9]+17 = 26 ; 1d20+17: [15]+17 = 32 ; 1d20+17: [20]+17 = 37 ; 1d20+17: [2]+17 = 19 ; 1d20+17: [16]+17 = 33 ; 1d20+17: [13]+17 = 30 ; 1d20+17: [8]+17 = 25 ; 1d20+17: [19]+17 = 36 ; 1d20+17: [6]+17 = 23

Contingencies:
--If Cosmic Armor goes down, Keiko will use an action to activate her mundane FF.
--If Ronith is paralyzed she will sacrifice two actions to cast Energy Field over him. (-10 PPE) (60 MDC). Should This occur Keiko will call over the radio, "Ronith's been immobilized. I could use some back up down here!"
Keiko

Do not PM this Account. Please direct all PMs to Sum of All Fears
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Daisuke
Diamond Level Patron
Posts: 188
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Daisuke »

-----------------------------------
Perception: d%: [66] = 66 | 74%
JIC: 1d20: [2] = 2 | d%: [17] = 17 %
Initiative: 1d20+12: [15]+12 = 27
APM: 8
Save vs HF: 1d20+13: [8]+13 = 21
-----------------------------------
Character Sheet

  • MDC: 303/303
  • PPE: 13/13
  • Worn:
    • Casual Clothes
    • CP-40 <slung>. Current e-clip: 12/21 shots.
    • 6 spare e-clips
TFRC-02 FreeRunner Combat Exoskeleton
Image
M.D.C. by Location:
  • Helmet: 45
  • Arms: 40 each
  • Legs: 45 each
  • Main Body: 100

Weight: 25 lbs.
Modifiers: +5% to prowl, +6 to P.S., +4 to P.P., +1 APM, +3 to initiative, +1 to parry and dodge, +3 to disarm, +6 to roll w/impact, -10% to electronic perception
Features:
  • All Features of Triax EBA
  • Molecular Adhesion Pads on hands and feet
  • Impact Absorbing Systems (p.89, MercOps)
  • Triples wearer's speed, fatigue reduced to 20% usual rate
  • Increase leap ability by 50%
  • Infrared & thermal masking

Book Reference: Kraus Imported Arms


Wilk's Jet Pack
Image
M.D.C.: 20
Crew: One
Power System: Electric
Maximum Speed: 120 mph
Maximum Altitude: 1,200'
Maximum Range: 500 miles
Dimensions: 3' long, 30 lbs.
Book Reference: p.267, R:UE


CA-4 Dead Boy EBA
Image
M.D.C. by Location:
  • Helmet: 70
  • Arms: 60 each
  • Legs: 80 each
  • Main Body: 100

Weight: 20 lbs.
Modifiers: -5% to climb, -20% to other physical skills
Features:
  • All standard Dead Boy EBA features (p.100, WB11)

Book Reference: p.100, WB11


NG Bush Pilot Armored Jumpsuit
Image
M.D.C. by Location:
  • Flight Helmet: 35
  • Arms: 9 each
  • Legs: 20 each
  • Main Body: 25

Weight: 6 lbs.
Modifiers: None
Features:
  • Flight helmet includes built-in radio and nightvision goggles

Book Reference: p.77-78, WB33


NE-BA-26 Special Body Armor
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90

Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
Features:
  • All standard NE environmental armor features (p.35-36, DB8)
    Upgrades and Packages
    • HUD Visor Allows 6 different screens to be viewed without impairing vision.
    • Basic Weapons Package
      • Retractable Energy Blade (Right Forearm)
        • Damage: 3D6 M.D.
      • Garrote Strangle Cord (Left Wrist)
        • Damage: 4D6 (+P.S. Damage Bonus)
      • Plasma Flame Thrower
        • Range: 200' (20' AoE)
        • Damage: 5D6 M.D.
        • Payload: 15 Shots per E-Clip
      • Utility Laser Finger
        • Range: 1,000'
        • Damage: 2D6 M.D.
        • Payload: 20 shots. (Standard E-Clip)
    • Robotic Exoskeleton
      • Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
      • Restrained Punch: 6D6, Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
    • Built-In N-F20A Force Field
      • M.D.C.: 75
      • Voice Activated
    • Laser Distancer & Targeting
      • +1 to Strike with Hand Held Ranged Weapons
      • Range 2,000'
    • Optics Enhancements
      • Passive Night Vision: 3,000'
      • Telescopic Vision (up to 20x Magnification): 1 mile
      • Macro-Lens (6x Magnification)
      • Thermo-Imager: 2,000'
      • Light Polarization
    • Mini-Radar/Sonar System
      • Can track up to 12 targets
      • Range: 2 miles
    • Integrated Sensor Pod
      • 360° scanning capability
      • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
    • Advanced Communication Package
      • Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
      • Range: 30 miles
    • IFF & Targeting Computer
      • Computerized recognition and identification system similar to the Wilk's PC-2020 Field Identifier System
      • Can Identify up to 6,000 targets with 92% accuracy
    • Psionic Electromagnetic Dampers
      • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
    • Identification Package
      • Laser, Holographic, Portable Computer, Programmed with thousands of images of known enemy insignia, uniforms, body armor, weapons, robots, and combat vehicles.
      • Includes: Passive Night Vision Goggles, Portable Language Translator, and a Laser Distancer

Book Reference: p.37-39, DB8

Wilk's 1000 Pulse Laser Cannon
Image
  • Range: 3000'
  • Damage: 5D6+3 M.D. per shot or 3D4x10 M.D. per 3-pulse burst
  • Rate of Fire: Single shots or 3-pulse bursts only
  • Payload: 240 shots with a portable generator
  • Weight: 40 lbs.; portable generator weighs 70 lbs.
  • Features: W.P. Heavy M.D. Weapons; Generator recharges at 8 shots per hour; 1 hour to charge when connected to nuclear power supply
  • Modifiers: None
  • Book Reference: p.104, MercOps


CP-40 Pulse Laser Rifle
Image
  • Range: 2000'
  • Damage:
    • Low-power shot: 3D6
    • Low-power burst: 1D6x10
    • Single shot: 2D6 M.D.
    • Burst: 6D6 M.D.
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload:
    • E-Clip: 21 shots
    • LE-Clip: 30 shots
    • E-Canister: adds 60 shots to overall payload
    • Note: 30 low power shots = 1 M.D. shot
  • Weight: 9 lbs.; 4 lbs. for an E-canister
  • Features: Passive nightvision scope (2,000'), laser targeting
  • Modifiers: +1 to strike on an aimed shot
  • Book Reference: p.92, WB11


GAW .50 Six Barrel Machine-Gun
Image
  • Range: 8,000'
  • Damage: 2D6x10, or 2D6x100 burst
  • Rate of Fire: Single shots or 10-round bursts only
  • Payload: 300, 600 or 1,200 round disintegrating belt or belt fed drum
  • Weight: 85 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.121, Merc Ops

Saving Throw Bonuses (if Mimic/revert to base stats)
Eye of Odin grants +1 save vs all (not included below)
Coma/Death: 28% (+4%)
Toxins (15+): +7 (+1)
Magic (varies): +7 (+1)
Magic (Illusions): +10 (+2)
Magic (mind-altering): +15 (+7)
Lethal Poison (14+): +7 (+1)
Non-Lethal Poison (16+): +7 (+1)
Insanity (12+): +16
Psionics (12+): +7
Horror Factor: +13
Disease: +7 (+2)
Drugs (mind-altering): +8 (+6)
Possession: +13 (+6)
Conditions
  • Sustain | BOM 109 | 33 Days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
  • Copy Animal Attribute: Monkey ((
    +10% prowl when climbing, +15% palming, pick pockets, and concealment, +5% acrobatics and/or gymnastics, +1 to PP
    , Swing line,
    +2d4(7) PP, +3d4(8) Spd, +1 APM, +3 auto-dodge, +10% skills requiring dexterity and prowess, prowl, gymnastics, climb, etc.
    ,
    +1 parry, +2 dodge, +6 initiative, +15% perception, Estimate distance of sound 90%, Estimate speed and direction of approach 80%, Recognize voice or sound 70%, Imitate voice 60%
    )) 58.75 min.
  • Cosmic Armor | 45 PPE | DB 13 120 | 108.75 MIN | Silver Body Armor with blue hue. Full EBA. 414/550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills


Perhaps it is time to change tact. Daisuke muses as the Netherbeast does an exceedingly good job at avoiding the Arismal's efforts to swallow it. He notices that his efforts have managed to give him the distance he was looking for away from Famine and so can engage the Horseman with ranged weaponry.

"Someone got the Netherbeast? Great!" Daisuke inquires aloud to nobody in particular.

Silver tends to hurt supernatural beings. Maybe it is time to test it out against a Horseman. Its magical defenses are down. It seems unable to invoke additional protective magics as Sir Ronith's blows are rending its necrotic flesh. And if I miss, accidentally striking a teammate, it should do little but ricochet off their protective magics. Daisuke reasons as he wills into existence the GAW .50 caliber mini-gun from his instant weapon dimensional pocket.

Knowing that if the silvered weapon bites hard, Famine may recognize its vulnerability and decide to instead focus on him, Daisuke is patient with his first shot. He wants to make it count. Once he begins opening fire though, he will send five 10-round bursts downrange in rapid succession before willing the mini-gun back into its dimensional space and relocating.

===========
Combat:
Action 1-2: Wait for opening to fire on Famine (or maybe lost to HF)
Action 3: Fire GAW 0.50 Six Barrel Machine gun (silver-plated rounds) 10-round burst @Famine. Strike: 1d20+3: [1]+3 = 4 . Damage (silver): 2d6*100: [5, 5]*10 = 100 SDC. x100 turned into x10. Need to apply x10 to damage. 1000 SDC
Action 4: Fire GAW 0.50 Six Barrel Machine gun (silver-plated rounds) 10-round burst @Famine. Strike: 1d20+3: [17]+3 = 20 . Damage (silver): 2d6*100: [1, 6]*10 = 70 SDC. x100 turned into x10. Need to apply x10 to damage. 700 SDC
Action 5: Fire GAW 0.50 Six Barrel Machine gun (silver-plated rounds) 10-round burst @Famine. Strike: 1d20+3: [19]+3 = 22 . Damage (silver): 2d6*100: [5, 2]*10 = 70 SDC. x100 turned into x10. Need to apply x10 to damage. 700 SDC
Action 6: Fire GAW 0.50 Six Barrel Machine gun (silver-plated rounds) 10-round burst @Famine. Strike: 1d20+3: [11]+3 = 14 . Damage (silver): 2d6*100: [2, 4]*10 = 60 SDC. x100 turned into x10. Need to apply x10 to damage. 600 SDC
Action 7: Fire GAW 0.50 Six Barrel Machine gun (silver-plated rounds) 10-round burst @Famine. Strike: 1d20+3: [17]+3 = 20 . Damage (silver): 2d6*100: [3, 5]*10 = 80 SDC. x100 turned into x10. Need to apply x10 to damage. 800 SDC
Action 8: Instant Weapon (store) GAW .50 Six Barrel Machine gun.

Contingencies:
  • If re-engaged in melee by Netherbeast or Horseman, immediately Instant Weapon (store) GAW .50 MG.
  • If Cosmic Armor runs out, Instant Wardrobe change to NE-BA-26 and turn on FF.
  • If re-engaged in melee, fly upward/dodge to get range/distance. Dodge: 1d20+11: [5]+11 = 16
Auto-Dodges: 1d20+11: [14]+11 = 25 , 1d20+11: [19]+11 = 30 , 1d20+11: [13]+11 = 24 , 1d20+11: [10]+11 = 21 , 1d20+11: [4]+11 = 15 , 1d20+11: [3]+11 = 14 , 1d20+11: [15]+11 = 26 , 1d20+11: [5]+11 = 16

Auto-Parries: 1d20+11: [11]+11 = 22 , 1d20+11: [9]+11 = 20 , 1d20+11: [9]+11 = 20 , 1d20+11: [1]+11 = 12 , 1d20+11: [2]+11 = 13 , 1d20+11: [18]+11 = 29 , 1d20+11: [6]+11 = 17 , 1d20+11: [18]+11 = 29
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Underguard
Dimension Master
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Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: The Horsemen of Eschaton

Post by Underguard »

Conditions wrote:Current Time/Date in Africa: Friday, October 112PA,
Environmental Conditions: Outside temp; 9*C (48*F), winds gusting between 20-30 MPH after Calm Storms, Downpour to a modest drizzle. Sudden burst of 60MPH winds against Ronith and Keiko.
Ley Line/Nexus Presence: No Ley Line or Nexus within range.
Combat: Round 7
[The Hunger that deepens]

The Heroes can feel the battle shifting in their favor, their surprise ambush on Famine proving effective. Ronith continues his brutal and relentless assault on Famine while Hemlock begins casting Bottomless Pit. Keiko moves to recovery her weapons as quickly as she can. Unfortunately for Ronith, he's forced to duck out of the way as Daisuke begins peppering the area with Silver-coated rounds. Fortunately the rounds are no where near powerful enough to do anything but bounce off the Cosmic Armor [-10 MDC from Cosmic Armor]. Daisuke corrects his aim going forward as Zand joins in the assault on Famine. The Wind Rush from Zand is dodged by Keiko and Ronith and successfully knocks the staff from his hand. Keiko and Ronith immediately see it simply reappear in his hand as if it had never left yet again, with Famine leaping out of the gust. The leathery body showing a certain degree of acrobatics as it parries as much as it can. Ronith can tell they officially have Famine on the defensive. Keiko's magebane effect noticeably neutering the Horsemen as he relies on psionics and his staff.

With the portal gone, Gloriosa leaps into the air and transforms into her true dragon form before swooping down on the remaining survivors then flying upwards. Ronith, Keiko and Zand each see Famine look up at the sight of the dragon and release a guttural growl. The Netherbeast attempts to leap towards the dragon however the Invisible Wall by Cloudjumper and the Phantom blocks it. Meanwhile Grant makes it back to the Skybunker and begins to rain Power Bolts down on the Netherbeast, with Grant and Gloriosa both seeing the Netherbeast peppered. Part of his tail has been blown off with one of his front paws being mangled; the Netherbeast is struggling. Hemlock steps into her Astral Hole while Firefox debates what to do next. As Gloriosa makes their way to the Sky Bunker with the remaining survivors, the dragon feels a powerful tug at their mind. [Save v Bio-manip: Paralysis]

Something surprising happens as the Netherbeast suddenly starts running northeast with Famine seemingly retreating that way as well. Before Firefox can finish his river of Lava, both Famine and the Netherbeast have broken off combat and seem to be heading northeast, around Lake Norton. Everyone remembers that there was another Horsemen somewhere nearby that Famine may be retreating towards.

Daisuke and Grant both hear an emergency message come from the TW Radio, the Dawn Patrol. "Our target is War! He's changed course and picked up speed. Heading East, Southeast. Think he's heading your way, we're in pursuit. We can't raise the Granite Knights, either!" The Dawn Mercenary states over the radio.

What are your intentions?
GM Note: How do you proceed?
Cosmic Armor's speed and the Skybunker can outpace the Netherbeast.


Ronith: -105 MDC from Cosmic Armor
Grant:
Daisuke: -86 MDC from Cosmic Armor
Keiko: -102 MDC from Cosmic Armor.
Hemlock: -19 MDC from Phantom
Gloriosa:
Lilith:
Zand: -30 MDC from Cosmic Armor
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

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Gloriosa
Posts: 37
Joined: Tue Apr 18, 2023 3:52 pm

Re: The Horsemen of Eschaton

Post by Gloriosa »

Perception: 1d100: [44] = 44 /29%
JIC: 1d20: [20] = 20 / 1d100: [84] = 84

Save vs Psionics (12+): 1d20+4: [14]+4 = 18


Changing forms into his true self, Gloriosa's size alone allows him to grab on to a few more survivors than normal. Gotta get this going! Not too many left! He picks up whoever he is able to and soars up toward the Skybunker.

He feels a familiar tug at the back of his mind, something trying to get a foothold. His draconic mental fortitude pushes the invading thought out and allows him to freely deposit his passengers onto the Skybunker. He does a visual sweep of the battlefield as he heads back down. "Any little dudes left?" If he sees anyone who needs saving, he does what he has been doing and offers them a ride out of the mouth of hell and into the super chill, totally not in a warzone, Skybunker!


Initiative: 1d20+2: [13]+2 = 15
APM: 6
Actions 1-6: Get warriors/Reserved for Dodge.

Dodges: 1d20+11: [1]+11 = 12 1d20+11: [13]+11 = 24 1d20+11: [11]+11 = 22 1d20+11: [6]+11 = 17 1d20+11: [4]+11 = 15 1d20+11: [20]+11 = 31
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Grant Latham
Diamond Level Patron
Posts: 614
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
Contact:

Re: The Horsemen of Eschaton

Post by Grant Latham »

New Perception: 81% vs 1d100: [95] = 95
JIC: 1d20: [20] = 20 , 1d100: [80] = 80
Constant Abilities
Character Sheet
  • See the Invisible, including spirits and Astral Beings
  • Sense Ley Line: 94%
  • Sense Ley Line Nexus 104%
  • Sense a Rift: Automatic | 160m1d100i
  • Sense Magic in Use: 1100'
  • Half Damage from magical cold, heat, and fire
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 15
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 101/101
  • I.S.P.: 98/98
  • P.P.E.: 710/710
  • Lord Magus Armor • Main Body: 50/50 Head: 45/45 Arms: 15/15 Legs:30/30
45 PPE | DB 13 120 | 108.50 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

| 10 PPE| BOM 109 | 11 Days | Provides Air, Food, Water, only

120 PPE | BOM 140 | 22 Days | 598 PPE

3 PPE | MA 9 | 20.50 min | Able to read a license plate from up to 2 miles away)

15 PPE | BOM 112 | 1100' | 54.50 min | 10' X'10 X 110' wall of ice | 550 M.D.C. per 10' cube)

Impervious to Fire | 5 PPE | BoM p.75 | 13 melee rounds | Impervious to fire and smoke including plasma/fire and magic fire. Protective aura radiates to include clothes or body armor, but can not cover power armor, vehicles, or a building.

5 PPE | MA 9 | 53.50 min | Thermographic like vision out to 1500' (distance tripled by the Farsensing spell)

2 of 3 talisman charges remaining | BOM 116 | 1.25 min | Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 50 M.D.C. force field. +10 vs Magic, Psionics, HF

2 PPE | BOM 92 | 21.00 min | 90' radius

4 PPE | BOM 92 | 21.00 min | 120' radius

40 PPE | 2.00 min | 2500' | 5d6+14 M.D. | 20+ dodge)

30 PPE | .25 min | line of sight/2000', +2 Dodge


Skybunker

"Butch, bring the Skybunker to meet Glorisa." Grant says through the radio as he continues to pelt the Netherbeast with Power Bolts. When Glorisa arrives and asks about anyone else, Grant says, "The horseman and it's beast are running. Leave the remaining survivors for the robots to pick up, stay on the beast. Go!" Where are they headed too? Is that the direction the other Horseman is located.? Grant gives one last set of orders to the robots, "Butch land near the survivors, Sundance, assist the survivors are on board. Once they are aboard, ascend to maximum altitude, do not let the survivors engage the weapons or take over the aircraft. Keep them safe."

With orders issued, Grant speaks the words to the spell Fleet Feet (20 PPE | PF2 186 | 5.5 min | Double APM, PP, Spd, -2 Init, -20% delicate skills) to enhance his actions). With the spell cast, he steps out of the Skybunker and flies up into the air to give chase. The mage changes target to Famine and continues to pelt him with bolts at maximum range (if he notices that they are having no effect, he'll change targets back to the Netherbeast). As he flies he looks ahead with his enhanced vision to see what may be coming towards them.

Combat contingency:

Initiative: 1d20+6: [9]+6 = 15 drops to 13 after action 8
APM: 10 (11 with magic) - Jumps to 13 this round
Critical Strike on natural 18-20 or from behind, Deathblow on Natural 20
  1. Fire Power bolt from Omega Blade Strike at Netherbeast: Dodge 20+, Damage 5d6+14: [1, 3, 4, 4, 1]+14 = 27 and order the robots
  2. Fire Power bolt from Omega Blade Strike at Netherbeast: Dodge 20+, Damage 5d6+14: [4, 6, 4, 1, 4]+14 = 33 and order the robots
  3. Fire Power bolt from Omega Blade Strike at Netherbeast: Dodge 20+, Damage 5d6+14: [5, 1, 3, 6, 3]+14 = 32 and speak to Glorisa
  4. Fire Power bolt from Omega Blade Strike at Netherbeast: Dodge 20+, Damage 5d6+14: [5, 2, 4, 5, 6]+14 = 36 and speak to Glorisa
  5. Fire Power bolt from Omega Blade Strike at Netherbeast: Dodge 20+, Damage 5d6+14: [6, 5, 4, 1, 5]+14 = 35 and order the robots
  6. Fire Power bolt from Omega Blade Strike at Netherbeast: Dodge 20+, Damage 5d6+14: [5, 5, 5, 6, 1]+14 = 36 and order the robots
  7. Begin casting Fleet Feet
  8. Finish casting Fleet Feet
  9. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [5, 4, 2, 2, 3]+14 = 30 and give chase/gain altitude
  10. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [2, 3, 3, 4, 6]+14 = 32 and give chase/gain altitude
  11. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [3, 5, 4, 6, 4]+14 = 36 and give chase/gain altitude
  12. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [5, 2, 2, 1, 2]+14 = 26 and give chase/gain altitude
  13. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [1, 1, 3, 2, 6]+14 = 27 and give chase/gain altitude
Contingencies: Grant will focus on defensive actions if directly attacked. He'll cast Armor Bizarre (15 PPE| BOM 104 | 60' | 11 min | 165 M.D.C. HF: 14, -1 Init to attackers) on himself or team members if the Cosmic Armor goes down.

Dodge(+2)/Parry(+8)/Roll(+3): 10d20: [8, 12, 20, 4, 12, 2, 15, 15, 3, 12] = 103
Becomes: Dodge(+9)/Parry(+15) after action 8

Magic(+17)/Psionics(+10)/HF(+15): 10d20: [1, 18, 16, 4, 6, 1, 16, 11, 10, 16] = 99
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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Daisuke
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Location: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Daisuke »

-----------------------------------
Perception: d%: [80] = 80 | 74%
JIC: 1d20: [9] = 9 | d%: [2] = 2 %
Initiative: 1d20+12: [6]+12 = 18
APM: 8
Save vs HF: 1d20+13: [20]+13 = 33
-----------------------------------
Character Sheet

  • MDC: 303/303
  • PPE: 13/13
  • Worn:
    • Casual Clothes
    • CP-40 <slung>. Current e-clip: 12/21 shots.
    • 6 spare e-clips
TFRC-02 FreeRunner Combat Exoskeleton
Image
M.D.C. by Location:
  • Helmet: 45
  • Arms: 40 each
  • Legs: 45 each
  • Main Body: 100

Weight: 25 lbs.
Modifiers: +5% to prowl, +6 to P.S., +4 to P.P., +1 APM, +3 to initiative, +1 to parry and dodge, +3 to disarm, +6 to roll w/impact, -10% to electronic perception
Features:
  • All Features of Triax EBA
  • Molecular Adhesion Pads on hands and feet
  • Impact Absorbing Systems (p.89, MercOps)
  • Triples wearer's speed, fatigue reduced to 20% usual rate
  • Increase leap ability by 50%
  • Infrared & thermal masking

Book Reference: Kraus Imported Arms


Wilk's Jet Pack
Image
M.D.C.: 20
Crew: One
Power System: Electric
Maximum Speed: 120 mph
Maximum Altitude: 1,200'
Maximum Range: 500 miles
Dimensions: 3' long, 30 lbs.
Book Reference: p.267, R:UE


CA-4 Dead Boy EBA
Image
M.D.C. by Location:
  • Helmet: 70
  • Arms: 60 each
  • Legs: 80 each
  • Main Body: 100

Weight: 20 lbs.
Modifiers: -5% to climb, -20% to other physical skills
Features:
  • All standard Dead Boy EBA features (p.100, WB11)

Book Reference: p.100, WB11


NG Bush Pilot Armored Jumpsuit
Image
M.D.C. by Location:
  • Flight Helmet: 35
  • Arms: 9 each
  • Legs: 20 each
  • Main Body: 25

Weight: 6 lbs.
Modifiers: None
Features:
  • Flight helmet includes built-in radio and nightvision goggles

Book Reference: p.77-78, WB33


NE-BA-26 Special Body Armor
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90

Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
Features:
  • All standard NE environmental armor features (p.35-36, DB8)
    Upgrades and Packages
    • HUD Visor Allows 6 different screens to be viewed without impairing vision.
    • Basic Weapons Package
      • Retractable Energy Blade (Right Forearm)
        • Damage: 3D6 M.D.
      • Garrote Strangle Cord (Left Wrist)
        • Damage: 4D6 (+P.S. Damage Bonus)
      • Plasma Flame Thrower
        • Range: 200' (20' AoE)
        • Damage: 5D6 M.D.
        • Payload: 15 Shots per E-Clip
      • Utility Laser Finger
        • Range: 1,000'
        • Damage: 2D6 M.D.
        • Payload: 20 shots. (Standard E-Clip)
    • Robotic Exoskeleton
      • Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
      • Restrained Punch: 6D6, Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
    • Built-In N-F20A Force Field
      • M.D.C.: 75
      • Voice Activated
    • Laser Distancer & Targeting
      • +1 to Strike with Hand Held Ranged Weapons
      • Range 2,000'
    • Optics Enhancements
      • Passive Night Vision: 3,000'
      • Telescopic Vision (up to 20x Magnification): 1 mile
      • Macro-Lens (6x Magnification)
      • Thermo-Imager: 2,000'
      • Light Polarization
    • Mini-Radar/Sonar System
      • Can track up to 12 targets
      • Range: 2 miles
    • Integrated Sensor Pod
      • 360° scanning capability
      • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
    • Advanced Communication Package
      • Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
      • Range: 30 miles
    • IFF & Targeting Computer
      • Computerized recognition and identification system similar to the Wilk's PC-2020 Field Identifier System
      • Can Identify up to 6,000 targets with 92% accuracy
    • Psionic Electromagnetic Dampers
      • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
    • Identification Package
      • Laser, Holographic, Portable Computer, Programmed with thousands of images of known enemy insignia, uniforms, body armor, weapons, robots, and combat vehicles.
      • Includes: Passive Night Vision Goggles, Portable Language Translator, and a Laser Distancer

Book Reference: p.37-39, DB8

Wilk's 1000 Pulse Laser Cannon
Image
  • Range: 3000'
  • Damage: 5D6+3 M.D. per shot or 3D4x10 M.D. per 3-pulse burst
  • Rate of Fire: Single shots or 3-pulse bursts only
  • Payload: 240 shots with a portable generator
  • Weight: 40 lbs.; portable generator weighs 70 lbs.
  • Features: W.P. Heavy M.D. Weapons; Generator recharges at 8 shots per hour; 1 hour to charge when connected to nuclear power supply
  • Modifiers: None
  • Book Reference: p.104, MercOps


CP-40 Pulse Laser Rifle
Image
  • Range: 2000'
  • Damage:
    • Low-power shot: 3D6
    • Low-power burst: 1D6x10
    • Single shot: 2D6 M.D.
    • Burst: 6D6 M.D.
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload:
    • E-Clip: 21 shots
    • LE-Clip: 30 shots
    • E-Canister: adds 60 shots to overall payload
    • Note: 30 low power shots = 1 M.D. shot
  • Weight: 9 lbs.; 4 lbs. for an E-canister
  • Features: Passive nightvision scope (2,000'), laser targeting
  • Modifiers: +1 to strike on an aimed shot
  • Book Reference: p.92, WB11


GAW .50 Six Barrel Machine-Gun
Image
  • Range: 8,000'
  • Damage: 2D6x10, or 2D6x100 burst
  • Rate of Fire: Single shots or 10-round bursts only
  • Payload: 300, 600 or 1,200 round disintegrating belt or belt fed drum
  • Weight: 85 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.121, Merc Ops

Saving Throw Bonuses (if Mimic/revert to base stats)
Eye of Odin grants +1 save vs all (not included below)
Coma/Death: 28% (+4%)
Toxins (15+): +7 (+1)
Magic (varies): +7 (+1)
Magic (Illusions): +10 (+2)
Magic (mind-altering): +15 (+7)
Lethal Poison (14+): +7 (+1)
Non-Lethal Poison (16+): +7 (+1)
Insanity (12+): +16
Psionics (12+): +7
Horror Factor: +13
Disease: +7 (+2)
Drugs (mind-altering): +8 (+6)
Possession: +13 (+6)
Conditions
  • Sustain | BOM 109 | 33 Days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
  • Copy Animal Attribute: Monkey ((
    +10% prowl when climbing, +15% palming, pick pockets, and concealment, +5% acrobatics and/or gymnastics, +1 to PP
    , Swing line,
    +2d4(7) PP, +3d4(8) Spd, +1 APM, +3 auto-dodge, +10% skills requiring dexterity and prowess, prowl, gymnastics, climb, etc.
    ,
    +1 parry, +2 dodge, +6 initiative, +15% perception, Estimate distance of sound 90%, Estimate speed and direction of approach 80%, Recognize voice or sound 70%, Imitate voice 60%
    )) 58.50 min.
  • Cosmic Armor | 45 PPE | DB 13 120 | 108.50 MIN | Silver Body Armor with blue hue. Full EBA. 414/550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills


Not super effective... Daisuke thinks to himself as his silver rounds pelt Famine's body but don't create large rends in its necrotic flesh. I need to change tactics.

Then both Famine and its Netherbeast break off. "And we have a runner..." Daisuke remarks aloud while willing himself to action. Though he may not be able to dish out the damage, he concludes that at minimum, he can silence the Horseman so that if/when Keiko's muting magical effect fades, that Famine won't be able to buy itself more time by surrounding itself with magical protections again.

Daisuke gives chase using his magical flight. And he tries to get close enough to apply his Warp Sound: Silence Sounds ((240 ft range. 35.00 min)) to Famine, before climbing into the air to bring himself well outside melee ((2500 ft range)) so that he can rain weapons-fire down on the enemy with limited opportunities for retaliation. And so he tries to damage Famine to help finish this fight with the Horseman before it has the opportunity to meet up with one of the other Horsemen.

===========
Combat:
Action 1: Give chase to Famine/Netherbeast using Cosmic Armor flight
Action 2: Apply Warp Sound: Silence Sounds @Famine. 240 ft range. 35.00 min.
Action 3: Climb to 2500 feet
Action 4: Instant Weapon (draw) Wilk's 1000 Pulse Laser Cannon
Action 5: Fire Wilk's Laser Cannon 3-pulse burst @Famine. Strike: 1d20+3: [3]+3 = 6 . Damage: 3d4*10: [2, 3, 4]*10 = 90 MD.
Action 6: Fire Wilk's Laser Cannon 3-pulse burst @Famine. Strike: 1d20+3: [2]+3 = 5 . Damage: 3d4*10: [3, 4, 4]*10 = 110 MD.
Action 7: Fire Wilk's Laser Cannon 3-pulse burst @Famine. Strike: 1d20+3: [7]+3 = 10 . Damage: 3d4*10: [1, 4, 2]*10 = 70 MD.
Action 8: Fire Wilk's Laser Cannon 3-pulse burst @Famine. Strike: 1d20+3: [10]+3 = 13 . Damage: 3d4*10: [2, 3, 4]*10 = 90 MD.

Contingencies:
  • If re-engaged in melee by Netherbeast or Horseman, immediately Instant Weapon (store) Wilk's Laser Cannon
  • If Cosmic Armor runs out, Instant Wardrobe change to NE-BA-26 and turn on FF.
  • If re-engaged in melee, fly further upward/dodge to get range/distance. Dodge: 1d20+11: [3]+11 = 14
Auto-Dodges: 1d20+11: [1]+11 = 12 , 1d20+11: [12]+11 = 23 , 1d20+11: [1]+11 = 12 , 1d20+11: [16]+11 = 27 , 1d20+11: [7]+11 = 18 , 1d20+11: [18]+11 = 29 , 1d20+11: [14]+11 = 25 , 1d20+11: [16]+11 = 27 , 1d20+11: [19]+11 = 30

Auto-Parries: 1d20+11: [17]+11 = 28 , 1d20+11: [6]+11 = 17 , 1d20+11: [9]+11 = 20 , 1d20+11: [6]+11 = 17 , 1d20+11: [16]+11 = 27 , 1d20+11: [12]+11 = 23 , 1d20+11: [11]+11 = 22 , 1d20+11: [1]+11 = 12 ,
User avatar
Keiko
Posts: 188
Joined: Fri Feb 07, 2020 3:44 pm

Re: The Horsemen of Eschaton

Post by Keiko »

Perception: 1d100: [22] = 22 /55%
JIC: 1d20: [15] = 15 ; 1d100: [84] = 84
Active Effects
  • Dimensional Attenuation: 150 Miles
  • Sense Rifts: 110 Miles
  • Excellent hearing and smell
  • Sixth Sense
  • Sustain
  • Cosmic Armor | 45 PPE | DB 13 120 | 110 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills
  • Fighting Spirit: +2 APM | + 1 on initiative | + 1 to strike with guns | +3 to strike in melee combat | +2 to disarm, parry and dodge | +4 to pull punch | +2 to roll with impact | +4 to save vs Horror Factor/fear | +2 to save vs possession | Critical Strike on a Natural 18-20 | karate kick (1D8 S.D.C.) | jump kick | Paired Weapons | leap attack and judo flip/throw | Duration: 12 Minutes
  • Superhuman Agility: +5 Auto-Dodge | + 1 on initiative | | +1 parry | +5 to roll with impact | sense of balance: 88% | +20% to climb skill | Automatically roll with fall/explosions/impacts | Duration: 12 Minutes
  • Energy Sphere: 208/400 PPE
Keiko spins away from the path of Famine as he beats feet to retreat. Keiko giggles for a moment, What a little bitch. She keeps those comments to herself. "Hey wait!" She calls after Famine, "We haven't even gotten to the main course!!! Get your skinny butt back here!!!" Keiko uses her armor to catch back up to Famine. She smiles at him as she casually pulls up next to him, "How...can...you...have...any...pudding...if..you...don't..eat...your...meat!?!?!" Keiko hammers him with her axe and her whip, spitting out one word for each hit. Keiko keeps spinning around Famine as he attempts to run away. Dancing just above the ground Keiko's attacks flow around her in a deadly ballet.


Combat:

Current Active Spells:
  • Fleet Feet Effects: P.P.: 50 (+3 to Strike, Dodge, Parry; +6 to Init); SPD: 46; x2 APM; -2 Init; -20% to delicate skill checks (3. minutes)
  • Fighting Spirit (10.5 minutes)
  • Superhuman Agility (10.5 Minutes)
  • Cosmic Armor: 448/550 MDC
  • Omega Blade: Ranged Activation (1.5 minutes)
  • Mage Bane (4.5 minutes)
  • See Invisible 120 feet (8.75 minutes)
  • Suppress Fear: Automatically succeed on HF Saves. (9. Minutes)
  • Energy Sphere: 158/400 PPE
  • ISP: 59/71

APM: 18

Init: 1d20+17: [1]+17 = 18

Action 1: Pursue Famine.
Action 2: Whip 1d20+17: [7]+17 = 24 ; Damage: 4d6+10: [2, 2, 6, 1]+10 = 21 ; MageBane Strike: 1d20+17: [4]+17 = 21 ; Damage: 5d6+9: [6, 5, 6, 5, 5]+9 = 36
Action 3: Whip 1d20+17: [18]+17 = 35 Crit; Damage: 4d6+10: [2, 3, 4, 3]+10 = 22 x2 = 44MD; MageBane Strike: 1d20+17: [4]+17 = 21 ; Damage: 5d6+9: [2, 1, 6, 3, 6]+9 = 27
Action 4: Whip 1d20+17: [2]+17 = 19 ; Damage: 4d6+10: [6, 5, 1, 3]+10 = 25 ; MageBane Strike: 1d20+17: [20]+17 = 37 Nat 20; Damage: 5d6+9: [3, 1, 6, 1, 1]+9 = 21 x2 = 42MD
Action 5: Pursue Famine
Action 6: Whip 1d20+17: [5]+17 = 22 ; Damage: 4d6+10: [5, 6, 4, 4]+10 = 29 ; MageBane Strike: 1d20+17: [3]+17 = 20 ; Damage: 5d6+9: [4, 1, 5, 2, 5]+9 = 26
Action 7: Whip 1d20+17: [6]+17 = 23 ; Damage: 4d6+10: [6, 6, 3, 1]+10 = 26 ; MageBane Strike: 1d20+17: [10]+17 = 27 ; Damage: 5d6+9: [2, 1, 4, 3, 2]+9 = 21
Action 8: Whip 1d20+17: [7]+17 = 24 ; Damage: 4d6+10: [6, 5, 3, 2]+10 = 26 ; MageBane Strike: 1d20+17: [3]+17 = 20 ; Damage: 5d6+9: [5, 2, 6, 5, 1]+9 = 28
Action 9: Pursue Famine
Action 10: Whip 1d20+17: [16]+17 = 33 ; Damage: 4d6+10: [3, 3, 5, 1]+10 = 22 ; MageBane Strike: 1d20+17: [4]+17 = 21 ; Damage: 5d6+9: [4, 5, 1, 2, 2]+9 = 23
Action 11: Whip 1d20+17: [15]+17 = 32 ; Damage: 4d6+10: [1, 5, 1, 2]+10 = 19 ; MageBane Strike: 1d20+17: [4]+17 = 21 ; Damage: 5d6+9: [4, 3, 2, 1, 1]+9 = 20
Action 12: Whip 1d20+17: [15]+17 = 32 ; Damage: 4d6+10: [6, 3, 2, 4]+10 = 25 ; MageBane Strike: 1d20+17: [14]+17 = 31 ; Damage: 5d6+9: [6, 1, 1, 3, 6]+9 = 26
Action 13: Pursue Famine
Action 14: Whip 1d20+17: [5]+17 = 22 ; Damage: 4d6+10: [6, 3, 5, 5]+10 = 29 ; MageBane Strike: 1d20+17: [12]+17 = 29 ; Damage: 5d6+9: [3, 1, 2, 6, 4]+9 = 25
Action 15: Whip 1d20+17: [7]+17 = 24 ; Damage: 4d6+10: [4, 4, 6, 4]+10 = 28 ; MageBane Strike: 1d20+17: [20]+17 = 37 Nat 20; Damage: 5d6+9: [4, 4, 6, 4, 2]+9 = 29 x2 = 58MD
Action 16: Whip 1d20+17: [19]+17 = 36 Crit; Damage: 4d6+10: [4, 3, 1, 5]+10 = 23 x2 = 46MD; MageBane Strike: 1d20+17: [1]+17 = 18 ; Damage: 5d6+9: [2, 4, 6, 1, 6]+9 = 28
Action 17: Pursue Famine
Action 18: Whip 1d20+17: [6]+17 = 23 ; Damage: 4d6+10: [6, 2, 6, 1]+10 = 25 ; MageBane Strike: 1d20+17: [2]+17 = 19 ; Damage: 5d6+9: [1, 3, 1, 5, 4]+9 = 23


Auto-Dodge: 1d20+17: [20]+17 = 37 ; 1d20+17: [4]+17 = 21 ; 1d20+17: [4]+17 = 21 ; 1d20+17: [20]+17 = 37 ; 1d20+17: [14]+17 = 31 ; 1d20+17: [14]+17 = 31 ; 1d20+17: [13]+17 = 30 ; 1d20+17: [5]+17 = 22 ; 1d20+17: [12]+17 = 29 ; 1d20+17: [2]+17 = 19 ; 1d20+17: [13]+17 = 30 ; 1d20+17: [9]+17 = 26 ; 1d20+17: [12]+17 = 29 ; 1d20+17: [5]+17 = 22 ; 1d20+17: [5]+17 = 22 ; 1d20+17: [4]+17 = 21 ; 1d20+17: [11]+17 = 28 ; 1d20+17: [16]+17 = 33 ; 1d20+17: [13]+17 = 30

Contingencies:
--If Cosmic Armor goes down, Keiko will use an action to activate her mundane FF.
--If any of H4H is paralyzed she will sacrifice two actions to cast Energy Field over them if they are in range. (-10 PPE) (60 MDC).
Keiko

Do not PM this Account. Please direct all PMs to Sum of All Fears
User avatar
Hemlock
Posts: 122
Joined: Fri Feb 24, 2023 11:28 am

Re: The Horsemen of Eschaton

Post by Hemlock »

JIC: 1d20: [8] = 8 , 1d100: [77] = 77
Perception: 78% / 1d100: [4] = 4 (SUCCESS)

  • P.P.E.: 815/815
  • I.S.P.: 173/268 remaining
  • M.D.C.: 725/725

Energy Sphere: 1282/1500 P.P.E. remaining for 30 days
Cloudjumper P.P.E.: 685/880 remaining, I.S.P.: 182/196 remaining
Firefox P.P.E.: 563/685 remaining, I.S.P.: 227/237 remaining
Phantom P.P.E.: 100/100 PPE remaining
Talisman of P.P.E. Battery: 0/300 remaining



Cloudjumper
  • See the Invisible
  • Super Telekinesis

  • Phantom
    70/100 PPE remaining
    M.D.C.: 61; impervious to cold, electricity, poison, disease and fear.
    Attributes: Invisible (its natural state), eight feet (2.4 m) tall, P.S. 22, P.P. 19, I.Q. 10, and flying speed is 45 mph (72 km).
    Combat: Four physical attacks per melee round or two by magic, and inflicts 2D6 M.D. from punch or 4D6 M.D. from a power punch (counts as two attacks). +2 on initiative, +4 to strike and parry, +7 to dodge, and can see the invisible.
    Magic: Can cast all level 1-4 Air Elemental magic and has 100 P.P.E.
Firefox
  • Hellfire | BoM p.95 | 5/9 melee rounds remain | 1 APM/2d6 blast that affects even the fire immune
  • Fiery Touch | BoM p.75 | 5/9 melee rounds remain

Potion of Fleet Feet
  • PP doubled to 26x2 + 3 = 55 (+1 additional strike)
  • Initiative = -2 + 6 (p.284 RUE) (+4 additional initiative)
  • Duration is 2 melee rounds per level
  • -20% to skills where precise movement needed.
Astral Hole | 120 PPE | BoM p.138 | 10/15 melee rounds remain | 2000' teleports costing 2 APM, +2 to dodge using the hole.

Speed Weapon | 100 PPE | BoM p.136 | 10/15 melee rounds remain | When using the enchanted weapon, the character has twice as many attacks per melee round!

See the invisible
Heightened Presence Sense: constant 100ft range
Sustain: 15 days
Cosmic Armor | 45 PPE | DB 13 120 | 110 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

Fortify Against Disease (-15 P.P.E.) * +4 save vs disease, +1 vs poison; duration 30 hours
Impervious to Fire (-5 P.P.E.) ; duration 75 minutes
Impervious to Poison (-5 P.P.E.) ; duration 75 minutes

Psi-Blade
  • Duration: 75 minutes.
  • Psi-Sword damage: 14D6 M.D.
  • I.S.P.: 30
Enhance Reflexes
  • Range: Self.
  • Duration: 30 minutes.
  • I.S.P.: 10
  • +1 attack per melee, +3 on initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all Physical skills that rely on coordination or balance.
Enhanced Perception
  • Range: Self.
  • Duration: 1 hour, 15 minutes.
  • I.S.P.: 10
  • +15% to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).
Mind's Eye
  • Range: Self.
  • Duration: 30 minutes.
  • I.S.P.: 8
  • Radar-like vision at a range of 850ft. Even things concealed through magic (except Invisibility: Superior) can be seen. No penalties when blinded or in complete darkness. The psychic can sense everything in all directions at an accuracy of 103%. Grants: +3 on initiative, +1 to strike, +2 to parry and dodge, and cannot be snuck upon or surprised. Heavy rain or smoke greatly hinders this power, negating the bonuses and giving a -30% to interpreting ability.
Resist Damage
  • Range: Self.
  • Duration: 1 hour, 15 minutes.
  • I.S.P.: 25
  • Half damage from kinetic damage. Even damage that goes directly to Hit Points is halved. Furthermore, the biofeedback field absorbs the first 5 M.D.C. or Hit Points of damage from each attack.
Resist Energy
  • Range: Self.
  • Duration: 1 hour, 15 minutes.
  • I.S.P.: 8
  • Half damage from energy attacks. This can include lasers, plasma, particle beams, psionic energy, and magic energy.
Resist Fatigue
  • Range: Self.
  • Duration: 6 hours.
  • I.S.P.: 4
95 ISP total cost.
Total buffs; +1 APM, +6 on initiative, +3 to strike, +6 to parry and dodge, +2 P.P., +15% to Perception



Hemlock watches with disdain as the Horseman Famine, perhaps sensing the tide turning, spurs the Netherbeast into a desperate flight. But Hemlock is not one to be outmaneuvered.

"Oh no you don't," she growls, as her emerald eyes narrow into slits of predatory focus. "Cloudjumper, to me!"

As the staff rejoins her Hemlock draws a small vial from her belt and downs the contents. The potion of Fleet Feet courses through her veins, igniting a surge of adrenaline. Her reflexes sharpen, her senses heighten. Without a moment's hesitation, she bursts into flight and closes the distance.

Hemlock soars in flight alongside the fleeing Horseman. The wind whips through her hair as she launches her assault. The psi-blade and flaming katana are extensions of her will, a deadly dance of emerald light and crimson fire.

With Keiko (and perhaps Ronith), she seeks to prevent Famine's escape. Meanwhile Firefox and Cloudjumper seek to build a magical wall of wind and flame about them.

"You. Shall. Not. Pass."


Contingent Save vs Horror Factor 1d20+19: [14]+19 = 33
Contingent Save vs Magic 1d20+19: [1]+19 = 20 (Crit Fail! Will Keiko or Daisuke save the faerie godling?! lol)
Contingent Save vs Psi 1d20+10: [10]+10 = 20

Hemlock Initiative: 1d20+22: [7]+22 = 29
Cloudjumper Initiative: 1d20+4: [16]+4 = 20
Firefox Initiative: 1d20+5: [9]+5 = 14

APM: 12 (or 24 physical attacks) Hemlock, 9 Cloudjumper and Firefox, 4 Phantom



Action 1:
  • Hemlock quaffs a Potion of Fleet Feet
  • Firefox casts Impervious to Fire on Cloudjumper, for he knows what's coming.
  • Cloudjumper rejoins Hemlock,and commands the Phantom to care for the fallen.
  • Phantom pursues the Netherbeast
Action 2:
  • Hemlock flies and closes the distance to Famine.
  • Firefox casts
    Caster level 9, so 45 feet thick.
    (-15 PPE) to block Famine's path.
  • Cloudjumper casts an
    Invisible Wall
    Range: 60 feet away, covers a 10 foot (3 m) area per level of the Warlock. (Cloudjumper is level 8, Phantom is not written in the book)
    Duration: Four melees (one minute) per level of the Warlock.
    Saving Throw: None.
    P.P.E.: Thirty
    This Elemental magic creates an invisible wall composed of wind and water that cannot be easily penetrated because it continually renews itself; 50 M.D.C. per melee. A Dispel Magic Barriers spell will destroy it completely in the blink of an eye. Likewise, suffering double
    M.D.C. damage (100 points) in a single melee will completely destroy it. This spell can be cast up to 60 feet away
    spell. Blocking Famine's other escape options - (-30 P.P.E.)
  • Phantom pursues the Netherbeast
Action 3: (Potion of Fleet Feet affecting Hemlock's physical attacks from here)
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [12]+24 = 36
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [2, 1, 5, 6, 4, 3, 4, 1, 1, 2, 4, 3, 6, 1] = 43
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+22: [3]+22 = 25
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [1, 5, 5, 1, 5, 5, 5, 4, 6, 6, 3, 5, 4, 4] = 59
    Psi Blade 14d6
  • Firefox - unleashes
    p.95, PF Mysteries of Magic; 5 rounds to go, 65 P.P.E. cost; affects even the fire immune. unleash bolts of fire that does 2D6 damage to humans, Elementals and most other beings, but does 1D6x10 damage to demons and Deevils, Mummies Immortalis and Scarecrows. Even demons and Deevils impervious to fire take half damage from this attack, and those resistant to normal and other types of magical fire suffer full damage.
    , inflicting 2d6: [5, 2] = 7
    if human….
  • Cloudjumper pursues the Netherbeast
  • Phantom pursues the Netherbeast
Action 4:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [1]+24 = 25
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [5, 2, 6, 6, 6, 5, 2, 2, 2, 4, 5, 5, 4, 1] = 55
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
    Crit fail!
  • Hemlock Right Hand: Psi Blade 1d20+22: [17]+22 = 39
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [5, 3, 4, 5, 3, 6, 2, 6, 6, 1, 5, 5, 2, 4] = 57
    Psi Blade 14d6
  • Firefox - unleashes
    p.95, PF Mysteries of Magic; 5 rounds to go, 65 P.P.E. cost; affects even the fire immune. unleash bolts of fire that does 2D6 damage to humans, Elementals and most other beings, but does 1D6x10 damage to demons and Deevils, Mummies Immortalis and Scarecrows. Even demons and Deevils impervious to fire take half damage from this attack, and those resistant to normal and other types of magical fire suffer full damage.
    , inflicting 2d6: [1, 6] = 7
    if human….
  • Cloudjumper starts casting Wind Blast (-40 P.P.E.) at the Netherbeast
  • Phantom casts Lightning Arc at the Netherbeast. Strike 1d20+4: [2]+4 = 6 , Damage 4d6: [2, 6, 4, 6] = 18 +2 / level
Phantom out of actions

Action 5:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [8]+24 = 32
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [5, 6, 5, 1, 5, 2, 6, 3, 5, 1, 2, 2, 2, 4] = 49
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+22: [2]+22 = 24
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [1, 4, 3, 5, 5, 1, 3, 5, 6, 1, 3, 6, 3, 5] = 51
    Psi Blade 14d6
  • Firefox - unleashes
    p.95, PF Mysteries of Magic; 5 rounds to go, 65 P.P.E. cost; affects even the fire immune. unleash bolts of fire that does 2D6 damage to humans, Elementals and most other beings, but does 1D6x10 damage to demons and Deevils, Mummies Immortalis and Scarecrows. Even demons and Deevils impervious to fire take half damage from this attack, and those resistant to normal and other types of magical fire suffer full damage.
    , inflicting 2d6: [5, 4] = 9
    if human….
  • Cloudjumper finishes casting
    Wind Blast at the Netherbeast
    Range: 1,000 feet (305 m) plus 400 feet (122 m) per level of experience.
    Duration: Instant.
    Damage: 2d4x10+30 M.D.
    Saving Throw: None.
    P.P.E.: Forty
    [Cloudjumper is caster level 8]
    The Warlock creates a titanic, but concentrated blast of wind with hurricane force. This blast of wind has the punch of a missile. The Warlock must aim and hurl the blast, +6 to strike. Damage: 2D4x10+30 M.D. Plus the character struck must roll to keep his balance or be knocked off his feet, same as Wind Rush.
    (-40 P.P.E.) and aims for the Netherbeast! Strike 1d20+6: [6]+6 = 12 , Damage 2d4*10+30: [2, 4]*10+30 = 90
Action 6:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [12]+24 = 36
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [2, 6, 2, 1, 2, 4, 3, 6, 5, 3, 3, 4, 1, 4] = 46
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+22: [13]+22 = 35
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [5, 4, 3, 3, 5, 2, 6, 4, 2, 6, 1, 6, 4, 6] = 57
    Psi Blade 14d6
  • Firefox - unleashes
    p.95, PF Mysteries of Magic; 5 rounds to go, 65 P.P.E. cost; affects even the fire immune. unleash bolts of fire that does 2D6 damage to humans, Elementals and most other beings, but does 1D6x10 damage to demons and Deevils, Mummies Immortalis and Scarecrows. Even demons and Deevils impervious to fire take half damage from this attack, and those resistant to normal and other types of magical fire suffer full damage.
    , inflicting 2d6: [4, 6] = 10
    if human….
  • Cloudjumper starts casting Wind Blast (-40 P.P.E.) at the Netherbeast
Action 7:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [19]+24 = 43
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [2, 5, 1, 6, 2, 5, 2, 3, 4, 2, 5, 4, 6, 2] = 49
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
    Crit hit! 98 damage
  • Hemlock Right Hand: Psi Blade 1d20+22: [13]+22 = 35
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [3, 2, 5, 2, 1, 6, 3, 4, 5, 2, 4, 5, 6, 5] = 53
    Psi Blade 14d6
  • Firefox - unleashes
    p.95, PF Mysteries of Magic; 5 rounds to go, 65 P.P.E. cost; affects even the fire immune. unleash bolts of fire that does 2D6 damage to humans, Elementals and most other beings, but does 1D6x10 damage to demons and Deevils, Mummies Immortalis and Scarecrows. Even demons and Deevils impervious to fire take half damage from this attack, and those resistant to normal and other types of magical fire suffer full damage.
    , inflicting 2d6: [4, 4] = 8
    if human….
  • Cloudjumper finishes casting
    Wind Blast at the Netherbeast
    Range: 1,000 feet (305 m) plus 400 feet (122 m) per level of experience.
    Duration: Instant.
    Damage: 2d4x10+30 M.D.
    Saving Throw: None.
    P.P.E.: Forty
    [Cloudjumper is caster level 8]
    The Warlock creates a titanic, but concentrated blast of wind with hurricane force. This blast of wind has the punch of a missile. The Warlock must aim and hurl the blast, +6 to strike. Damage: 2D4x10+30 M.D. Plus the character struck must roll to keep his balance or be knocked off his feet, same as Wind Rush.
    (-40 P.P.E.) and aims for the Netherbeast! Strike 1d20+6: [16]+6 = 22 , Damage 2d4*10+30: [4, 4]*10+30 = 110
Action 8:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [9]+24 = 33
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [2, 6, 5, 5, 5, 2, 2, 5, 1, 6, 1, 3, 4, 2] = 49
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+22: [13]+22 = 35
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [1, 3, 3, 3, 6, 1, 1, 1, 6, 2, 4, 6, 6, 3] = 46
    Psi Blade 14d6
  • Firefox - unleashes
    p.95, PF Mysteries of Magic; 5 rounds to go, 65 P.P.E. cost; affects even the fire immune. unleash bolts of fire that does 2D6 damage to humans, Elementals and most other beings, but does 1D6x10 damage to demons and Deevils, Mummies Immortalis and Scarecrows. Even demons and Deevils impervious to fire take half damage from this attack, and those resistant to normal and other types of magical fire suffer full damage.
    , inflicting 2d6: [4, 5] = 9
    if human….
  • Cloudjumper starts casting Wind Blast (-40 P.P.E.) at the Netherbeast
Action 9:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [3]+24 = 27
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [6, 3, 3, 6, 6, 1, 6, 3, 3, 6, 5, 4, 3, 5] = 60
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+22: [19]+22 = 41
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [2, 6, 2, 6, 3, 6, 6, 4, 4, 3, 1, 1, 6, 5] = 55
    Psi Blade 14d6
    Crit hit! 110 dam
  • Firefox - unleashes
    p.95, PF Mysteries of Magic; 5 rounds to go, 65 P.P.E. cost; affects even the fire immune. unleash bolts of fire that does 2D6 damage to humans, Elementals and most other beings, but does 1D6x10 damage to demons and Deevils, Mummies Immortalis and Scarecrows. Even demons and Deevils impervious to fire take half damage from this attack, and those resistant to normal and other types of magical fire suffer full damage.
    , inflicting 2d6: [2, 4] = 6
    if human….
  • Cloudjumper finishes casting
    Wind Blast at the Netherbeast
    Range: 1,000 feet (305 m) plus 400 feet (122 m) per level of experience.
    Duration: Instant.
    Damage: 2d4x10+30 M.D.
    Saving Throw: None.
    P.P.E.: Forty
    [Cloudjumper is caster level 8]
    The Warlock creates a titanic, but concentrated blast of wind with hurricane force. This blast of wind has the punch of a missile. The Warlock must aim and hurl the blast, +6 to strike. Damage: 2D4x10+30 M.D. Plus the character struck must roll to keep his balance or be knocked off his feet, same as Wind Rush.
    (-40 P.P.E.) and aims for the Netherbeast! Strike 1d20+6: [19]+6 = 25 , Damage 2d4*10+30: [1, 1]*10+30 = 50
Cloudjumper and Firefox out of actions

Action 10:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [17]+24 = 41
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [6, 6, 5, 6, 4, 3, 4, 4, 3, 6, 1, 4, 3, 6] = 61
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+22: [8]+22 = 30
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [2, 1, 1, 4, 3, 4, 3, 5, 6, 6, 3, 3, 6, 2] = 49
    Psi Blade 14d6
Action 11:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [15]+24 = 39
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [5, 4, 4, 5, 2, 2, 5, 2, 6, 4, 2, 3, 3, 3] = 50
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+22: [2]+22 = 24
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [6, 2, 1, 3, 6, 6, 6, 2, 5, 2, 3, 5, 1, 4] = 52
    Psi Blade 14d6
Action 12:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [14]+24 = 38
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [5, 3, 2, 5, 5, 5, 4, 5, 5, 2, 5, 2, 2, 2] = 52
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+22: [17]+22 = 39
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [4, 3, 1, 2, 3, 6, 2, 4, 1, 5, 4, 6, 5, 6] = 52
    Psi Blade 14d6
Action 13:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [5]+24 = 29
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [4, 1, 4, 6, 1, 5, 5, 4, 6, 2, 3, 4, 6, 1] = 52
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+22: [15]+22 = 37
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [3, 3, 4, 4, 2, 5, 5, 5, 4, 3, 5, 5, 6, 6] = 60
    Psi Blade 14d6
Action 14:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [19]+24 = 43
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [1, 5, 3, 4, 5, 2, 5, 4, 2, 4, 4, 6, 1, 1] = 47
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
    Crit hit! 94 Dam
  • Hemlock Right Hand: Psi Blade 1d20+22: [13]+22 = 35
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [4, 2, 2, 2, 3, 2, 5, 5, 2, 2, 4, 6, 1, 6] = 46
    Psi Blade 14d6
Action 15:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [5]+24 = 29
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [2, 1, 5, 4, 6, 5, 3, 6, 6, 3, 3, 2, 6, 2] = 54
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+22: [17]+22 = 39
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [1, 4, 3, 3, 4, 4, 5, 6, 3, 4, 1, 3, 3, 1] = 45
    Psi Blade 14d6
Action 16:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [2]+24 = 26
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [6, 6, 4, 2, 2, 2, 4, 1, 4, 5, 6, 1, 2, 3] = 48
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+22: [13]+22 = 35
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [6, 6, 5, 4, 5, 3, 1, 1, 3, 3, 4, 1, 2, 1] = 45
    Psi Blade 14d6
Action 17:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [3]+24 = 27
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [5, 2, 2, 1, 2, 5, 1, 6, 5, 6, 4, 1, 6, 3] = 49
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+22: [9]+22 = 31
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [3, 2, 2, 4, 6, 5, 4, 1, 4, 2, 5, 5, 3, 3] = 49
    Psi Blade 14d6
Action 18:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [15]+24 = 39
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [3, 6, 1, 5, 6, 3, 3, 1, 1, 3, 4, 4, 4, 2] = 46
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+22: [3]+22 = 25
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [1, 1, 5, 2, 2, 3, 3, 2, 4, 3, 3, 1, 6, 3] = 39
    Psi Blade 14d6
Action 19:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [13]+24 = 37
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [3, 2, 4, 2, 1, 2, 5, 6, 5, 2, 3, 3, 2, 1] = 41
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+22: [7]+22 = 29
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [5, 1, 1, 3, 3, 3, 3, 2, 5, 2, 2, 3, 1, 2] = 36
    Psi Blade 14d6
Action 20:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [6]+24 = 30
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [1, 3, 4, 6, 4, 4, 5, 4, 1, 2, 4, 1, 6, 1] = 46
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+22: [11]+22 = 33
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [2, 6, 3, 4, 4, 4, 5, 2, 4, 2, 3, 2, 3, 2] = 46
    Psi Blade 14d6
Action 21:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [6]+24 = 30
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [2, 3, 3, 5, 6, 5, 3, 3, 4, 5, 2, 4, 5, 1] = 51
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+22: [14]+22 = 36
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [6, 2, 5, 6, 5, 6, 3, 3, 5, 2, 5, 1, 5, 4] = 58
    Psi Blade 14d6
Action 22:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+24: [11]+24 = 35
    (+2 from Katana quality, +7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [3, 2, 5, 3, 1, 1, 5, 6, 3, 4, 2, 2, 6, 4] = 47
    (6d6 from katana, 6d6 from P.S., 2d6 from Fiery Touch)
  • Hemlock Right Hand: Psi Blade 1d20+22: [4]+22 = 26
    (+7 W.P. Sword, +12 from P.P., +3 Psi)
    , Damage 14d6: [2, 2, 1, 4, 3, 1, 6, 3, 2, 1, 2, 6, 5, 5] = 43
    Psi Blade 14d6

Contingency:
Cloudjumper casts more Invisible Walls to prevent Famine's escape when necessary, or to prevent the Beast circling back and interfering.

If Famine faces Hemlock, she uses her Psi-Blade to parry instead of attacking. When Famine runs out of attacks, or focuses on another, she goes all out.



Parry (no parry if attacking with both weapons!):

+18 Parry from skills
+6 Parry W.P. sword
+2 Parry Superior balance weapon
+6 Psi powers
1d20+32: [5]+32 = 37 , 1d20+32: [15]+32 = 47 , 1d20+32: [10]+32 = 42 , 1d20+32: [2]+32 = 34 , 1d20+32: [14]+32 = 46 , 1d20+32: [19]+32 = 51 , 1d20+32: [7]+32 = 39 , 1d20+32: [9]+32 = 41 , 1d20+32: [9]+32 = 41 , 1d20+32: [17]+32 = 49 , 1d20+32: [9]+32 = 41 , 1d20+32: [18]+32 = 50

Dodge:

+18 Parry from skills
+6 Psi powers
1d20+24: [8]+24 = 32 , 1d20+24: [15]+24 = 39 , 1d20+24: [16]+24 = 40 , 1d20+24: [5]+24 = 29 , 1d20+24: [6]+24 = 30 , 1d20+24: [19]+24 = 43 , 1d20+24: [1]+24 = 25 , 1d20+24: [1]+24 = 25 , 1d20+24: [20]+24 = 44 , 1d20+24: [11]+24 = 35 , 1d20+24: [3]+24 = 27 , 1d20+24: [10]+24 = 34

Automatic Dodge (22 for 22APM): 1d20+9: [8]+9 = 17 , 1d20+9: [17]+9 = 26 , 1d20+9: [4]+9 = 13 , 1d20+9: [2]+9 = 11 , 1d20+9: [1]+9 = 10 , 1d20+9: [19]+9 = 28 , 1d20+9: [2]+9 = 11 , 1d20+9: [7]+9 = 16 , 1d20+9: [4]+9 = 13 , 1d20+9: [8]+9 = 17 , 1d20+9: [16]+9 = 25 , 1d20+9: [3]+9 = 12 , 1d20+9: [20]+9 = 29 , 1d20+9: [12]+9 = 21 , 1d20+9: [1]+9 = 10 , 1d20+9: [13]+9 = 22 , 1d20+9: [9]+9 = 18 , 1d20+9: [9]+9 = 18 , 1d20+9: [10]+9 = 19 , 1d20+9: [10]+9 = 19 , 1d20+9: [9]+9 = 18 , 1d20+9: [12]+9 = 21
The Road goes ever on and on
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
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Underguard
Dimension Master
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Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: The Horsemen of Eschaton

Post by Underguard »

Conditions wrote:Current Time/Date in Africa: Friday, October 112PA,
Environmental Conditions: Outside temp; 9*C (48*F), winds gusting between 20-30 MPH after Calm Storms, Downpour to a modest drizzle. Sudden burst of 60MPH winds against Ronith and Keiko.
Ley Line/Nexus Presence: No Ley Line or Nexus within range.
[The absence of Hunger]

Gloriosa is able to relocate the last of the survivors to the Skybunker while Inzah is taking care of them. They seem to be doing much better however the troop compartment is now very crowded within the transport leaving little room to move around and a lot of unsecured and injured locals. Butch informs Gloriosa that they are near capacity, and Gloriosa also hears a bit of static on the magical radio provided by Fang-Lo, but no words.

Meanwhile the rest of the Heroes do not let Famine escape so easily. Daisuke silences the sounds out of Famine as the monster retreats then fires a series of bolts at him from the laser cannon, several of them missing as the Netherbeast zig-zags. Keiko remains close with her whip and MageBane in hand, landing several critical strikes on Famine, peeling the monster's decayed flesh away with each strike. Hemlock, Firefox and Cloudjumper move to keep up and perform a series of magical attacks. Grant fires his own Power Bolts from the Omega Blade with some of them being dodges but a good portion hitting their mark on the Netherbeast and Famine.

Thanks in part to Grant's Power Bolt strikes on the Netherbeast and Cloudjumper's wind blast, the Netherbeast and Famine are flung far forward, with them tumbling as Famine stands to counter the nearby Heroes. Grant pelts the Netherbeast until it stops moving, as Keiko and Ronith close in on Famine with Hellfire being unleashed on the monster. After a particularly powerful attack from Keiko and Hemlock, Famine is launched backwards and onto the ground. Hemlock reels back after the successful blow from her katana that sent Famine to the ground. The Staff Famine had been using falls to the ground around a dozen feet away from Famine with Keiko and Hemlock noticing something strange; it did not return to Famine like it had before. The staff is within about ten feet of Keiko, Hemlock and Ronith. The monster's decaying body is unmoving and unresponsive as it lies face up on the ground. The Heroes have a moment of pause to collect themselves.

What are your intentions?
GM Note: The Netherbeast and Famine have both fallen motionless on the ground.
Combat round is over.


Ronith: -105 MDC from Cosmic Armor
Grant:
Daisuke: -86 MDC from Cosmic Armor
Keiko: -102 MDC from Cosmic Armor.
Hemlock: -19 MDC from Phantom
Gloriosa:
Lilith:
Zand: -30 MDC from Cosmic Armor
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
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Grant Latham
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Re: The Horsemen of Eschaton

Post by Grant Latham »

New Perception: 81% vs 1d100: [50] = 50
JIC: 1d20: [5] = 5 , 1d100: [42] = 42
Constant Abilities
Character Sheet
  • See the Invisible, including spirits and Astral Beings
  • Sense Ley Line: 94%
  • Sense Ley Line Nexus 104%
  • Sense a Rift: Automatic | 160m1d100i
  • Sense Magic in Use: 1100'
  • Half Damage from magical cold, heat, and fire
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 15
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 101/101
  • I.S.P.: 98/98
  • P.P.E.: 710/710
  • Lord Magus Armor • Main Body: 50/50 Head: 45/45 Arms: 15/15 Legs:30/30
45 PPE | DB 13 120 | 108.25 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

| 10 PPE| BOM 109 | 11 Days | Provides Air, Food, Water, only

120 PPE | BOM 140 | 22 Days | 578 PPE

3 PPE | MA 9 | 20.25 min | Able to read a license plate from up to 2 miles away)

20 PPE | PF2 186 | 5.5 min | Double APM, PP, Spd, -2 Init, -20% delicate skills) to enhance his actions


15 PPE | BOM 112 | 1100' | 54.25 min | 10' X'10 X 110' wall of ice | 550 M.D.C. per 10' cube)

Impervious to Fire | 5 PPE | BoM p.75 | 12 melee rounds | Impervious to fire and smoke including plasma/fire and magic fire. Protective aura radiates to include clothes or body armor, but can not cover power armor, vehicles, or a building.

5 PPE | MA 9 | 53.25 min | Thermographic like vision out to 1500' (distance tripled by the Farsensing spell)

2 of 3 talisman charges remaining | BOM 116 | 1.00 min | Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 50 M.D.C. force field. +10 vs Magic, Psionics, HF

2 PPE | BOM 92 | 20.75 min | 90' radius

4 PPE | BOM 92 | 20.75 min | 120' radius

40 PPE | 1.75 min | 2500' | 5d6+14 M.D. | 20+ dodge)



Lore: Demons and Monsters 139% vs 1d100: [66] = 66 | General demonic/god like being regeneration capabilities
Intelligence 67% vs 1d100: [51] = 51 | Make sense of what Grant sees coming towards them.
Land Navigation 114% vs 1d100: [59] = 59 | Estimate distance of what is coming towards them
Math: Advanced 129% vs vs 1d100: [55] = 55 | Calculate the ETA of what is coming towards them


Skybunker

From Grant's vantage point high in the air, he observes Famine and his netherbeast go ass over tea kettle. He senses more than feels the magic in his boots expire and takes quick stock of his enchantments as he continues his power bolt assault. Invulnerability and the Omega Sword will probably go down in another minute.

"Most supernatural creatures can regenerate, don't let your guard down." Knowing the homing power of a power bolt, he continues to rain down blasts unless he sees one of the team move next to Famine. While that is going on he uses his enhanced vision to see if he can estimate how far and how long they have until the next horseman arrives.

"Butch and Sundance, take the survivors to a safe location within communication range and have them disembark. Notifying us when you have found a location, when you lift off, or if the plan is disrupted."

When/if Grant stops blasting he activates his innate simple invisibility and changes location in the air continuing his observation of the surroundings.


Combat contingency:

Initiative: 1d20+4: [4]+4 = 8
APM: 20 (21 with magic)
Critical Strike on natural 18-20 or from behind, Deathblow on Natural 20
  1. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [5, 5, 2, 1, 3]+14 = 30
  2. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [3, 5, 5, 3, 3]+14 = 33
  3. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [6, 5, 6, 5, 2]+14 = 38
  4. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [4, 3, 1, 3, 4]+14 = 29
  5. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [4, 4, 4, 4, 6]+14 = 36
  6. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [5, 1, 5, 2, 6]+14 = 33
  7. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [3, 6, 4, 6, 4]+14 = 37
  8. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [3, 6, 3, 1, 5]+14 = 32
  9. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [4, 6, 5, 5, 1]+14 = 35
  10. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [3, 2, 2, 1, 1]+14 = 23
  11. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [5, 6, 2, 5, 6]+14 = 38
  12. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [1, 1, 2, 5, 6]+14 = 29
  13. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [5, 3, 3, 4, 5]+14 = 34
  14. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [6, 5, 2, 1, 5]+14 = 33
  15. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [5, 6, 1, 1, 3]+14 = 30
  16. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [1, 5, 1, 3, 6]+14 = 30
  17. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [6, 1, 6, 6, 6]+14 = 39
  18. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [1, 1, 1, 5, 1]+14 = 23
  19. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [3, 6, 6, 4, 5]+14 = 38
  20. Fire Power bolt from Omega Blade Strike at Famine: Dodge 20+, Damage 5d6+14: [2, 2, 2, 5, 1]+14 = 26
Contingencies: Grant will focus on defensive actions if directly attacked. He'll cast Armor Bizarre (15 PPE| BOM 104 | 60' | 11 min | 165 M.D.C. HF: 14, -1 Init to attackers) on himself or team members if the Cosmic Armor goes down.

Dodge(+9)/Parry(+15)/Roll(+3): 20d20: [8, 5, 7, 15, 16, 15, 14, 13, 3, 20, 17, 17, 2, 3, 10, 14, 5, 2, 5, 17] = 208

Magic(+17)/Psionics(+10)/HF(+15): 20d20: [7, 11, 6, 2, 5, 3, 18, 17, 5, 10, 17, 4, 15, 4, 20, 1, 7, 17, 4, 14] = 187
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
User avatar
Daisuke
Diamond Level Patron
Posts: 188
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Daisuke »

-----------------------------------
Perception: d%: [20] = 20 | 74%
JIC: 1d20: [2] = 2 | d%: [97] = 97 %
Initiative: 1d20+12: [12]+12 = 24
APM: 8
Save vs HF: 1d20+13: [14]+13 = 27
-----------------------------------
Character Sheet

  • MDC: 303/303
  • PPE: 13/13
  • Worn:
    • Casual Clothes
    • CP-40 <slung>. Current e-clip: 12/21 shots.
    • 6 spare e-clips
TFRC-02 FreeRunner Combat Exoskeleton
Image
M.D.C. by Location:
  • Helmet: 45
  • Arms: 40 each
  • Legs: 45 each
  • Main Body: 100

Weight: 25 lbs.
Modifiers: +5% to prowl, +6 to P.S., +4 to P.P., +1 APM, +3 to initiative, +1 to parry and dodge, +3 to disarm, +6 to roll w/impact, -10% to electronic perception
Features:
  • All Features of Triax EBA
  • Molecular Adhesion Pads on hands and feet
  • Impact Absorbing Systems (p.89, MercOps)
  • Triples wearer's speed, fatigue reduced to 20% usual rate
  • Increase leap ability by 50%
  • Infrared & thermal masking

Book Reference: Kraus Imported Arms


Wilk's Jet Pack
Image
M.D.C.: 20
Crew: One
Power System: Electric
Maximum Speed: 120 mph
Maximum Altitude: 1,200'
Maximum Range: 500 miles
Dimensions: 3' long, 30 lbs.
Book Reference: p.267, R:UE


CA-4 Dead Boy EBA
Image
M.D.C. by Location:
  • Helmet: 70
  • Arms: 60 each
  • Legs: 80 each
  • Main Body: 100

Weight: 20 lbs.
Modifiers: -5% to climb, -20% to other physical skills
Features:
  • All standard Dead Boy EBA features (p.100, WB11)

Book Reference: p.100, WB11


NG Bush Pilot Armored Jumpsuit
Image
M.D.C. by Location:
  • Flight Helmet: 35
  • Arms: 9 each
  • Legs: 20 each
  • Main Body: 25

Weight: 6 lbs.
Modifiers: None
Features:
  • Flight helmet includes built-in radio and nightvision goggles

Book Reference: p.77-78, WB33


NE-BA-26 Special Body Armor
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90

Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
Features:
  • All standard NE environmental armor features (p.35-36, DB8)
    Upgrades and Packages
    • HUD Visor Allows 6 different screens to be viewed without impairing vision.
    • Basic Weapons Package
      • Retractable Energy Blade (Right Forearm)
        • Damage: 3D6 M.D.
      • Garrote Strangle Cord (Left Wrist)
        • Damage: 4D6 (+P.S. Damage Bonus)
      • Plasma Flame Thrower
        • Range: 200' (20' AoE)
        • Damage: 5D6 M.D.
        • Payload: 15 Shots per E-Clip
      • Utility Laser Finger
        • Range: 1,000'
        • Damage: 2D6 M.D.
        • Payload: 20 shots. (Standard E-Clip)
    • Robotic Exoskeleton
      • Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
      • Restrained Punch: 6D6, Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
    • Built-In N-F20A Force Field
      • M.D.C.: 75
      • Voice Activated
    • Laser Distancer & Targeting
      • +1 to Strike with Hand Held Ranged Weapons
      • Range 2,000'
    • Optics Enhancements
      • Passive Night Vision: 3,000'
      • Telescopic Vision (up to 20x Magnification): 1 mile
      • Macro-Lens (6x Magnification)
      • Thermo-Imager: 2,000'
      • Light Polarization
    • Mini-Radar/Sonar System
      • Can track up to 12 targets
      • Range: 2 miles
    • Integrated Sensor Pod
      • 360° scanning capability
      • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
    • Advanced Communication Package
      • Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
      • Range: 30 miles
    • IFF & Targeting Computer
      • Computerized recognition and identification system similar to the Wilk's PC-2020 Field Identifier System
      • Can Identify up to 6,000 targets with 92% accuracy
    • Psionic Electromagnetic Dampers
      • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
    • Identification Package
      • Laser, Holographic, Portable Computer, Programmed with thousands of images of known enemy insignia, uniforms, body armor, weapons, robots, and combat vehicles.
      • Includes: Passive Night Vision Goggles, Portable Language Translator, and a Laser Distancer

Book Reference: p.37-39, DB8

Wilk's 1000 Pulse Laser Cannon
Image
  • Range: 3000'
  • Damage: 5D6+3 M.D. per shot or 3D4x10 M.D. per 3-pulse burst
  • Rate of Fire: Single shots or 3-pulse bursts only
  • Payload: 240 shots with a portable generator
  • Weight: 40 lbs.; portable generator weighs 70 lbs.
  • Features: W.P. Heavy M.D. Weapons; Generator recharges at 8 shots per hour; 1 hour to charge when connected to nuclear power supply
  • Modifiers: None
  • Book Reference: p.104, MercOps


CP-40 Pulse Laser Rifle
Image
  • Range: 2000'
  • Damage:
    • Low-power shot: 3D6
    • Low-power burst: 1D6x10
    • Single shot: 2D6 M.D.
    • Burst: 6D6 M.D.
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload:
    • E-Clip: 21 shots
    • LE-Clip: 30 shots
    • E-Canister: adds 60 shots to overall payload
    • Note: 30 low power shots = 1 M.D. shot
  • Weight: 9 lbs.; 4 lbs. for an E-canister
  • Features: Passive nightvision scope (2,000'), laser targeting
  • Modifiers: +1 to strike on an aimed shot
  • Book Reference: p.92, WB11


GAW .50 Six Barrel Machine-Gun
Image
  • Range: 8,000'
  • Damage: 2D6x10, or 2D6x100 burst
  • Rate of Fire: Single shots or 10-round bursts only
  • Payload: 300, 600 or 1,200 round disintegrating belt or belt fed drum
  • Weight: 85 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.121, Merc Ops

Saving Throw Bonuses (if Mimic/revert to base stats)
Eye of Odin grants +1 save vs all (not included below)
Coma/Death: 28% (+4%)
Toxins (15+): +7 (+1)
Magic (varies): +7 (+1)
Magic (Illusions): +10 (+2)
Magic (mind-altering): +15 (+7)
Lethal Poison (14+): +7 (+1)
Non-Lethal Poison (16+): +7 (+1)
Insanity (12+): +16
Psionics (12+): +7
Horror Factor: +13
Disease: +7 (+2)
Drugs (mind-altering): +8 (+6)
Possession: +13 (+6)
Conditions
  • Sustain | BOM 109 | 33 Days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
  • Copy Animal Attribute: Monkey ((
    +10% prowl when climbing, +15% palming, pick pockets, and concealment, +5% acrobatics and/or gymnastics, +1 to PP
    , Swing line,
    +2d4(7) PP, +3d4(8) Spd, +1 APM, +3 auto-dodge, +10% skills requiring dexterity and prowess, prowl, gymnastics, climb, etc.
    ,
    +1 parry, +2 dodge, +6 initiative, +15% perception, Estimate distance of sound 90%, Estimate speed and direction of approach 80%, Recognize voice or sound 70%, Imitate voice 60%
    )) 58.25 min.
  • Cosmic Armor | 45 PPE | DB 13 120 | 108.25 MIN | Silver Body Armor with blue hue. Full EBA. 414/550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

Underguard wrote: Fri Aug 16, 2024 8:32 pmGM Note: The Netherbeast and Famine have both fallen motionless on the ground.
That seems awfully suspicious... Daisuke thinks to himself at the two unmoving forms.
Grant Latham wrote: Mon Aug 19, 2024 1:15 pm"Most supernatural creatures can regenerate, don't let your guard down."
Grant's helpful reminder does not reach Daisuke's ears (since he began the engagement receiving the cosmic armor un-armored and without comms). And so he is left to come to the same conclusion on his own.

"Can't convincingly play dead when your flesh mended itself so rapidly in combat earlier," the Arismal remarks aloud.

"But my weapons-fire had only a marginal effect earlier. So I should devote my efforts to something more productive... like removing the Netherbeast from the field of combat."

And so, Daisuke will stow his laser cannon back into his dimensional instant weapon. He will re-engage in melee by flying back down to where the Netherbeast remains motionless, and try to capture it within his swallowing limbo.

Daisuke deduces that if they are playing dead, his attempt to dimensionally swallow the Netherbeast may cause it to suddenly become active again. Or if it was in some manner of induced-stasis, then its mind might be more susceptible to the swallowing limbo. Either way, this is an opportunity that he needs to take advantage of.

===========
Combat:
Action 1: Instant Weapon (store) Wilk's 1000 Pulse Laser Cannon
Action 2: Fly back down to Netherbeast
Action 3-4: Swallowing Limbo @Netherbeast. Strike: 1d20+7: [1]+7 = 8 . Save vs ME (16+) or be swallowed.
Action 5-6: Swallowing Limbo @Netherbeast. Strike: 1d20+7: [19]+7 = 26 . Save vs ME (16+) or be swallowed.
Action 7-8: Swallowing Limbo @Netherbeast. Strike: 1d20+7: [5]+7 = 12 . Save vs ME (16+) or be swallowed.

Contingencies:
  • If re-engaged in melee by Netherbeast or Horseman, immediately Instant Weapon (store) Wilk's Laser Cannon
  • If Cosmic Armor runs out, Instant Wardrobe change to NE-BA-26 and turn on FF.
  • If re-engaged in melee, fly further upward/dodge to get range/distance. Dodge: 1d20+11
  • If his Swallowing Limbo attempt accidentally absorbs a friendly, immediately eject them back into this dimension/reality.
Auto-Dodges: 1d20+11: [13]+11 = 24 , 1d20+11: [19]+11 = 30 , 1d20+11: [9]+11 = 20 , 1d20+11: [15]+11 = 26 , 1d20+11: [2]+11 = 13 , 1d20+11: [4]+11 = 15 , 1d20+11: [12]+11 = 23 , 1d20+11: [8]+11 = 19

Auto-Parries: 1d20+11: [7]+11 = 18 , 1d20+11: [15]+11 = 26 , 1d20+11: [11]+11 = 22 , 1d20+11: [3]+11 = 14 , 1d20+11: [10]+11 = 21 , 1d20+11: [15]+11 = 26 , 1d20+11: [9]+11 = 20 , 1d20+11: [11]+11 = 22
User avatar
Keiko
Posts: 188
Joined: Fri Feb 07, 2020 3:44 pm

Re: The Horsemen of Eschaton

Post by Keiko »

Perception: 1d100: [51] = 51 /55%
JIC: 1d20: [12] = 12 ; 1d100: [72] = 72
Active Effects
  • Dimensional Attenuation: 150 Miles
  • Sense Rifts: 110 Miles
  • Excellent hearing and smell
  • Sixth Sense
  • Sustain
  • Cosmic Armor | 45 PPE | DB 13 120 | 110 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills
  • Fighting Spirit: +2 APM | + 1 on initiative | + 1 to strike with guns | +3 to strike in melee combat | +2 to disarm, parry and dodge | +4 to pull punch | +2 to roll with impact | +4 to save vs Horror Factor/fear | +2 to save vs possession | Critical Strike on a Natural 18-20 | karate kick (1D8 S.D.C.) | jump kick | Paired Weapons | leap attack and judo flip/throw | Duration: 12 Minutes
  • Superhuman Agility: +5 Auto-Dodge | + 1 on initiative | | +1 parry | +5 to roll with impact | sense of balance: 88% | +20% to climb skill | Automatically roll with fall/explosions/impacts | Duration: 12 Minutes
  • Energy Sphere: 208/400 PPE
Keiko lands on the ground as Famine falls. She strikes a pose and holds up two fingers in front of her, "Hehe! Gotcha!" She deftly stows her whip as she skips up next to Famine's body. She has a heart melting smile on her face as she twirls her axe around her before pausing with it above her head. With both hands she swings the axe down on Famine's neck to sever the head. She's ok if it takes a couple of swings. Once she has his head in hand Keiko looks around to find a spear or stick or something that she can stick Famine's head on. Once she finds something she'll turn to the group near her as she hoists the head above her, "One Down!!!"


Current Active Spells:
  • Fleet Feet Effects: P.P.: 50 (+3 to Strike, Dodge, Parry; +6 to Init); SPD: 46; x2 APM; -2 Init; -20% to delicate skill checks (3. minutes)
  • Fighting Spirit (10.5 minutes)
  • Superhuman Agility (10.5 Minutes)
  • Cosmic Armor: 448/550 MDC
  • Omega Blade: Ranged Activation (1.5 minutes)
  • Mage Bane (4.5 minutes)
  • See Invisible 120 feet (8.75 minutes)
  • Suppress Fear: Automatically succeed on HF Saves. (9. Minutes)
  • Energy Sphere: 158/400 PPE
  • ISP: 59/71
Keiko

Do not PM this Account. Please direct all PMs to Sum of All Fears
User avatar
Ronith
Group Leader
Posts: 679
Joined: Mon Oct 15, 2007 7:15 pm
Location: Group Leader: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Ronith »

JIC: 1d20: [2] = 2 , 1d100: [37] = 37
PER: 1d100: [40] = 40 vs. 94%

Conditions:
Cosmic Armor | 45 PPE | DB 13 120 | 108.25 MIN | Silver Body Armor with blue hue. Full EBA. 445/550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills
,
22m15s, +1 APM, +2 PP [+1 s/p/d], +3 initiative, +1 strike, +2 parry/dodge, +15% on physical skills that rely on coordination or balance.
,
+2 APM | + 1 on initiative | + 1 to strike with guns | +3 to strike in melee combat | +2 to disarm, parry and dodge | +4 to pull punch | +2 to roll with impact | +4 to save vs Horror Factor/fear | +2 to save vs possession | Critical Strike on a Natural 18-20 | karate kick (1D8 S.D.C.) | jump kick | Paired Weapons | leap attack and judo flip/throw | Duration: 10.50 Minutes
+5 Auto-Dodge | +5 to dodge | + 1 on initiative | | +1 parry | +5 to roll with impact | sense of balance: 88% | +20% to climb skill | Automatically roll with fall/explosions/impacts | Duration: 10.50 Minutes


Ronith joins in with the others in chasing down Famine, wary of his rising feelings of elation as they do so. Are we actually doing it? Are we going to beat some sort of demon lord or god of darkness? Swallowing the sensation (the first time in decades he has needed to do so) Ronith continues the attack- giving his teammates a chance to get their licks in so that he does not need to maintain quite so frantic a pace. Even so, Ronith is ready to jump in at a moment’s notice, and when Famine falls and his staff goes flying Ronith immediately pounces and joins Keiko in hacking off the horseman’s head. No matter how long it takes nor how brutal the sword work. A crude strategy, but very few things can survive decapitation. Between that and the staff I think we’ll be okay. Even so, the cyber-knight finds the work distasteful, and he is happy to relinquish the severed head to Keiko as a trophy when it is done. The knight’s grim look betrays his disapproval but he says nothing on his own.

Instead, his eyes alight on the staff. If Ronith concludes that there is any chance the item is some sort of rune weapon of darkness, he immediately turns to Daisuke. ”Can you store that somewhere no-one can touch it? Perhaps Fang Lo will know what to do with it later. We have more urgent matters to discuss.” Then, unless the entire team is nearby Ronith dials up the team radio frequency. ”Horseman is down. And a fair few people rescued on top of that. Good work heroes- land on my position. We need to make a decision, and quickly.” Ronith nods to everyone as they land or approach with clear pride on his face, but it doesn’t last long. Assuming someone has relayed the Dawn Patrol’s message by this point, Ronith gets back on the TW radio. ”Subject down. Status report.” If the patrol is still alive, he will try to get an ETA on War’s arrival at their location. Unless the Dawn Patrol actively reports that War is turning around and heading back along its prior course, Ronith nods regardless of the response he gets and addresses his team. In particular the magic-users most active in the battle against Famine- Hemlock, Keiko, Grant, and Gloriosa. ”I need your honest appraisals of your ability to do all that again. Given that these Horsemen can sense one another, they’ve likely sensed all is not well with their comrade. If War is headed here, we have the opportunity to ambush him. I can still swing my blades, but your magical support was crucial in the last battle. And if the name is any indication, the next one will be more difficult. Do you think the advantage of surprise outweighs the advantage of rest? Or do we withdraw and take another run at him later? I want honesty here people, not bravado” Ronith’s decision will largely depend on the primary spellcasters, but if they’re up for it he’ll order the team to begin constructing what traps or defenses they can.
I am better than you. You just don't know it.
Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent)
| BOM 109 | 10 days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +6/8 to auto-dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
ISP- 89/91; PPE- 57/57; MDC- 88/88 (self), 93/93 (cyber-armor)
Frostfang Heals: 0/4. Talismans: AoI (3/3); Invulnerability (3/3); Cleanse (3/3)
User avatar
Hemlock
Posts: 122
Joined: Fri Feb 24, 2023 11:28 am

Re: The Horsemen of Eschaton

Post by Hemlock »

JIC: 1d20: [2] = 2 , 1d100: [2] = 2
Perception: 78% / 1d100: [77] = 77 (SUCCESS)

  • P.P.E.: 815/815
  • I.S.P.: 173/268 remaining
  • M.D.C.: 725/725

Energy Sphere: 1282/1500 P.P.E. remaining for 30 days
Cloudjumper P.P.E.: 565/880 remaining, I.S.P.: 182/196 remaining
Firefox P.P.E.: 563/685 remaining, I.S.P.: 227/237 remaining
Phantom P.P.E.: 100/100 PPE remaining
Talisman of P.P.E. Battery: 0/300 remaining



Cloudjumper
  • See the Invisible
  • Super Telekinesis

  • Phantom
    70/100 PPE remaining
    M.D.C.: 61; impervious to cold, electricity, poison, disease and fear.
    Attributes: Invisible (its natural state), eight feet (2.4 m) tall, P.S. 22, P.P. 19, I.Q. 10, and flying speed is 45 mph (72 km).
    Combat: Four physical attacks per melee round or two by magic, and inflicts 2D6 M.D. from punch or 4D6 M.D. from a power punch (counts as two attacks). +2 on initiative, +4 to strike and parry, +7 to dodge, and can see the invisible.
    Magic: Can cast all level 1-4 Air Elemental magic and has 100 P.P.E.
Firefox
  • Hellfire | BoM p.95 | 5/9 melee rounds remain | 1 APM/2d6 blast that affects even the fire immune
  • Fiery Touch | BoM p.75 | 5/9 melee rounds remain

Potion of Fleet Feet
  • PP doubled to 26x2 + 3 = 55 (+1 additional strike)
  • Initiative = -2 + 6 (p.284 RUE) (+4 additional initiative)
  • Duration is 2 melee rounds per level
  • -20% to skills where precise movement needed.
Astral Hole | 120 PPE | BoM p.138 | 10/15 melee rounds remain | 2000' teleports costing 2 APM, +2 to dodge using the hole.

Speed Weapon | 100 PPE | BoM p.136 | 10/15 melee rounds remain | When using the enchanted weapon, the character has twice as many attacks per melee round!

See the invisible
Heightened Presence Sense: constant 100ft range
Sustain: 15 days
Cosmic Armor | 45 PPE | DB 13 120 | 110 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

Fortify Against Disease (-15 P.P.E.) * +4 save vs disease, +1 vs poison; duration 30 hours
Impervious to Fire (-5 P.P.E.) ; duration 75 minutes
Impervious to Poison (-5 P.P.E.) ; duration 75 minutes

Psi-Blade
  • Duration: 75 minutes.
  • Psi-Sword damage: 14D6 M.D.
  • I.S.P.: 30
Enhance Reflexes
  • Range: Self.
  • Duration: 30 minutes.
  • I.S.P.: 10
  • +1 attack per melee, +3 on initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all Physical skills that rely on coordination or balance.
Enhanced Perception
  • Range: Self.
  • Duration: 1 hour, 15 minutes.
  • I.S.P.: 10
  • +15% to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).
Mind's Eye
  • Range: Self.
  • Duration: 30 minutes.
  • I.S.P.: 8
  • Radar-like vision at a range of 850ft. Even things concealed through magic (except Invisibility: Superior) can be seen. No penalties when blinded or in complete darkness. The psychic can sense everything in all directions at an accuracy of 103%. Grants: +3 on initiative, +1 to strike, +2 to parry and dodge, and cannot be snuck upon or surprised. Heavy rain or smoke greatly hinders this power, negating the bonuses and giving a -30% to interpreting ability.
Resist Damage
  • Range: Self.
  • Duration: 1 hour, 15 minutes.
  • I.S.P.: 25
  • Half damage from kinetic damage. Even damage that goes directly to Hit Points is halved. Furthermore, the biofeedback field absorbs the first 5 M.D.C. or Hit Points of damage from each attack.
Resist Energy
  • Range: Self.
  • Duration: 1 hour, 15 minutes.
  • I.S.P.: 8
  • Half damage from energy attacks. This can include lasers, plasma, particle beams, psionic energy, and magic energy.
Resist Fatigue
  • Range: Self.
  • Duration: 6 hours.
  • I.S.P.: 4
95 ISP total cost.
Total buffs; +1 APM, +6 on initiative, +3 to strike, +6 to parry and dodge, +2 P.P., +15% to Perception



Hemlock watches with a detached air as her teammates close in on the fallen Horseman. Instead of joining the bloodshed she inspects her weapons for any sign of damage. It won't do for the blade to break in the thick of a fight. How did this katana fare?
Keiko wrote: Tue Aug 20, 2024 12:21 pm Once she has his head in hand Keiko looks around to find a spear or stick or something that she can stick Famine's head on. Once she finds something she'll turn to the group near her as she hoists the head above her, "One Down!!!"
When Keiko makes a move to claim a trophy, Hemlock's voice carries a low warning. "Beware, such actions could prove unwise. A fragment of such a being might hold power that will betray you when your attention is elsewhere. It may even be able to recompose itself from such a fragment."

She steps closer to Keiko and glares at the severed head, "Hold a moment, I might sense any lingering presence." First the godling casts
Opponent gets a saving throw vs Hemlocks spell strength
to destroy any possible spell that might allow it to fake death, then she uses her
A reflexive, sixth sense-type power that alerts the Psi-Ghost character to the presence of other sentient individuals around him. Automatically aware of all intelligent presences within his range. If the Ghost focuses the whole of his attention on this ability (takes 1D4 melee rounds), it becomes a psychic radar that can determine the exact number of presences and pinpoint their precise location. Additionally, this power alerts the Psi-Ghost to when he is under observation by surveillance cameras and other systems that are manned by a sentient being; he gets a case of the ''jitters'' and the hair stands on the back of his neck. The Psi-Ghost can locate the surveillance system's operator(s) if he/they are within range, the same way he can locate sentient individuals by making a skill roll.
  • Base Skill: 90% (60% +2% per level of experience); rolls are not required to detect presences, only to pinpoint their location.
  • Range: 100'
  • Duration: Automatic and constant.
  • I.S.P.: None; an automatic ability.
  • Saving Throw: Not applicable.
to feel if any of Famine is still present in the head or nearby area. Likewise she senses the staff, and whether a mind is present.

If Hemlock feels Famine's presence, she will warn everyone and draw her weapon.
Ronith wrote: Tue Aug 20, 2024 1:35 pm Unless the Dawn Patrol actively reports that War is turning around and heading back along its prior course, Ronith nods regardless of the response he gets and addresses his team. In particular the magic-users most active in the battle against Famine- Hemlock, Keiko, Grant, and Gloriosa. ”I need your honest appraisals of your ability to do all that again. Given that these Horsemen can sense one another, they’ve likely sensed all is not well with their comrade. If War is headed here, we have the opportunity to ambush him. I can still swing my blades, but your magical support was crucial in the last battle. And if the name is any indication, the next one will be more difficult. Do you think the advantage of surprise outweighs the advantage of rest? Or do we withdraw and take another run at him later? I want honesty here people, not bravado”
Ronith's assessment of the situation seems quite clear and concise to Hemlock, and she nods in agreement. "I can face another such being," she replies, and her voice carries a quiet confidence. "But the weight of the battle fell upon others. Their readiness will determine our course."

Her gaze turns to Daisuke. "Release my steed when you are ready," she asks. "His surprise will be a valuable asset."


"If we know from what direction he is coming we have a good chance of ambush. I would favor that," she points at the direction War might be approaching from, examining the landscape. "They seem to prefer riding on land, and he is hastening to his brother. So I could create a river of lava as a barrier, and hide it under an illusionary false terrain. If he is riding at speed he might not notice until he falls in. It will give us an edge when we close in, and if we're fortunate he might even lose some items to the lava in the fall."
The Road goes ever on and on
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
User avatar
Keiko
Posts: 188
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Re: The Horsemen of Eschaton

Post by Keiko »

**Rolls Held Over**

Keiko frowns a little at the reaction from the others, "Sheesh...tough crowd today. You guys could take a little more joy in your work at least. If your going to be saving the world you should at least be able do it with a smile!" Keiko smiles again at them, "Also. We're not the only ones out here. The morale of the locals will rise just from seeing Famine's head on a pike and that could swing a battle in our favor. We were lucky to catch Famine with limited support. Keiko skipps over to Hemlock, "Thanks Hemlock, good idea to make it safe just in case." Keiko rests the stick on her shoulder as she listens to Ronith asking for updates on War.

Keiko thinks for a moment before speaking up, "I'm good to go magic wise. However that was a long fight. So I'm thinking we Ambush War with a time stop. Then have Daisuke set up all those mines we brought. Have them trigger at the same time my spell ends. I can hang around the edge of this area where war is coming from. Leave Famine down in the middle of the open area with the head on the pike to be used as a decoy. He'll likely see it and expect a trap closer to the area of Famine's body. I'll use that hesitation to lock him in time. We'll have about 4 minutes to set up the mines. What do you think?"

Keiko looks at Hemlock, "You basically can use the same spells I can right? What kind of experience do you have with them? Like how long would your Time Stop last for? Oooh. What about Sensory deprivation? What's your experience been with that spell? I've had a difficult time getting it to land correctly."
Keiko

Do not PM this Account. Please direct all PMs to Sum of All Fears
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Hemlock
Posts: 122
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Re: The Horsemen of Eschaton

Post by Hemlock »

((Rolls carried))
Keiko wrote: Fri Aug 23, 2024 4:03 am Keiko frowns a little at the reaction from the others, "Sheesh...tough crowd today. You guys could take a little more joy in your work at least. If your going to be saving the world you should at least be able do it with a smile!" Keiko smiles again at them, "Also. We're not the only ones out here. The morale of the locals will rise just from seeing Famine's head on a pike and that could swing a battle in our favor. We were lucky to catch Famine with limited support. Keiko skipps over to Hemlock, "Thanks Hemlock, good idea to make it safe just in case." Keiko rests the stick on her shoulder as she listens to Ronith asking for updates on War.

Keiko thinks for a moment before speaking up, "I'm good to go magic wise. However that was a long fight. So I'm thinking we Ambush War with -"
A terrible thought occurs to her as plans are being made. "SILENCE!" Hemlock commands a moment later with uncharacteristic force.

She gives an urgent look to Daisuke, "You silenced Famine during the fight. Can you now silence all sound so Famine's head cannot hear our words?"

Looking at Keiko, Hemlock nods apologetically. "Consider that Famine's head might still have senses and hear all the plans you make and those words are now coming to War's ears. Those are the risks you are taking by wanting a trophy. They have power we do not fully understand, we should presume the worst possibilities."

When Daisuke prevents sound from reaching any but the team, she nods to Keiko to continue.
Keiko wrote: Fri Aug 23, 2024 4:03 am "... a time stop. Then have Daisuke set up all those mines we brought. Have them trigger at the same time my spell ends. I can hang around the edge of this area where war is coming from. Leave Famine down in the middle of the open area with the head on the pike to be used as a decoy. He'll likely see it and expect a trap closer to the area of Famine's body. I'll use that hesitation to lock him in time. We'll have about 4 minutes to set up the mines. What do you think?"

Keiko looks at Hemlock, "You basically can use the same spells I can right? What kind of experience do you have with them? Like how long would your Time Stop last for? Oooh. What about Sensory deprivation? What's your experience been with that spell? I've had a difficult time getting it to land correctly."
Hemlock's gaze shifts from the head to the horizon, being watchful for the arrival of the Horseman War or some calamity from the severed head. She acknowledges Keiko's question with a slow nod. "Mr. Fox did indeed instruct me in the art of time manipulation," she replies without explaining who Mr Fox is. "The time-stop spell, however, is one I've not cast in centuries. Let me see... I believe it could last for almost four minutes within a radius of some thirty-five feet."

A thoughtful pause follows. "There is a counter spell to prevent it working, but War might not be aware of it. Or War might not think to cast it before our battle," she muses. "It's a gamble, but your idea is a very good one."

Hemlock turns her attention to the rest of the team. "I am also familiar with Sensory Deprivation and other time-warping spells," she continues. "They are potent tools, but be warned, they can be resisted. I could slow down time around us. It would seem the same to you, but I would be immune, and perhaps Keiko also." She purses her lip in thought, "But no, if War is immune it would be a disastrous spell to cast."

Her emerald eyes sweep across the assembled heroes before settling on their leader Ronith. "I could weave an illusion to disguise a lava river. Let War think that is our ambush, in the meantime Keiko's plan is the true attack. If that fails, then perhaps a simpler plan?" She draws her sword and looks inquiringly.

She looks at Grant, "Did the team facing War mention anything about his allies, is War approaching us alone?"
The Road goes ever on and on
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
User avatar
Gloriosa
Posts: 37
Joined: Tue Apr 18, 2023 3:52 pm

Re: The Horsemen of Eschaton

Post by Gloriosa »

Perception: 1d100: [16] = 16 /29%
JIC: 1d20: [16] = 16 / 1d100: [85] = 85

"Alright Inza! That's all of em! I'm gonna..." Gloriosa turns and looks at the state of the battle. The part where no one is fighting anymore stands out. "Awww man, they finished without me!" Turning his attention to the magical radio, he tries cocks his head to one side, then the other, trying to understand why it made a noise. No answer forthcoming, he swoops down to where the rest of the crew is gathered.

"Dag yo, me and Bumblebee were on rescue the whole time! I didn't even get a..." Gloriosa stands on his hind legs and mimics a series of claw swipes. "Or a..." Still on his hind legs, he breathes a gout of fire straight in to the sky.

From Gloriosa's hand, a
Image
speaks.

Image"Next time, I will make a wall to hold them for you. The least likely can be the most dangerous."Image
Grant Latham wrote: Mon Aug 19, 2024 1:15 pm "Most supernatural creatures can regenerate, don't let your guard down."
"I hope for his sake he doesn't get up. We're a lot of
Image
!"


Gloriosa watches Keiko and Ronith hack off Famine's head to separate it from the body. Hmmm... If we are, as our nom de guerre implies, "Heroes for Hire", then one must question whether it is a heroic act to decapitate one's enemy, despite how abhorrent they are. Counterpoint, said abhorrence combined with an implied immortality and regeneration as a supernatural being of such magnitude, demands swift action and the heroic act is ensuring their removal from our plane of existence by any means necessary to prevent wanton loss of life as seen here on the battlefield. Gloriosa speaks up verbally after his inner monologue completes. It seems directed toward Hemlock's general direction, maybe as proof of mortal concept comprehension. "So basically, it's good to be good! Cause if you do bad enough stuff, we have to put your head on a stick!"
Ronith wrote: Tue Aug 20, 2024 1:35 pm”I need your honest appraisals of your ability to do all that again. Given that these Horsemen can sense one another, they’ve likely sensed all is not well with their comrade. If War is headed here, we have the opportunity to ambush him. I can still swing my blades, but your magical support was crucial in the last battle. And if the name is any indication, the next one will be more difficult. Do you think the advantage of surprise outweighs the advantage of rest? Or do we withdraw and take another run at him later? I want honesty here people, not bravado”
Gloriosa speaks up when it's his turn. "I didn't even open the tap. I was playing defense the whole time. I'm fresh and ready for the next one."
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Daisuke
Diamond Level Patron
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Location: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Daisuke »

((rolls carried over))
Ronith wrote: Tue Aug 20, 2024 1:35 pmInstead, his eyes alight on the staff. If Ronith concludes that there is any chance the item is some sort of rune weapon of darkness, he immediately turns to Daisuke. ”Can you store that somewhere no-one can touch it? Perhaps Fang Lo will know what to do with it later. We have more urgent matters to discuss.”
"I am uncertain. But am willing to try." Daisuke confirms to Sir Ronith. With an empty space in his Instant Weapon, assuming the staff is not heavier than 120 lbs, Daisuke will try to store the rune weapon into his dimensional space. "I also cannot guarantee that it cannot be summoned from my dimensional storage. Nor how magical supernatural may interact with my form of dimensional warping. We were sent to that Omega dimension thanks to some magic-interaction fluke after all."

And there's nothing to be said about whether the presence of evil may possibly strengthen Kondo and his ability to take hold once more.

Should he successfully absorb the staff, Daisuke will remain at attention as Sir Ronith and the mages of H4H discuss options.
Hemlock wrote: Tue Aug 20, 2024 4:20 pmHer gaze turns to Daisuke. "Release my steed when you are ready," she asks. "His surprise will be a valuable asset."
"Understood." Daisuke confirms to Hemlock and releases Ghost, the possessed Elk, as per request.
Keiko wrote: Fri Aug 23, 2024 4:03 amKeiko thinks for a moment before speaking up, "I'm good to go magic wise. However that was a long fight. So I'm thinking we Ambush War with a time stop. Then have Daisuke set up all those mines we brought. Have them trigger at the same time my spell ends. I can hang around the edge of this area where war is coming from. Leave Famine down in the middle of the open area with the head on the pike to be used as a decoy. He'll likely see it and expect a trap closer to the area of Famine's body. I'll use that hesitation to lock him in time. We'll have about 4 minutes to set up the mines. What do you think?"
"Perhaps it may not be the best idea to rely on man-made weapons of war against a supernatural god-like being named 'War', in its defeat. Who's to say that the explosion may not be instantly turned against us somehow due to his very nature or control over such things?" Daisuke muses aloud in contrast to Keiko's suggestion.
Hemlock wrote: Fri Aug 23, 2024 2:09 pmShe gives an urgent look to Daisuke, "You silenced Famine during the fight. Can you now silence all sound so Famine's head cannot hear our words?"
Daisuke nods at the wisdom of Hemlock's suggestion. And her level of paranoia resulting in tactical acumen clearly impresses him. He applies the Warp Sound: Silence to Famine's head to try to minimize the chances that it overhears their planning.
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Zand
Posts: 19
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Contact:

Re: The Horsemen of Eschaton

Post by Zand »

JIC: 1d20: [2] = 2 , 1d100: [55] = 55
Perception: 29/100% 1d100: [99] = 99 Failure


[*] Fighting Spirit: +2 APM | + 1 on initiative | + 1 to strike with guns | +3 to strike in melee combat | +2 to disarm, parry and dodge | +4 to pull punch | +2 to roll with impact | +4 to save vs Horror Factor/fear | +2 to save vs possession | Critical Strike on a Natural 18-20 | karate kick (1D8 S.D.C.) | jump kick | Paired Weapons | leap attack and judo flip/throw | Duration: 12 Minutes

[*] Superhuman Agility: +5 Auto-Dodge | +5 to dodge | + 1 on initiative | | +1 parry | +5 to roll with impact | sense of balance: 88% | +20% to climb skill | Automatically roll with fall/explosions/impacts | Duration: 12 Minutes

Cosmic Armor | 45 PPE | DB 13 120 | 110 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills
MDC 520/550
Armor MDC: 225/225
Personal MDC: 170/171
PPE: 92/192
Sustain active
Cloud Wrapped in Chain Active-Duration: One minute per level of experience or until canceled.Power: Influence the elemental force of air.
See the Invisible, the same as the spell (see Rifts Ultimate Edition,
page 199).
Float in the Air, same as the spell (see Rifts Ultimate Edition,
page 202).
Wind Rush, same as the spell (see Rifts Ultimate Edition, page
214).
Call Lightning twice per melee round/every 15 seconds; same
as the spell (see Rifts Ultimate Edition, page 209).
Calm Storms, same as the spell (see Rifts Ultimate Edition,
page 223).
See Air Elementals.
Communicate with Air Elementals.


Zand stares in amazement at this teams power and efficiency "I'm afraid I wasn't very effective, but I can do what I did this time again if needed. I'm guessing I'll need to try some new tactics as nothing I did this time was terribly effective. I'm at about half my capacity for activating additional magic tattoos, but if worse comes to worse I can stand by you in combat, even if it is mostly as a distraction. If we start the next fight soon enough, I can continue to use these."

Sensitive to how powerful the beings around him are, Zand makes sure his Light blade and pistol are easily accessible. "Even if I run out of energy these two should allow me to stay in the fight."

Zand stare on uncomfortably at the spectacle of Keiko's grim trophy. He doesn't like it but says nothing. "If this helps her fight like that then it's a small price to pay." Remembering his parents motto "No mercy for demons, they'll have none for you."
Last edited by Zand on Thu Sep 05, 2024 5:53 pm, edited 1 time in total.
Zand's sheet.
Tattoo spell strength 14
Personal MDC 170/171 PPE 167/192
Crystal Guardian Armor MDC: Unenergized: 125/125
Energized: 225/225
Armor abilities energized and not Breathe Without Air, Impervious to Cold, Impervious to Fire, and electricity, lasers and light-based attacks do half damage
Abilities:Immune to transformation.
HF 12 to things that fear Atlanteans
Currently Sustain 10 days left
Other gear of note: Talisman Necklace, Dwarven Katana, Lightblade, Kingdom Come pistol


HTH Type: Expert
Number of Attacks: 7
Initiative Bonus: +2
Strike Bonus melee: +9
Strike bonus ranged: +7
Parry Bonus: +14
Dodge Bonus: +17
HTH Damage Bonus: +18 in SDC dmg.
Bonus to Roll w/Punch: +13
Bonus to Pull a Punch: +5
Bonus to Disarm: +6
Horror Factor (varies): +12
Possession: +4
Crit on nat 18-20
Auto-dodge+9
Sense of balance 88%
Automatically roll with fall/impact/explosions
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Underguard
Dimension Master
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Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: The Horsemen of Eschaton

Post by Underguard »

Conditions wrote:Current Time/Date in Africa: Friday, October 112PA,
Environmental Conditions: Outside temp; 29*C (84*F), cloudless sky with a beating sun down on the area
Ley Line/Nexus Presence: No Ley Line or Nexus within range.
[The absence of Hunger]

The team can breathe a sigh of relief as Keiko and a few others approach the motionless body of Famine. Something everyone notices is that the storm clouds outside of Hemlock's range still seem to be raging. Grant orders his robotic minions to move the survivors further away and have them disembark safely with some continency orders. Daisuke expresses his disbelief that Famine is dead, with Grant agreeing. Ronith orders the team to converge on their location Keiko decides to take no chances and levels her axe in a chopping manner and hefts it to properly behead Famine's corpse. As Keiko's weapon slices through the motionless body, everyone notices it react to the hit before appearing to turn to ash and evaporating in the wind. Grant's warning seem to reign true; either Famine was playing dead or succumbed to the damage without fully dying. Keiko's beheading strike was the final blow and the crew watches as Famine's body, his Staff, and the Netherbeast all vanish from sight. The storm clouds all seem to vanish immediately, revealing a glaring sun staring down at them as the temperature seems to rise quickly. Within minutes, the temperature of the storm is replaced by the blazing temperature of the sun. As the sun begins to beat down on them, and the storm's effects vanish, Gloriosa notices that local wildlife and insects start reappearing in the area.

Keiko looks on, possibly disappointed in that she won't be able to retain a trophy since the monster took his beast and staff with him. Zand watches and marvels at the team's efficiency while considering what he could have done to better aid them. The team remains while they decide what to do next, wait or ambush the incoming Horsemen, War. Ronith connects to the provided radio and attempts to reach out to the Dawn Patrol that respond relatively quickly. "War is still moving Southeast and moving fast; much faster than before. He is not alone; War at least has a mage of some sort, his monster mount and seems to have some support by Power Armored foes. We managed to take out a few of them but at least two remain. We were not able to engage War directly before it headed South. I can't say how long you've got, it's moving faster than anything I've ever seen but we'll be close behind it. I've lost two mercs but we are still trailing it. Granite Knights remain unaccounted for." The Dawn Patrol mercenary answers. Hemlock requests the return of her steed from Daisuke who quickly obliges. Keiko votes for ambushing War with Gloriosa agreeing, expressing discontent that the dragon was regulated to protection detail.

What are your intentions?
GM Note: 10 minutes have passed.
Zand your perception/JiC check was not rolled.


Ronith: -105 MDC from Cosmic Armor
Grant:
Daisuke: -86 MDC from Cosmic Armor
Keiko: -102 MDC from Cosmic Armor.
Hemlock: -19 MDC from Phantom
Gloriosa:
Lilith:
Zand: -30 MDC from Cosmic Armor
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

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Daisuke
Diamond Level Patron
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Location: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Daisuke »

-----------------------------------
Perception: d%: [7] = 7 | 74%
JIC: 1d20: [1] = 1 | d%: [54] = 54 %
Initiative: 1d20+12: [12]+12 = 24
APM: 8
Save vs HF: 1d20+13: [11]+13 = 24
-----------------------------------
Character Sheet

  • MDC: 303/303
  • PPE: 13/13
  • Worn:
    • Casual Clothes
    • CP-40 <slung>. Current e-clip: 12/21 shots.
    • 6 spare e-clips
TFRC-02 FreeRunner Combat Exoskeleton
Image
M.D.C. by Location:
  • Helmet: 45
  • Arms: 40 each
  • Legs: 45 each
  • Main Body: 100

Weight: 25 lbs.
Modifiers: +5% to prowl, +6 to P.S., +4 to P.P., +1 APM, +3 to initiative, +1 to parry and dodge, +3 to disarm, +6 to roll w/impact, -10% to electronic perception
Features:
  • All Features of Triax EBA
  • Molecular Adhesion Pads on hands and feet
  • Impact Absorbing Systems (p.89, MercOps)
  • Triples wearer's speed, fatigue reduced to 20% usual rate
  • Increase leap ability by 50%
  • Infrared & thermal masking

Book Reference: Kraus Imported Arms


Wilk's Jet Pack
Image
M.D.C.: 20
Crew: One
Power System: Electric
Maximum Speed: 120 mph
Maximum Altitude: 1,200'
Maximum Range: 500 miles
Dimensions: 3' long, 30 lbs.
Book Reference: p.267, R:UE


CA-4 Dead Boy EBA
Image
M.D.C. by Location:
  • Helmet: 70
  • Arms: 60 each
  • Legs: 80 each
  • Main Body: 100

Weight: 20 lbs.
Modifiers: -5% to climb, -20% to other physical skills
Features:
  • All standard Dead Boy EBA features (p.100, WB11)

Book Reference: p.100, WB11


NG Bush Pilot Armored Jumpsuit
Image
M.D.C. by Location:
  • Flight Helmet: 35
  • Arms: 9 each
  • Legs: 20 each
  • Main Body: 25

Weight: 6 lbs.
Modifiers: None
Features:
  • Flight helmet includes built-in radio and nightvision goggles

Book Reference: p.77-78, WB33


NE-BA-26 Special Body Armor
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90

Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
Features:
  • All standard NE environmental armor features (p.35-36, DB8)
    Upgrades and Packages
    • HUD Visor Allows 6 different screens to be viewed without impairing vision.
    • Basic Weapons Package
      • Retractable Energy Blade (Right Forearm)
        • Damage: 3D6 M.D.
      • Garrote Strangle Cord (Left Wrist)
        • Damage: 4D6 (+P.S. Damage Bonus)
      • Plasma Flame Thrower
        • Range: 200' (20' AoE)
        • Damage: 5D6 M.D.
        • Payload: 15 Shots per E-Clip
      • Utility Laser Finger
        • Range: 1,000'
        • Damage: 2D6 M.D.
        • Payload: 20 shots. (Standard E-Clip)
    • Robotic Exoskeleton
      • Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
      • Restrained Punch: 6D6, Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
    • Built-In N-F20A Force Field
      • M.D.C.: 75
      • Voice Activated
    • Laser Distancer & Targeting
      • +1 to Strike with Hand Held Ranged Weapons
      • Range 2,000'
    • Optics Enhancements
      • Passive Night Vision: 3,000'
      • Telescopic Vision (up to 20x Magnification): 1 mile
      • Macro-Lens (6x Magnification)
      • Thermo-Imager: 2,000'
      • Light Polarization
    • Mini-Radar/Sonar System
      • Can track up to 12 targets
      • Range: 2 miles
    • Integrated Sensor Pod
      • 360° scanning capability
      • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
    • Advanced Communication Package
      • Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
      • Range: 30 miles
    • IFF & Targeting Computer
      • Computerized recognition and identification system similar to the Wilk's PC-2020 Field Identifier System
      • Can Identify up to 6,000 targets with 92% accuracy
    • Psionic Electromagnetic Dampers
      • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
    • Identification Package
      • Laser, Holographic, Portable Computer, Programmed with thousands of images of known enemy insignia, uniforms, body armor, weapons, robots, and combat vehicles.
      • Includes: Passive Night Vision Goggles, Portable Language Translator, and a Laser Distancer

Book Reference: p.37-39, DB8

Wilk's 1000 Pulse Laser Cannon
Image
  • Range: 3000'
  • Damage: 5D6+3 M.D. per shot or 3D4x10 M.D. per 3-pulse burst
  • Rate of Fire: Single shots or 3-pulse bursts only
  • Payload: 240 shots with a portable generator
  • Weight: 40 lbs.; portable generator weighs 70 lbs.
  • Features: W.P. Heavy M.D. Weapons; Generator recharges at 8 shots per hour; 1 hour to charge when connected to nuclear power supply
  • Modifiers: None
  • Book Reference: p.104, MercOps


CP-40 Pulse Laser Rifle
Image
  • Range: 2000'
  • Damage:
    • Low-power shot: 3D6
    • Low-power burst: 1D6x10
    • Single shot: 2D6 M.D.
    • Burst: 6D6 M.D.
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload:
    • E-Clip: 21 shots
    • LE-Clip: 30 shots
    • E-Canister: adds 60 shots to overall payload
    • Note: 30 low power shots = 1 M.D. shot
  • Weight: 9 lbs.; 4 lbs. for an E-canister
  • Features: Passive nightvision scope (2,000'), laser targeting
  • Modifiers: +1 to strike on an aimed shot
  • Book Reference: p.92, WB11


GAW .50 Six Barrel Machine-Gun
Image
  • Range: 8,000'
  • Damage: 2D6x10, or 2D6x100 burst
  • Rate of Fire: Single shots or 10-round bursts only
  • Payload: 300, 600 or 1,200 round disintegrating belt or belt fed drum
  • Weight: 85 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.121, Merc Ops

Saving Throw Bonuses (if Mimic/revert to base stats)
Eye of Odin grants +1 save vs all (not included below)
Coma/Death: 28% (+4%)
Toxins (15+): +7 (+1)
Magic (varies): +7 (+1)
Magic (Illusions): +10 (+2)
Magic (mind-altering): +15 (+7)
Lethal Poison (14+): +7 (+1)
Non-Lethal Poison (16+): +7 (+1)
Insanity (12+): +16
Psionics (12+): +7
Horror Factor: +13
Disease: +7 (+2)
Drugs (mind-altering): +8 (+6)
Possession: +13 (+6)
Conditions
  • Sustain | BOM 109 | 33 Days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
  • Copy Animal Attribute: Monkey ((
    +10% prowl when climbing, +15% palming, pick pockets, and concealment, +5% acrobatics and/or gymnastics, +1 to PP
    , Swing line,
    +2d4(7) PP, +3d4(8) Spd, +1 APM, +3 auto-dodge, +10% skills requiring dexterity and prowess, prowl, gymnastics, climb, etc.
    ,
    +1 parry, +2 dodge, +6 initiative, +15% perception, Estimate distance of sound 90%, Estimate speed and direction of approach 80%, Recognize voice or sound 70%, Imitate voice 60%
    )) 48.25 min.
  • Cosmic Armor | 45 PPE | DB 13 120 | 98.25 MIN | Silver Body Armor with blue hue. Full EBA. 414/550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

Underguard wrote: Wed Aug 28, 2024 7:48 pmRonith connects to the provided radio and attempts to reach out to the Dawn Patrol that respond relatively quickly. "War is still moving Southeast and moving fast; much faster than before. He is not alone; War at least has a mage of some sort, his monster mount and seems to have some support by Power Armored foes. We managed to take out a few of them but at least two remain. We were not able to engage War directly before it headed South. I can't say how long you've got, it's moving faster than anything I've ever seen but we'll be close behind it. I've lost two mercs but we are still trailing it. Granite Knights remain unaccounted for."
Once Sir Ronith relays the radioed information to the rest of the team, Daisuke will offer to engage War with a silencing fly-by before trying to take one of the power armors off the battlefield by absorbing it into his Swallowing Limbo.

"Since we do not know much about War's powers, I think it is also important that we share with the team our observations during the engagement. I am concerned that given the nature of our profession and the sphere of influence this particular Horseman has dominion over, perhaps our own weapons of war and armor might behave differently than we expect." Daisuke wonders aloud with some concern in his voice.

I am especially concerned about trying to deploy the time-stop mine strategy against War. What if instead of exploding inwards toward War, they explode outward for some strange reason. Or perhaps they fail altogether because the nature of War is unpredictable. We can only hope that the arcane and magical weapons brandished by Sir Ronith and others won't be adversely affected by War's presence. The Arismal is full of speculation. Of the named Horseman, War was the one Daisuke believed would be most difficult to overcome because its nature was so closely aligned with what they as mercenaries do on a daily basis.

===========
Combat:
Action 1: Fly toward War
Action 2: Warp Sound: Silence @HorsemanWar. 35.00 min.
Action 3: Flay toward PAs.
Action 4-5: Swallowing Limbo @Power Armor. Strike: 1d20+7: [13]+7 = 20 . Save vs ME (16+) or be swallowed.
Action 6-7: Swallowing Limbo @Power Armor. Strike: 1d20+7: [20]+7 = 27 . Save vs ME (16+) or be swallowed.
Action 8: Reserved for Contingencies.

Contingencies:
  • If Cosmic Armor runs out, Instant Wardrobe change to NE-BA-26 and turn on FF.
  • If his Swallowing Limbo attempt accidentally absorbs a friendly, immediately eject them back into this dimension/reality.
Auto-Dodges: 1d20+11: [7]+11 = 18 , 1d20+11: [20]+11 = 31 , 1d20+11: [20]+11 = 31 , 1d20+11: [9]+11 = 20 , 1d20+11: [20]+11 = 31 , 1d20+11: [4]+11 = 15 , 1d20+11: [7]+11 = 18 , 1d20+11: [4]+11 = 15 , 1d20+11: [20]+11 = 31

Auto-Parries: 1d20+11: [18]+11 = 29 , 1d20+11: [19]+11 = 30 , 1d20+11: [5]+11 = 16 , 1d20+11: [6]+11 = 17 , 1d20+11: [1]+11 = 12 , 1d20+11: [16]+11 = 27 , 1d20+11: [7]+11 = 18 , 1d20+11: [11]+11 = 22 , 1d20+11: [10]+11 = 21
User avatar
Ronith
Group Leader
Posts: 679
Joined: Mon Oct 15, 2007 7:15 pm
Location: Group Leader: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Ronith »

JIC: 1d20: [20] = 20 , 1d100: [44] = 44
PER: 1d100: [65] = 65 vs. 94%

Land Navigation- 1d100: [62] = 62 vs. 102%
To try and orient himself correctly.
Prowl- 1d100: [38] = 38 vs. 106-10% = 96%
To lie in wait for War.


Conditions:
Cosmic Armor | 45 PPE | DB 13 120 | 98.25 MIN | Silver Body Armor with blue hue. Full EBA. 445/550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills
,
12m15s, +1 APM, +2 PP [+1 s/p/d], +3 initiative, +1 strike, +2 parry/dodge, +15% on physical skills that rely on coordination or balance.
,
+2 APM | + 1 on initiative | + 1 to strike with guns | +3 to strike in melee combat | +2 to disarm, parry and dodge | +4 to pull punch | +2 to roll with impact | +4 to save vs Horror Factor/fear | +2 to save vs possession | Critical Strike on a Natural 18-20 | karate kick (1D8 S.D.C.) | jump kick | Paired Weapons | leap attack and judo flip/throw | Duration: 0.50 Minutes
+5 Auto-Dodge | +5 to dodge | + 1 on initiative | | +1 parry | +5 to roll with impact | sense of balance: 88% | +20% to climb skill | Automatically roll with fall/explosions/impacts | Duration: 0.50 Minutes


Ronith nods with approval as Keiko’s efforts result in the final dissolution of Famine and his accoutrements. That seems fairly definitive. Well; check one off the list. Likely the easiest. Don’t get complacent, old man. At least the survivors are safe. That has to count for something. Ronith turns to the rest of the team as they assemble as ordered. First, a few quick minutes to see how everyone is holding up.
Zand wrote: Wed Aug 28, 2024 4:32 pm"I'm afraid I wasn't very effective, but I can do what I did this time again if needed. I'm guessing I'll need to try some new tactics as nothing I did this time was terribly effective. I'm at about half my capacity for activating additional magic tattoos, but if worse comes to worse I can stand by you in combat, even if it is mostly as a distraction. If we start the next fight soon enough, I can continue to use these."
Ronith offers a smile that he hopes is comforting. ”Not exactly the easiest first mission either, I wager. I remember mine was little more than convoy duty. Don’t worry- if you can still fight against opponents, then you’re doing fine.” My how things change.
Daisuke wrote: Fri Aug 30, 2024 12:24 pm"Since we do not know much about War's powers, I think it is also important that we share with the team our observations during the engagement. I am concerned that given the nature of our profession and the sphere of influence this particular Horseman has dominion over, perhaps our own weapons of war and armor might behave differently than we expect."
Ronith nods. ”Agreed. Somehow I doubt that, whatever War is capable of, the effective counter won’t be quite as easy as a sustain enchantment this time. To that end, for our initial engagement we’ll be relying upon one of the few tools of our trade that is not exclusively the domain of War.” Ronith focuses his attention on Grant, Hemlock, and Keiko. ”Specifically, our magic-users. I want the three of you to engage War, but only to delay him or keep him contained. While you do so, the rest of us will take out War’s allies. I shall engage the powered armor- Zand and Daisuke, you will assist me in removing them from the field. Daisuke if your limbo can hold one of them, so much the better. Gloriosa, engage the mage with War- likely the Pharoah’s emissary. Slay him if you can, or keep him busy long enough and I shall aide you. When the horseman stands alone, then we shall strike him as a team. The Dawn Patrol has said only that he is moving fast- we don’t have much time. Prepare the ground for an ambush as best you can. I shall lay in wait and lead the charge as usual.” Ronith then radios the scouts. ”Acknowledged, Dawn Patrol. Maintain current approach- let the target think that we’ve fled the area rather than face him. Wait for us to engage then provide fire support, but engage with caution. I want as few additional casualties as we can help. Heroes out.”

Ronith will try to move himself so that he’s a bit northwest of the others- well out of any areas of effect the magic users will try to lob War’s way, ideally within a shadow with which he can meld but also close enough to the expected approach that Ronith can charge to melee quickly after revealing himself. If he finds a suitable shadow, Ronith will use his cloak to shadow meld with it. Either way, he will draw his swords and try to lie in wait for his opponents.
I am better than you. You just don't know it.
Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent)
| BOM 109 | 10 days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +6/8 to auto-dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
ISP- 89/91; PPE- 57/57; MDC- 88/88 (self), 93/93 (cyber-armor)
Frostfang Heals: 0/4. Talismans: AoI (3/3); Invulnerability (3/3); Cleanse (3/3)
User avatar
Grant Latham
Diamond Level Patron
Posts: 614
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
Contact:

Re: The Horsemen of Eschaton

Post by Grant Latham »

New Perception: 81% vs 1d100: [25] = 25
JIC: 1d20: [7] = 7 , 1d100: [80] = 80
Constant Abilities
Character Sheet
  • See the Invisible, including spirits and Astral Beings
  • Sense Ley Line: 94%
  • Sense Ley Line Nexus 104%
  • Sense a Rift: Automatic | 160m1d100i
  • Sense Magic in Use: 1100'
  • Half Damage from magical cold, heat, and fire
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 15
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 101/101
  • I.S.P.: 98/98
  • P.P.E.: 710/710
  • Lord Magus Armor • Main Body: 50/50 Head: 45/45 Arms: 15/15 Legs:30/30
45 PPE | DB 13 120 | 98.25 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

| 10 PPE| BOM 109 | 11 Days | Provides Air, Food, Water, only

120 PPE | BOM 140 | 22 Days | 578 PPE

3 PPE | MA 9 | 10.25 min | Able to read a license plate from up to 2 miles away)

5 PPE | MA 9 | 43.25 min | Thermographic like vision out to 1500' (distance tripled by the Farsensing spell)

2 PPE | BOM 92 | 10.75 min | 90' radius

4 PPE | BOM 92 | 10.75 min | 120' radius



Lore Magic: Identify Magic Items 104% vs 1d100: [18] = 18 | Success | Examine equipment on Necromancer's body
Appraise Goods: 83% vs 1d100: [28] = 28 | Success | Examine equipment on Necromancer's body



Grant floats down to join the others when the SkyBunker returns after having offloaded the survivors so the TW radio is available for Sir Ronith to contact the other teams.

The mage responds to Sir Ronith's first question. "I should be able to renew everyone's Cosmic Armor if necessary, I expect we have about 90 minutes before they'd need to be recast."

Grant is happy to have missed the grizzly work on Famine, and just as glad that the being and his mount have both returned to whatever home dimension they spawned from. "We should check the body of the necromancer, Famine's guide. If he has some sort of communicator to talk to the other guides like we have with our teams, we may be able to gather valuable intelligence." He lifts off the ground, and pokes gingerly at the body, hitting it with a cleanse spell to take away the blood and gore. He examines any items he finds with his magical senses and his activated ability to detect evil before handling them.

Grant shares what he find on the body and listens to Sir Ronith's plan. I don't doubt with his cyber-knight abilities that the pilots in the power armor won't be able to touch him, but after how many shots will they decide to change targets.

He says to the team, With the Cosmic Armor active, we most likely have better air maneuverability, but with multiple targets it won't take long for the pilots to determine that it is better to not engage you, having already fought the Dawn Patrol, they probably are already able to recognize when a cyberknight is on the field. Hopefully there are only two left as they suspect. We will need to be ready to change tactics. I would think a being with a name like War, will know when a strategy isn't working."
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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Gloriosa
Posts: 37
Joined: Tue Apr 18, 2023 3:52 pm

Re: The Horsemen of Eschaton

Post by Gloriosa »

Perception: 1d100: [63] = 63 /29%
JIC: 1d20: [20] = 20 / 1d100: [7] = 7

"Oh look! It's the aminals." Gloriosa points to the returning wildlife and insects in the area. "Once jerkface was gone they knew it was safe to come back!" He spends a little while observing their numbers and types out of genuine interest of what lives out here.

Head back in the game, Gloriosa decides Ronith's gameplan is solid and the dragon nods his approval. "Take out the mage, beat up War, be home in time for spiced potatoes." Gloriosa turns to Hemlock, and says "We do have spiced potatoes at home, right?"

Waiting for the War caravan to arrive, Gloriosa takes to the sky to see if he can spot the incoming evildoer.
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Keiko
Posts: 188
Joined: Fri Feb 07, 2020 3:44 pm

Re: The Horsemen of Eschaton

Post by Keiko »

Perception: 1d100: [75] = 75 /55%
JIC: 1d20: [10] = 10 ; 1d100: [80] = 80
Active Effects
  • Dimensional Attenuation: 150 Miles
  • Sense Rifts: 110 Miles
  • Excellent hearing and smell
  • Sixth Sense
  • Sustain
  • Cosmic Armor | 45 PPE | DB 13 120 | 110 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills
  • Fighting Spirit: +2 APM | + 1 on initiative | + 1 to strike with guns | +3 to strike in melee combat | +2 to disarm, parry and dodge | +4 to pull punch | +2 to roll with impact | +4 to save vs Horror Factor/fear | +2 to save vs possession | Critical Strike on a Natural 18-20 | karate kick (1D8 S.D.C.) | jump kick | Paired Weapons | leap attack and judo flip/throw | Duration: 12 Minutes
  • Superhuman Agility: +5 Auto-Dodge | + 1 on initiative | | +1 parry | +5 to roll with impact | sense of balance: 88% | +20% to climb skill | Automatically roll with fall/explosions/impacts | Duration: 12 Minutes
  • Energy Sphere: 208/400 PPE
  • Personal PPE: 644/644 PPE
Keiko straightens up as Famine disappears. She gives a wink to Ronith and Hemlock. She listens to them make their plan and Ronith issues his directions. Keiko smirks at him, "Too easy. I'll lock him and his mount in time to prevent any influence on the field and then assist with the others. She gives a toothy grin, "Once he no longer has supporters we can all deal with him together. That should keep the odds in our favor." Keiko looks at Daisuke. "Even if I don't agree with your assessment of his potential capabilities, I will agree that it is best to keep him from reinforcing his allies. I do have a few spells I'd like to provide everyone prior to the festivities." Keiko smiles. What the hell would make him think that War could absorb weapons fire or some such. Must be something to do with why his dimensional magic is so different from mine that I can't even call it magic.

When combat is near Keiko will provide everyone with the following spells:
-Fighting Spirit
-Superhuman Agility
--Total PPE Cost for all 8 members of H4H is 280 PPE. (Keiko will use all the Energy Sphere and then dip into her personal PPE reserves)

Code: Select all

[*]Fighting Spirit: +2 APM | + 1 on initiative | + 1 to strike with guns | +3 to strike in melee combat | +2 to disarm, parry and dodge | +4 to pull punch | +2 to roll with impact | +4 to save vs Horror Factor/fear | +2 to save vs possession | Critical Strike on a Natural 18-20 | karate kick (1D8 S.D.C.) | jump kick | Paired Weapons | leap attack and judo flip/throw | Duration: 12 Minutes

[*] Superhuman Agility: +5 Auto-Dodge | + 1 on initiative | | +1 parry | +5 to roll with impact | sense of balance: 88% | +20% to climb skill | Automatically roll with fall/explosions/impacts | Duration: 12 Minutes

Keiko will also prepare for combat. If there is a sufficient shadow she will cast Shadow Meld and hide in the shadow to await War. Keiko will attempt to position herself in his likely path into the area. She plans to use her Instant Replay ability to prevent anyone from detecting her casting of Time Stop on War.

Prowl: 1d100: [71] = 71 /100%

Current Active Spells:
  • Sustain
  • Cosmic Armor: 448/550 MDC
  • Personal PPE: 572/644 PPE
  • ISP: 59/71
Keiko

Do not PM this Account. Please direct all PMs to Sum of All Fears
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Zand
Posts: 19
Joined: Mon Feb 12, 2024 1:42 am
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Re: The Horsemen of Eschaton

Post by Zand »

JIC: 1d20: [11] = 11 , 1d100: [86] = 86
Perception: 29/100% 1d100: [10] = 10 Success


[*] Fighting Spirit: +2 APM | + 1 on initiative | + 1 to strike with guns | +3 to strike in melee combat | +2 to disarm, parry and dodge | +4 to pull punch | +2 to roll with impact | +4 to save vs Horror Factor/fear | +2 to save vs possession | Critical Strike on a Natural 18-20 | karate kick (1D8 S.D.C.) | jump kick | Paired Weapons | leap attack and judo flip/throw | Duration: 2/12 Minutes unless Keiko is able to recast than 12/12 minutes

[*] Superhuman Agility: +5 Auto-Dodge | +5 to dodge | + 1 on initiative | | +1 parry | +5 to roll with impact | sense of balance: 88% | +20% to climb skill | Automatically roll with fall/explosions/impacts | Duration: 2/12 Minutes unless Keiko is able to recast than 12/12 minutes

Cosmic Armor | 45 PPE | DB 13 120 | 90/110 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills
MDC 520/550
Armor MDC: 225/225
Personal MDC: 170/171
PPE: 92/192
Sustain active

Assuming Keiko is able to cast her spells ahead of time


"I could get used to working with people like this, kind even to those much weaker than themselves."

Zand happily nods "This cosmic armor should allow me to close into melee with the power armor. I've never met one that could compare with magical weapons in hand to hand.

Zand will quickly assess the area and try to find a good stake out vantage point to unobtrusively watch for War and his entourage.
Surveillance 1d100: [85] = 85 /65% Failure

If he's able to spot the entourage and get a good look he'll try and see if he can spot any rank or identifying insignia on their equipment (power armor etc.)
Military Etiquette 1d100: [66] = 66 /70% Success

If he spots someone who look like an officer, he'll call that out to the team with a "It might disrupt them to take out their non demonic leadership."
Zand's sheet.
Tattoo spell strength 14
Personal MDC 170/171 PPE 167/192
Crystal Guardian Armor MDC: Unenergized: 125/125
Energized: 225/225
Armor abilities energized and not Breathe Without Air, Impervious to Cold, Impervious to Fire, and electricity, lasers and light-based attacks do half damage
Abilities:Immune to transformation.
HF 12 to things that fear Atlanteans
Currently Sustain 10 days left
Other gear of note: Talisman Necklace, Dwarven Katana, Lightblade, Kingdom Come pistol


HTH Type: Expert
Number of Attacks: 7
Initiative Bonus: +2
Strike Bonus melee: +9
Strike bonus ranged: +7
Parry Bonus: +14
Dodge Bonus: +17
HTH Damage Bonus: +18 in SDC dmg.
Bonus to Roll w/Punch: +13
Bonus to Pull a Punch: +5
Bonus to Disarm: +6
Horror Factor (varies): +12
Possession: +4
Crit on nat 18-20
Auto-dodge+9
Sense of balance 88%
Automatically roll with fall/impact/explosions
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Daisuke
Diamond Level Patron
Posts: 188
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Daisuke »

((rolls carried over))
Ronith wrote: Sun Sep 01, 2024 6:26 am"Zand and Daisuke, you will assist me in removing them from the field. Daisuke if your limbo can hold one of them, so much the better."
"Understood." Daisuke confirms, glad that Sir Ronith's plan roughly lines up with his own.
Grant Latham wrote: Sun Sep 01, 2024 9:05 amThe mage responds to Sir Ronith's first question. "I should be able to renew everyone's Cosmic Armor if necessary, I expect we have about 90 minutes before they'd need to be recast."
The Arismal nods in confirmation at the wisdom of Grant's renewal of their magical armor.

It would be highly inconvenient if we lost the protection in the middle of the fight because its duration had faded and we failed to plan ahead.

But if War is expected to arrive significantly sooner than 1.5 hrs, then Daisuke will politely decline the renewal, expecting the magical energy to be better spent elsewhere.
Grant Latham wrote: Sun Sep 01, 2024 9:05 amHe says to the team, With the Cosmic Armor active, we most likely have better air maneuverability, but with multiple targets it won't take long for the pilots to determine that it is better to not engage you, having already fought the Dawn Patrol, they probably are already able to recognize when a cyberknight is on the field. Hopefully there are only two left as they suspect. We will need to be ready to change tactics. I would think a being with a name like War, will know when a strategy isn't working."
"And in the case that they spend all their efforts in disengaging from Sir Ronith, Zand and I will move to intercept. We do have quite a bit of maneuverability with the Cosmic Armor. But there is certainly a possibility that the power armor we face might have even greater speed capabilities. So I wholeheartedly agree that we should be malleable in our tactics." Daisuke gives Grant another respectful nod at the Lord Magus' wisdom.
Keiko wrote: Wed Sep 04, 2024 3:25 pmKeiko looks at Daisuke. "Even if I don't agree with your assessment of his potential capabilities, I will agree that it is best to keep him from reinforcing his allies. I do have a few spells I'd like to provide everyone prior to the festivities." Keiko smiles.
"My thanks. Experience has shown that magical augmentation appears to be almost universally beneficial. And in this particular case, we can use whatever edges we can find. And if we can time it correctly, as you suggest, all the better. You have more important things to do once the combat begins." Daisuke says in gratitude and agreement.
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Hemlock
Posts: 122
Joined: Fri Feb 24, 2023 11:28 am

Re: The Horsemen of Eschaton

Post by Hemlock »

JIC: 1d20: [14] = 14 , 1d100: [72] = 72
Perception: 78% / 1d100: [65] = 65 (SUCCESS)

  • P.P.E.: 815/815
  • I.S.P.: 173/268 remaining
  • M.D.C.: 725/725

Energy Sphere: 1282/1500 P.P.E. remaining for 30 days
Cloudjumper P.P.E.: 565/880 remaining, I.S.P.: 182/196 remaining
Firefox P.P.E.: 563/685 remaining, I.S.P.: 227/237 remaining
Phantom P.P.E.: 70/100 PPE remaining
Talisman of P.P.E. Battery: 0/300 remaining



Cloudjumper
  • See the Invisible
  • Super Telekinesis

  • Phantom
    Duration: 1 hour 50 minutes
    M.D.C.: 61; impervious to cold, electricity, poison, disease and fear.
    Attributes: Invisible (its natural state), eight feet (2.4 m) tall, P.S. 22, P.P. 19, I.Q. 10, and flying speed is 45 mph (72 km).
    Combat: Four physical attacks per melee round or two by magic, and inflicts 2D6 M.D. from punch or 4D6 M.D. from a power punch (counts as two attacks). +2 on initiative, +4 to strike and parry, +7 to dodge, and can see the invisible.
    Magic: Can cast all level 1-4 Air Elemental magic and has 100 P.P.E.
Firefox
  • None
See the invisible
Heightened Presence Sense: constant 100ft range
Sustain: 15 days
Cosmic Armor | 45 PPE | DB 13 120 | 100 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

Fortify Against Disease (-15 P.P.E.) * +4 save vs disease, +1 vs poison; duration 29 hours 50 minutes
Impervious to Fire (-5 P.P.E.) ; duration 65 minutes
Impervious to Poison (-5 P.P.E.) ; duration 65 minutes

Psi-Blade
  • Duration: 65 minutes.
  • Psi-Sword damage: 14D6 M.D.
  • I.S.P.: 30
Enhance Reflexes
  • Range: Self.
  • Duration: 20 minutes.
  • I.S.P.: 10
  • +1 attack per melee, +3 on initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all Physical skills that rely on coordination or balance.
Enhanced Perception
  • Range: Self.
  • Duration: 1 hour, 5 minutes.
  • I.S.P.: 10
  • +15% to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).
Mind's Eye
  • Range: Self.
  • Duration: 20 minutes.
  • I.S.P.: 8
  • Radar-like vision at a range of 850ft. Even things concealed through magic (except Invisibility: Superior) can be seen. No penalties when blinded or in complete darkness. The psychic can sense everything in all directions at an accuracy of 103%. Grants: +3 on initiative, +1 to strike, +2 to parry and dodge, and cannot be snuck upon or surprised. Heavy rain or smoke greatly hinders this power, negating the bonuses and giving a -30% to interpreting ability.
Resist Damage
  • Range: Self.
  • Duration: 1 hour, 5 minutes.
  • I.S.P.: 25
  • Half damage from kinetic damage. Even damage that goes directly to Hit Points is halved. Furthermore, the biofeedback field absorbs the first 5 M.D.C. or Hit Points of damage from each attack.
Resist Energy
  • Range: Self.
  • Duration: 1 hour, 5 minutes.
  • I.S.P.: 8
  • Half damage from energy attacks. This can include lasers, plasma, particle beams, psionic energy, and magic energy.
Resist Fatigue
  • Range: Self.
  • Duration: 5 hours, 50 minutes.
  • I.S.P.: 4
95 ISP total cost.
Total buffs; +1 APM, +6 on initiative, +3 to strike, +6 to parry and dodge, +2 P.P., +15% to Perception


Grant Latham wrote: Sun Sep 01, 2024 9:05 amHe says to the team, With the Cosmic Armor active, we most likely have better air maneuverability, but with multiple targets it won't take long for the pilots to determine that it is better to not engage you, having already fought the Dawn Patrol, they probably are already able to recognize when a cyberknight is on the field. Hopefully there are only two left as they suspect. We will need to be ready to change tactics. I would think a being with a name like War, will know when a strategy isn't working."
Daisuke wrote: Fri Sep 06, 2024 11:10 am "And in the case that they spend all their efforts in disengaging from Sir Ronith, Zand and I will move to intercept. We do have quite a bit of maneuverability with the Cosmic Armor. But there is certainly a possibility that the power armor we face might have even greater speed capabilities. So I wholeheartedly agree that we should be malleable in our tactics." Daisuke gives Grant another respectful nod at the Lord Magus' wisdom.
As the minutes ticks by, her mind turns over the problem of anticipating the Horseman's tactics.

She looks about for cover, and wonders how much of it might be had in this landscape. "Though I hope Keiko's plan is fruitful we need a plan to fight this one without magic, just in case."


"I like Keiko's plan but in this terrain they might strike from a long distance. If I were him," she muses, "if I were some sort of War general. I would send scouts first to tell me what to expect. High invisible ones we cannot see from down here. Then strike from afar if I had the means, or close quickly and lead with an anti-magic cloud, catching this group all grouped together like this." The godling mounts her Stone Elk steed, and looks carefully at the lands about them. Of interest are the considerable forest to the west. "Think what you'd do if the magic suddenly stops, or hell rains from above. We've precious little cover, but I may be able to address that."

She asks Grant, "Can our allies pursuing War give us any idea how soon he will arrive?"

If it seems feasible with spell durations, Hemlock gets to work. She casts a protective spell over the team. A shimmering aura envelops them. "Impervious to Energy," she explains. "Just in case War likes intense laser fire. I imagine generals enjoy flaming death or some sort."

Code: Select all

[*]Impervious to Energy: Impervious to all forms of energy including fire, heat, electricity, lasers and so on. Energy attacks do no
damage whatsoever. | Duration: 30 Minutes
OOC Comments
Impervious to Energy: P.P.E. drain 20 per casting taken from her Energy Sphere.
We need many lines of deception.

"War is all about deception is it not? Mr Fox taught me a lot interesting spells to make many layers of deceit. Why not try that?"

She focuses her considerable will, and her eyes flare with green fey energies. She taps into her Energy Sphere for additional power and works her magic. "What we need is.... cover and a trap. A trap within a trap. Layers that distracts from Keiko's intentions. Perhaps to draw them in closer until it is too late. Perhaps some of our tricks will be fruitful."

The air crackles as a colossal wall of shadow materialises before them. It is a roiling void of dark energy, a monstrous anomaly that seems to defy the very laws of physics. The wall stretches some 450 feet, is 150 feet high, and is some 45 feet thick. From this angle the barrier blots out the sun. "Whatever you do, do not cross this wall of shadow, fly over it if you must. It will slow all who cross it. It also makes saps life energy and dulls the effectiveness of weapons firing through it. No sensors can peer through the Shadow Wall, so any shooting done through it is done blind. I truly do not know if it will affect War, but it may at least affect his minions. Lure or throw them into it if you wish."

Shadow Wall. -400 P.P.E. Duration 75 minutes. 450 feet long, 150 feet high, and some 45 feet thick. Various effects.

"Now a second layer of deceit, to disguise it."

With an eye on the nearby woods as inspiration, she conjures up some convincing illusionary terrain bout the party. A forest of similar appearance to the woods nearby materialises about them, with tall trees and busy insects and rustling leaves. It is clear this illusion is the product of a mind that has spent many lifetimes within forests. There is wetness on the leaves and wind damage amid the branches, both of which reflect the reality of the storms that heralded Famine's recent appearance. The Shadow Wall is now concealed as a row of massive trees, shrouded in mist, the size and grandeur of which makes elves weep. A group of beautiful orange illusionary butterflies fly by and brush past Ronith's face. "You'd like my woods in Asgard," she says with a giggle. This
Caster level 15
forest extends and joins with the real one if at all possible, providing the party with cover.

She warns the group, "Do not walk between this row of especially large trees, nor the mist between them. That is the Shadow Wall, now disguised." She smiles, "Let them think we are hiding behind mere mist, and let them charge between these trees. They will not like it."

Illusionary Forest. -90 P.P.E. -4 to save vs Hemlock's spell strength. An African forest that joins with the real one nearby.

She godling explains her thinking, "Seeing through the invisible is easy. Illusions are harder. Focus and you may be able to see through this illusionary wood about us, but perhaps our enemies also cannot as they will not suspect it. If the trees seem too real to you, just fly up a little and peek over the branches." She smirks.

"One other deception," she adds. She works a Metamorphosis: Human spell, and transforms herself into a disguise. A moment later she looks like the Necromancer that served Famine.

Metamorphosis: Human -40 P.P.E., Duration 5 hours.
Disguise 123%: 1d100: [24] = 24 (SUCCESS)

Alter Aura -2 I.S.P., Alter Aura to appear weak and mentally agitated. Weaker than she truly is, and thoroughly evil. Her P.P.E. likewise appears half that what she actually possesses. It is as Necromancery as she can manage under the circumstances.

Hemlock, now looking like the vile Necromancer she slew earlier stares at them with the most evil and baleful look she can muster. "Let them think an ally survived the battle with Famine. Let them hesitate to attack, thinking I might have useful information. Let me get closer enough to work some nastier magic."

I do need to get into character... With that in mind she practices an exceptionally wicked laugh.

Performance 68%: 1d100: [66] = 66 (SUCCESS)

As a final aside, she ensures the severed head and body of the real Necromancer are nowhere to be found. We can't have you spoiling the fun now can we? The Elemental Elk 'Ghost' will dig a shallow grave and kick it in, with its powers of Earth this ought to be a trivial task.
The Road goes ever on and on
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
User avatar
Underguard
Dimension Master
Posts: 1227
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Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: The Horsemen of Eschaton

Post by Underguard »

Conditions wrote:Current Time/Date in Africa: Friday, October 112PA,
Environmental Conditions: Outside temp; 29*C (84*F), cloudless sky with a beating sun down on the area
Ley Line/Nexus Presence: No Ley Line or Nexus within range.
[Something smells]

Grant Inspects the Necromancer

The Heroes begin discussing their strategy for dealing with the incoming Horsemen from the West. Daisuke voices his thoughts on what to expect with Ronith agreeing. Rontith sends a message to Dawn Pratrol and receives an acknowledgement. "He's moving faster than we are, but we'll do our best." They reply as Ronith then looks for ways to ambush War. Keiko proposes the encounter and much to her disdain, the sun and relatively lack of cover leaves little shadows for her to meld with. Gloriosa points out the return of the animals before taking to the air to see what can seen from above, alas, Gloriosa can't identify anything nearby yet. After voicing his opinions, Zand looks for vantage points where he might be able to ambush the Horsemen's entourage and does find a few rock formations no taller than ten feet in various directions. Hemlock adds her own thoughts to the expected tactics of War while preparing some additional layers of protection for the team. Though still, the incoming Horsemen nor it's allies are not on the horizon yet.

Grant takes a moment to investigate the fallen Necromancer's body and discovers several interesting things. The Necromancer, at close inspection, appears to be a decaying human-esqe corpse with maggots and bugs eating away at the dead flesh. The Cleanse spell seems to remove the excess blood and gore and makes it easier to inspect the body. On the body, Grant finds a staff that radiates a potent and dark magical energy he's not seen before. There are also two rings on, one on either hand, that radiate some neutral magical energy; one of them feels like a form of protection but both are unique.

The provided TW radio chirps again as the team is discussing tactics and readying themselves. "War just broke the sound barrier and we can no longer keep up with him. Bunker down, he's heading your way!" The Dawn Patrol says on the radio. The sound of the barrier being broken is still too far for the Heroes to hear, but judging by the distance it's already traveled, they have at least half an hour before it arrives... as long as it doesn't get faster. Zand investigates a few of the rock formations while Ronith moves off to be ready to intercept the incoming Horsemen.

At the realization of the distance, Hemlock readies a new plan to try to deceive the incoming horsemen, relying on her heightened ability and extended durations. First, a wall of shadows erupts between the Heroes and the Northwest that is then hidden with an illusionary terrain. The effects of both spells almost make it appear like a dark forest. Then, Hemlock does the unthinkable and assumes the façade of the decayed Necromancer and then practices getting into character with a beautifully performed and chilling laugh all while her Elk, Ghost, begins to bury the Necromancer in the ground. [Grant does have time to attempt to remove the three items.]

It's at this point the Skybunker can be seen making it's return trip with Butch coming over the Heroes radio. "Survivors safely transported several miles south and taking shelter. Request orders."

What are your intentions?
GM Note: Another 10 minutes have passed
No new magical protection/combat effects have been cast yet and no one's sixth sense is going off.


Ronith: -105 MDC from Cosmic Armor
Grant:
Daisuke: -86 MDC from Cosmic Armor
Keiko: -102 MDC from Cosmic Armor.
Hemlock: -19 MDC from Phantom
Gloriosa:
Lilith:
Zand: -30 MDC from Cosmic Armor
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

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Grant Latham
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Re: The Horsemen of Eschaton

Post by Grant Latham »

New Perception: 81% vs 1d100: [27] = 27
JIC: 1d20: [9] = 9 , 1d100: [71] = 71
Constant Abilities
Character Sheet
  • See the Invisible, including spirits and Astral Beings
  • Sense Ley Line: 94%
  • Sense Ley Line Nexus 104%
  • Sense a Rift: Automatic | 160m1d100i
  • Sense Magic in Use: 1100'
  • Half Damage from magical cold, heat, and fire
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 15
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 101/101
  • I.S.P.: 98/98
  • P.P.E.: 710/710
  • Lord Magus Armor • Main Body: 50/50 Head: 45/45 Arms: 15/15 Legs:30/30
45 PPE | DB 13 120 | 98.25 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

| 10 PPE| BOM 109 | 11 Days | Provides Air, Food, Water, only

120 PPE | BOM 140 | 22 Days | 578 PPE

3 PPE | MA 9 | 10.25 min | Able to read a license plate from up to 2 miles away)

5 PPE | MA 9 | 43.25 min | Thermographic like vision out to 1500' (distance tripled by the Farsensing spell)

2 PPE | BOM 92 | 10.75 min | 90' radius

4 PPE | BOM 92 | 10.75 min | 120' radius



Lore Magic: Identify Magic Items 104% vs 1d100: [61] = 61 | Success | Examine ring 1
Lore Magic: Identify Magic Items 104% vs 1d100: [39] = 39 | Success | Examine ring 2
Lore Magic: Identify Magic Items 104% vs 1d100: [73] = 73 | Success | Examine ring staff

"Yuck and ick." Grant eloquently states as he looks at the decaying body. He looks over at Hemlock as she casts her transformational magic, "Are you sure you want to look...you know, you are going to have to forgo any protective magics outside of Armor of Ithan and perhaps Invulnerability so they can see what you've become. You look...absolutely disgusting, perfect." He puts up a hand touching index finger to thumb to give an OK sign.

Grant casts a bit of magic of his own, Telekinesis, (8 PPE | BOM 98 | 120' | 11 min | Dodge | Max Weight: 60lbs, +3 Strike, +4 Parry. Object must be visible, double weight on ley line, triple on nexus). That staff looks like a wicked piece of work, let me just move that out of the way. He uses his telekinetic power to toss the staff about 15' away from the body. Then picks up each hand to look at the rings on them. What have we here? He telekinetic pulls the rings off the fingers, holding them up in the air inspecting them for anything that might give him a clue as to what they do. He moves away from the body as its impromptu burial begins. He drops the rings in his pocket and carries the staff telekinetically, looking over the staff while moving to the SkyBunker. Once inside he secures the staff in a locker. Messing with these things now would be a mistake, I doubt that they are outright cursed, but the distraction could be mistake if War will probably be here in the next few minutes.

He radios commands to Butch and Sundance as he steps back out of the SkyBunker, "Butch, Sundance, stay low and find some natural cover to hide the SkyBunker so you are not detect on radar."

When it seems like the engagement should be imminent (next twenty or so minutes), Grant renews the following spells (Farsense, Infrared Vision, Sense Evil, Sense Magic). He calls Daisuke and Zand over to him. "Since you two are backing up Sir Ronith, I will cast some magic upon you both that will help you allude their scanners. It won't make you invisible to the naked eye, but the power armor's sensors should not be able to locate you."

For Zand and Daisuke:

Code: Select all

[*]Invisibility to Sensors | 20 PPE | MA 15 | 22 min | Organics using tech can save vs magic to see using natural vision. (must be direct like through googles, not images relayed to a screen)
Grant then waits invisibly (invisibility: simple) on the ground, a few hundred yards away from Keiko and Hemlock so that any large area effect is like not hit all three of them at once. When targets come into view, Grant activates a talisman containing Invisibility to Sensors and launches himself into the air.
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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Re: The Horsemen of Eschaton

Post by Daisuke »

-----------------------------------
Perception: d%: [20] = 20 | 74%
JIC: 1d20: [14] = 14 | d%: [9] = 9 %
Initiative: 1d20+12: [16]+12 = 28
APM: 8
Save vs HF: 1d20+13: [16]+13 = 29
-----------------------------------
Character Sheet

  • MDC: 303/303
  • PPE: 13/13
  • Worn:
    • Casual Clothes
    • CP-40 <slung>. Current e-clip: 12/21 shots.
    • 6 spare e-clips
TFRC-02 FreeRunner Combat Exoskeleton
Image
M.D.C. by Location:
  • Helmet: 45
  • Arms: 40 each
  • Legs: 45 each
  • Main Body: 100

Weight: 25 lbs.
Modifiers: +5% to prowl, +6 to P.S., +4 to P.P., +1 APM, +3 to initiative, +1 to parry and dodge, +3 to disarm, +6 to roll w/impact, -10% to electronic perception
Features:
  • All Features of Triax EBA
  • Molecular Adhesion Pads on hands and feet
  • Impact Absorbing Systems (p.89, MercOps)
  • Triples wearer's speed, fatigue reduced to 20% usual rate
  • Increase leap ability by 50%
  • Infrared & thermal masking

Book Reference: Kraus Imported Arms


Wilk's Jet Pack
Image
M.D.C.: 20
Crew: One
Power System: Electric
Maximum Speed: 120 mph
Maximum Altitude: 1,200'
Maximum Range: 500 miles
Dimensions: 3' long, 30 lbs.
Book Reference: p.267, R:UE


CA-4 Dead Boy EBA
Image
M.D.C. by Location:
  • Helmet: 70
  • Arms: 60 each
  • Legs: 80 each
  • Main Body: 100

Weight: 20 lbs.
Modifiers: -5% to climb, -20% to other physical skills
Features:
  • All standard Dead Boy EBA features (p.100, WB11)

Book Reference: p.100, WB11


NG Bush Pilot Armored Jumpsuit
Image
M.D.C. by Location:
  • Flight Helmet: 35
  • Arms: 9 each
  • Legs: 20 each
  • Main Body: 25

Weight: 6 lbs.
Modifiers: None
Features:
  • Flight helmet includes built-in radio and nightvision goggles

Book Reference: p.77-78, WB33


NE-BA-26 Special Body Armor
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90

Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
Features:
  • All standard NE environmental armor features (p.35-36, DB8)
    Upgrades and Packages
    • HUD Visor Allows 6 different screens to be viewed without impairing vision.
    • Basic Weapons Package
      • Retractable Energy Blade (Right Forearm)
        • Damage: 3D6 M.D.
      • Garrote Strangle Cord (Left Wrist)
        • Damage: 4D6 (+P.S. Damage Bonus)
      • Plasma Flame Thrower
        • Range: 200' (20' AoE)
        • Damage: 5D6 M.D.
        • Payload: 15 Shots per E-Clip
      • Utility Laser Finger
        • Range: 1,000'
        • Damage: 2D6 M.D.
        • Payload: 20 shots. (Standard E-Clip)
    • Robotic Exoskeleton
      • Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
      • Restrained Punch: 6D6, Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
    • Built-In N-F20A Force Field
      • M.D.C.: 75
      • Voice Activated
    • Laser Distancer & Targeting
      • +1 to Strike with Hand Held Ranged Weapons
      • Range 2,000'
    • Optics Enhancements
      • Passive Night Vision: 3,000'
      • Telescopic Vision (up to 20x Magnification): 1 mile
      • Macro-Lens (6x Magnification)
      • Thermo-Imager: 2,000'
      • Light Polarization
    • Mini-Radar/Sonar System
      • Can track up to 12 targets
      • Range: 2 miles
    • Integrated Sensor Pod
      • 360° scanning capability
      • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
    • Advanced Communication Package
      • Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
      • Range: 30 miles
    • IFF & Targeting Computer
      • Computerized recognition and identification system similar to the Wilk's PC-2020 Field Identifier System
      • Can Identify up to 6,000 targets with 92% accuracy
    • Psionic Electromagnetic Dampers
      • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
    • Identification Package
      • Laser, Holographic, Portable Computer, Programmed with thousands of images of known enemy insignia, uniforms, body armor, weapons, robots, and combat vehicles.
      • Includes: Passive Night Vision Goggles, Portable Language Translator, and a Laser Distancer

Book Reference: p.37-39, DB8

Wilk's 1000 Pulse Laser Cannon
Image
  • Range: 3000'
  • Damage: 5D6+3 M.D. per shot or 3D4x10 M.D. per 3-pulse burst
  • Rate of Fire: Single shots or 3-pulse bursts only
  • Payload: 240 shots with a portable generator
  • Weight: 40 lbs.; portable generator weighs 70 lbs.
  • Features: W.P. Heavy M.D. Weapons; Generator recharges at 8 shots per hour; 1 hour to charge when connected to nuclear power supply
  • Modifiers: None
  • Book Reference: p.104, MercOps


CP-40 Pulse Laser Rifle
Image
  • Range: 2000'
  • Damage:
    • Low-power shot: 3D6
    • Low-power burst: 1D6x10
    • Single shot: 2D6 M.D.
    • Burst: 6D6 M.D.
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload:
    • E-Clip: 21 shots
    • LE-Clip: 30 shots
    • E-Canister: adds 60 shots to overall payload
    • Note: 30 low power shots = 1 M.D. shot
  • Weight: 9 lbs.; 4 lbs. for an E-canister
  • Features: Passive nightvision scope (2,000'), laser targeting
  • Modifiers: +1 to strike on an aimed shot
  • Book Reference: p.92, WB11


GAW .50 Six Barrel Machine-Gun
Image
  • Range: 8,000'
  • Damage: 2D6x10, or 2D6x100 burst
  • Rate of Fire: Single shots or 10-round bursts only
  • Payload: 300, 600 or 1,200 round disintegrating belt or belt fed drum
  • Weight: 85 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.121, Merc Ops

Saving Throw Bonuses (if Mimic/revert to base stats)
Eye of Odin grants +1 save vs all (not included below)
Coma/Death: 28% (+4%)
Toxins (15+): +7 (+1)
Magic (varies): +7 (+1)
Magic (Illusions): +10 (+2)
Magic (mind-altering): +15 (+7)
Lethal Poison (14+): +7 (+1)
Non-Lethal Poison (16+): +7 (+1)
Insanity (12+): +16
Psionics (12+): +7
Horror Factor: +13
Disease: +7 (+2)
Drugs (mind-altering): +8 (+6)
Possession: +13 (+6)
Conditions
  • Sustain | BOM 109 | 33 Days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
  • Copy Animal Attribute: Monkey ((
    +10% prowl when climbing, +15% palming, pick pockets, and concealment, +5% acrobatics and/or gymnastics, +1 to PP
    , Swing line,
    +2d4(7) PP, +3d4(8) Spd, +1 APM, +3 auto-dodge, +10% skills requiring dexterity and prowess, prowl, gymnastics, climb, etc.
    ,
    +1 parry, +2 dodge, +6 initiative, +15% perception, Estimate distance of sound 90%, Estimate speed and direction of approach 80%, Recognize voice or sound 70%, Imitate voice 60%
    )) 38.25 min.
  • Cosmic Armor | 45 PPE | DB 13 120 | 88.25 MIN | Silver Body Armor with blue hue. Full EBA. 414/550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

Underguard wrote: Sun Sep 08, 2024 8:46 pmThe provided TW radio chirps again as the team is discussing tactics and readying themselves. "War just broke the sound barrier and we can no longer keep up with him. Bunker down, he's heading your way!" The Dawn Patrol says on the radio.
"If War is now traveling faster than the speed of sound, it will arrive before we hear the sound of the sonic boom." The Arismal logics, leaning on his familiarity with fast-moving transportation. "Also, it will be moving faster than the flight granted by Cosmic Armor. So that will limit our options of engagement." Daisuke looks off into the distance in the direction War is expected to arrive.

"And if it can maintain the speed in combat, it will have the ability to kite our forces, maintaining combat at range. Potentially limiting our team's effectiveness with a preference toward melee."

His eyes narrow further in thought.

More than the 'how'... Is there something amiss with the 'why' War has increased its speed?

"I find it a bit strange that War has increased its speed toward our position." Daisuke explains out loud both to his team and to himself. "If we just defeated Famine," the Arismal points at the location that Famine and its Netherbeast dissipated into nothingness, "it would make more sense for War to prepare its battleground in anticipation of our arrival such that the scales of the engagement would lean in its favor."

"Instead, War is rushing toward our position with extreme haste, risking the possibility of falling into one of our traps... For what reason, surprise? The assumption that we are in a weakened state and can be taken advantage of?" Daisuke postulates, shaking his head slowly. "I suspect it is something else entirely. Something not to do with the tactics of combat."

Pointing again at where Famine and its Netherbeast dissipated, he supposes, "What if Famine is not actually destroyed? Or perhaps only temporarily discorporate? What if there is a timeframe by which another Horseman could restore a fallen Horseman back to physical form when it is defeated?"

With intention, Daisuke looks toward the mages of the group in askance, "What would be needed for such a possibility? An anchor of some sort? A relic or object that acts as a foci? I'm sorry, but I am fairly unfamiliar with such things. So lean on your expertise."

Assuming Grant explains the fruits of his investigations into the contents of the Necromancer's body, Daisuke will suggest, "So let's destroy the dark energy staff." The Arismal spares a glance in Sir Ronith's direction. Wondering if the rune swords he carries is up to the task.

"Or if we are unable to destroy the staff, I can at least store it within my Instant Weapon dimension to make it a little more challenging for War to access it if it does have nefarious deeds of restoring Famine in mind. But again, my vote is to destroy the evil thing."
Grant Latham wrote: Mon Sep 09, 2024 10:14 amHe calls Daisuke and Zand over to him. "Since you two are backing up Sir Ronith, I will cast some magic upon you both that will help you allude their scanners. It won't make you invisible to the naked eye, but the power armor's sensors should not be able to locate you."
"Thank you," Daisuke confirms, "That bit of magic certainly sounds helpful in our particular situation."

===========
Last edited by Daisuke on Tue Sep 10, 2024 7:36 am, edited 1 time in total.
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Grant Latham
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Re: The Horsemen of Eschaton

Post by Grant Latham »

(rolls carried)

A foci Grant ponders as Daisuke suggests that War's action is to retrieve something. "What you say makes sense, rushing ahead possibly leaving his allies behind seems like a tactical mistake unless something more important advantage could be obtained."

Lore Magic (Recognize Runes) 124% vs 1d100: [93] = 93 | Is the staff meant to summon a horseman?
Lore Magic (Enchantment ) 104% vs 1d100: [95] = 95 | Is it 'safe' to destroy the staff


"Butch. Sundance. Hold position."[/b] Grant says over the radio as he had just commanded them to find a place to hide. "I just secured the necromancer's staff with an evil aura on the Skybunker. I found two rings as well, but they seemed innocuous to magical senses. I am unsure what might be unleashed if we attempt to destroy it, but if we are able to store it extra-dimensionally, that may make it impossible to track. Let's fly to the Skybunker and retrieve it for you."

Grant zooms up to the Skybunker, and telekinetic lifts the staff out of the locker presenting it to Daisuke to absorb.
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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Hemlock
Posts: 122
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Re: The Horsemen of Eschaton

Post by Hemlock »

JIC: 1d20: [20] = 20 (CRIT SUCCESS), 1d100: [45] = 45
Perception: 78% / 1d100: [20] = 20 (SUCCESS)

  • P.P.E.: 815/815
  • I.S.P.: 173/268 remaining
  • M.D.C.: 725/725

Energy Sphere: 1282/1500 P.P.E. remaining for 30 days
Cloudjumper P.P.E.: 565/880 remaining, I.S.P.: 182/196 remaining
Firefox P.P.E.: 563/685 remaining, I.S.P.: 227/237 remaining
Phantom P.P.E.: 70/100 PPE remaining
Talisman of P.P.E. Battery: 0/300 remaining



Cloudjumper
  • See the Invisible
  • Super Telekinesis

  • Phantom
    Duration: 1 hour 50 minutes
    M.D.C.: 61; impervious to cold, electricity, poison, disease and fear.
    Attributes: Invisible (its natural state), eight feet (2.4 m) tall, P.S. 22, P.P. 19, I.Q. 10, and flying speed is 45 mph (72 km).
    Combat: Four physical attacks per melee round or two by magic, and inflicts 2D6 M.D. from punch or 4D6 M.D. from a power punch (counts as two attacks). +2 on initiative, +4 to strike and parry, +7 to dodge, and can see the invisible.
    Magic: Can cast all level 1-4 Air Elemental magic and has 100 P.P.E.
Firefox
  • None
See the invisible
Heightened Presence Sense: constant 100ft range
Sustain: 15 days
Cosmic Armor | 45 PPE | DB 13 120 | 100 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

Fortify Against Disease (-15 P.P.E.) * +4 save vs disease, +1 vs poison; duration 29 hours 50 minutes
Impervious to Fire (-5 P.P.E.) ; duration 65 minutes
Impervious to Poison (-5 P.P.E.) ; duration 65 minutes

Psi-Blade
  • Duration: 65 minutes.
  • Psi-Sword damage: 14D6 M.D.
  • I.S.P.: 30
Enhance Reflexes
  • Range: Self.
  • Duration: 20 minutes.
  • I.S.P.: 10
  • +1 attack per melee, +3 on initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all Physical skills that rely on coordination or balance.
Enhanced Perception
  • Range: Self.
  • Duration: 1 hour, 5 minutes.
  • I.S.P.: 10
  • +15% to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).
Mind's Eye
  • Range: Self.
  • Duration: 20 minutes.
  • I.S.P.: 8
  • Radar-like vision at a range of 850ft. Even things concealed through magic (except Invisibility: Superior) can be seen. No penalties when blinded or in complete darkness. The psychic can sense everything in all directions at an accuracy of 103%. Grants: +3 on initiative, +1 to strike, +2 to parry and dodge, and cannot be snuck upon or surprised. Heavy rain or smoke greatly hinders this power, negating the bonuses and giving a -30% to interpreting ability.
Resist Damage
  • Range: Self.
  • Duration: 1 hour, 5 minutes.
  • I.S.P.: 25
  • Half damage from kinetic damage. Even damage that goes directly to Hit Points is halved. Furthermore, the biofeedback field absorbs the first 5 M.D.C. or Hit Points of damage from each attack.
Resist Energy
  • Range: Self.
  • Duration: 1 hour, 5 minutes.
  • I.S.P.: 8
  • Half damage from energy attacks. This can include lasers, plasma, particle beams, psionic energy, and magic energy.
Resist Fatigue
  • Range: Self.
  • Duration: 5 hours, 50 minutes.
  • I.S.P.: 4
95 ISP total cost.
Total buffs; +1 APM, +6 on initiative, +3 to strike, +6 to parry and dodge, +2 P.P., +15% to Perception




Daisuke wrote: Tue Sep 10, 2024 4:39 am "If War is now traveling faster than the speed of sound, it will arrive before we hear the sound of the sonic boom." The Arismal logics, leaning on his familiarity with fast-moving transportation. "Also, it will be moving faster than the flight granted by Cosmic Armor. So that will limit our options of engagement." Daisuke looks off into the distance in the direction War is expected to arrive.

"And if it can maintain the speed in combat, it will have the ability to kite our forces, maintaining combat at range. Potentially limiting our team's effectiveness with a preference toward melee."
Hemlock finds herself wishing the radio transmission offered more details. "If the strikes he Shadow Wall he may find himself vastly slower, by disguising it in a dark wood which obscures his targets I hope to trick him into approaching too closely. But if he stays in the air at a distance...." Her voice trails off as she looks skyward wondering out loud. "Cloudjumper could conjure a hurricane to discourage flight. Or I might try to slow him with magic if I can get close enough. "

"The question to me is how might be attack at a range? Against energy attacks my magic has made you immune, which ought to be endlessly frustrating for him if he is relying on such options. But I cannot counter every possibility. Too many unknowns alas."
Daisuke wrote: Tue Sep 10, 2024 4:39 am His eyes narrow further in thought.

"I find it a bit strange that War has increased its speed toward our position." Daisuke explains out loud both to his team and to himself. "If we just defeated Famine," the Arismal points at the location that Famine and its Netherbeast dissipated into nothingness, "it would make more sense for War to prepare its battleground in anticipation of our arrival such that the scales of the engagement would lean in its favor."

"Instead, War is rushing toward our position with extreme haste, risking the possibility of falling into one of our traps... For what reason, surprise? The assumption that we are in a weakened state and can be taken advantage of?" Daisuke postulates, shaking his head slowly. "I suspect it is something else entirely. Something not to do with the tactics of combat."
Hemlock nods in agreement. "It is why I think taking trophies is a mistake. If one of you fell I could attempt a resurrection, I can only presume such magics are within War's reach also. If Famine can be returned, War's haste tells me that time is a factor also. Perhaps he needs to act quickly, and so delaying him ought to be our goal."
Daisuke wrote: Tue Sep 10, 2024 4:39 amPointing again at where Famine and its Netherbeast dissipated, he supposes, "What if Famine is not actually destroyed? Or perhaps only temporarily discorporate? What if there is a timeframe by which another Horseman could restore a fallen Horseman back to physical form when it is defeated?"

With intention, Daisuke looks toward the mages of the group in askance, "What would be needed for such a possibility? An anchor of some sort? A relic or object that acts as a foci? I'm sorry, but I am fairly unfamiliar with such things. So lean on your expertise."
"Resurrection as I know it requires a body. These Horseman are different but some things might remain the same." She steps to where Famine fell. "I might sense him if he is near, corporeal or not," she says as she closes her eyes. She uses her Heightened Presence Sense to locate unseen entities within a hundred feet. Though the ability is constant and automatic, she focuses her senses in case he somehow eluded her until now.

Base Skill 90%: 1d100: [54] = 54 (SUCCESS)

Daisuke wrote: Tue Sep 10, 2024 4:39 amAssuming Grant explains the fruits of his investigations into the contents of the Necromancer's body, Daisuke will suggest, "So let's destroy the dark energy staff." The Arismal spares a glance in Sir Ronith's direction. Wondering if the rune swords he carries is up to the task.

"Or if we are unable to destroy the staff, I can at least store it within my Instant Weapon dimension to make it a little more challenging for War to access it if it does have nefarious deeds of restoring Famine in mind. But again, my vote is to destroy the evil thing."
Hemlock thinks of the most destructive forces she can muster. Things she has rarely, if ever, called upon. "Annihilate spell. Very dangerous and taxing. If I had to break it, that is what I would try. Not much can survive anti-matter drawn from the chaotic fringes of the multiverse, though a Rune weapon, if it is one, is all but indestructible. Banishment might be the quickest option."

If possible, she takes a look at the staff. Though she refuses to touch it.

Lore: Magic --Recognize Enchantment 73%: 1d100: [16] = 16 (SUCCESS)
The Road goes ever on and on
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
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