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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Zand
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Re: The Horsemen of Eschaton

Post by Zand »

JIC: 1d20: [20] = 20 , 1d100: [5] = 5
Perception: 29/100% 1d100: [98] = 98 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: 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
| 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)



Zand points out the boulder formation "It's not great cover, but it's better than nothing." As Hemlock's spells take effect he gapes, "Or you know... make your own much more complete cover." If his rock formation is within the illusion defenses that Hemlock created Zand will still hide behind them, "No such thing as too much cover." He thinks. But if it's not he'll stay illusionary cover, close to Ronith so he can support him in combat as well as possible.

He keeps the lightsaber close to hand, figuring the sooner he can down his opponent the better for the team, and it's his strongest weapon.

When Grant enchants Zand he'll ask "I've never even heard of a spell being able to do this. This is phenomenal. Where did you learn it?"
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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Gloriosa
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Re: The Horsemen of Eschaton

Post by Gloriosa »

Perception: 1d100: [93] = 93 /29%
JIC: 1d20: [18] = 18 / 1d100: [15] = 15

"There is no avoiding war; it can only be postponed to the advantage of others... is what the one guy said in that book I read that one time. I thought it sounded cool... oh wait, you're postponing war with the shadow forest thingy. Nice. All warfare is based on deception. Different guy from a different book."

Gloriosa continues to keep an eye out for any signs of incoming engagement.
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Daisuke
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Re: The Horsemen of Eschaton

Post by Daisuke »

((rolls carried over))

I suppose this is the best option we have... Daisuke thinks as his teammates conclude that destroying the evil staff on-site is not the path to be taken.

Trusting their affinity with figuring out how to handle a magical staff, Daisuke nods and moves to transfer the staff into his instant weapon dimension.

"Take some care. If this staff somehow influences or possesses me, be ready to physically separate the staff from my person." It is clear that the Arismal is legitimately concerned about the possibility.
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Grant Latham
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Re: The Horsemen of Eschaton

Post by Grant Latham »

(rolls carried)

Grant turns back to the True Atlantean as he asks about the Invisibility to Sensors spell, his face hidden behind the mirror like surface of the Cosmic Armor spell. "Dweomer, from a Battle Magi, that I served with while I did my duty. Mages like to classify everything, it's from a branch of magic called combat magic. This makes most traditional casters scoff at learning it, but to me, magic is magic, I'd learn it all if I could. Remember, true eyes can see you just find." Hopefully it will be enough of an edge to keep us all alive and able to take on the 3rd and 4th horseman.
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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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.
[Tinnitus]

Grant carefully moves the staff radiating evil using telekinesis and then attempts to identify the items. The two rings are relatively easy to identify for Grant, with one being a Ring of Invulnerability and the other being a Ring of Sustain. Grant can conclude that even the Horsemen's handler wasn't fully immune to the affects of Famine and required such a ring to protect himself. The staff on the other hand is much harder to properly identify, except Grant can tell it is a lesser rune weapon, and an evil one at that. What it's name is, or powers, currently remain locked away but Grant is confident only the most wicked of souls could effectively wield it. The staff is made of metal, with a blade at the bottom of it and the top flattens out to four sharp points with a single purple gem in the center.

Grant orders Butch and Sundance to park the Skybunker and wait for War, hoping that their vehicle isn't seen on any radar. After investigating the items, Grant also prepares some magic for Zand and Daisuke as the Horsemen War is on approach. Daisuke takes this time to try to determine why War would charge straight for them, as that appears to be what it's doing. The thought that Famine could return weighs on the Arismal, though there is no evidence to support it, Daisuke wants to destroy the staff left by the Necromancer just to be sure. At the suggestion, Grant can't confirm if the staff was actually used to summon the Horsemen, but the logic behind Daisuke's comments make sense. Grant is not confident the weapon can be destroyed easily due to its runic nature. Ronith affirms it's likely indestructibility and instead suggests it to be removed from play, possibly in Daisuke's limbo. Though, the Arismal has never held such an item within the limbo before.

Keiko considers them taking it too seriously and instead moves away from the Necromancer's corpse and further away to prepare to ambush War when he arrives. The feline warrior is able to blend with the environment fairly well and all but vanishes from the other's sights, not unlike a lioness stalking it's prey in the brush. Zand on the other hand is impressed by Grant's spellwork and the ability to hide from tech, something the Defender might want to look into in the future. Zand points out several possible rock formations that could be used as ambush points on War. Gloriosa comments on War's approach, then the dragon peers upon the horizon looking for any incoming. Daisuke resigns to the comments of the others and moves to absorb the staff within his Limbo, though Daisuke does so with a fair amount of trepidation. [Daisuke please confirm you are going to place the Rune Staff within your Limbo.]

Hemlock points out the timeliness of War's approach, and that a delay tactic might serve the Heroes better than waiting for War to arrive at the site of Famine's fall. Hemlock takes a moment to study the staff as well and just looking at the staff for a prolonged period of time fill the godling with a feeling of dread, as if the object is accursed. When Hemlock opens her mind to sense a presence, her mind is jarred by not one, but dozens all around them. Hemlock finds herself quickly looking in the direction of pings from her enhanced presence sense and sees nothing, not even invisibly. Though, Hemlock does notice that more and more bugs seem to be in the area around them and not just on the corpses. [When pointed out, Grant, Daisuke, Keiko and Ronith notice them as well.] The very sight of them is enough to give anyone the ick vibe and give the team goosebumps. Upon closer inspection, it appears that maggots, worms and mites have begun infesting the fallen dead bodies that had been risen and cut down. There are also growing numbers of spiders, beetles, and other insects on the ground around them, with all of them resonating with Hemlock's sense, almost overwhelming her mind.

What are your intentions?
GM Note: Another 10 minutes have passed
Sixth Sense is not going off yet. Magical defenses have been applied.


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: [4] = 4
JIC: 1d20: [19] = 19 , 1d100: [45] = 45
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 | 88.25 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 | 524 PPE

3 PPE | MA 9 | 11 min | Able to read a license plate from up to 2 miles away)

5 PPE | MA 9 | 55 min | Thermographic like vision out to 1500' (distance tripled by the Farsensing spell)

2 PPE | BOM 92 | 22 min | 90' radius

4 PPE | BOM 92 | 22 min | 120' radius


Lore: Magic (General) 134% vs 1d100: [61] = 61 | Can rune weapons act independently, do they have free will to use their abilities, or do they need to be directed by its owner?
Lore: Magic (Recognize Runes) 124% vs 1d100: [86] = 86 | Any runes on the staff suggestive of the ability to control insects?
Lore: Demons and Monsters 139% vs 1d100: [87] = 87 | Can Grant make a connection between the sudden appearance of bugs and Pestilence and that perhaps they are facing two horseman?

"Definitely a rune weapon," Grant says as he points to the staff. "No way we are going to be able to break that thing, they are typically considered indestructible." If Daisuke changes his mind about trying to contain the weapon, Grant says, "Your power isn't subject to any magical negation, but I understand the caution." If there is time Grant locates a small bag or sack and casts Dimensional Pockets (20 PPE | BOM 247 | 11 hours | Short term pocket) and telekinetically pushes it into the pocket and closes it while the spell was still active. In either cases, he reaches out with his ability to detect evil to verify that he can't sense the weapon any longer. "There that should hold it for now." What the hell are we going to do with that weapon? It's not like we can just sell it, and its sure to be like a bad penny if we were to just throw it away.

When the invasion of bugs is pointed out, Grant having been distracted by his focus on the magic items, he exclaims, his disgust evident in is tone, "Bugs! Ick, where. Ugh, from the dead bodies?" He looks at the bodies with his magical sight. Is there a spell in progress?

Grant had been worried about severe weather impacting the Skybunker, but this may be as bad. The bugs can clog the engines just as well as sands and dust. He clicks his radio, "Butch, Sundance! Monitor the ship and surrounding area for an influx of insects. If necessary, change position, but stay at a low altitude. Do not let them clog the engines."

"There's no time for additional preparation, we should all get in position. We should stay within visual range, but not group up to much beyond pairs so we can watch each other's backs." Grant looks at the growing swarm and begins floating off the air to avoid them.
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
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Re: The Horsemen of Eschaton

Post by Hemlock »

JIC: 1d20: [15] = 15 , 1d100: [33] = 33
Perception: 78% / 1d100: [92] = 92 (FAIL)

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

Energy Sphere: 752/1500 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 40 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
Shadow Wall. -400 P.P.E. Duration 55 minutes. 450 feet long, 150 feet high, and some 45 feet thick. Various effects.
Illusionary Forest. -90 P.P.E. Duration 7 hours, 10 minutes. -4 to save vs Hemlock's spell strength. An African forest that joins with the real one nearby.
Metamorphosis: Human -40 P.P.E., Duration 4 hours, 40 minutes.

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 40 minutes
Impervious to Fire (-5 P.P.E.) ; duration 55 minutes
Impervious to Poison (-5 P.P.E.) ; duration 55 minutes


Psi-Blade
  • Duration: 55 minutes.
  • Psi-Sword damage: 14D6 M.D.
  • I.S.P.: 30
Enhance Reflexes
  • Range: Self.
  • Duration: 10 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: 55 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: 10 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: 55 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: 55 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, 40 minutes.
  • I.S.P.: 4
Alter Aura (looks like a mid-high level evil Necromancer)
  • Range: Self.
  • Duration: 14 hours, 40 minutes.
  • I.S.P.: 2
Total buffs; +1 APM, +6 on initiative, +3 to strike, +6 to parry and dodge, +2 P.P., +15% to Perception



Hemlock, her senses heightened, feels a ripple of unease. The distant murmur of Grant and Keiko fades into irrelevance as she focuses on the subtle vibrations of sentience of the world around her. A shiver runs down her spine as she detects an unsettling number of hidden presences.

But they aren't invisible or concealed, but hidden in plain sight. Insects. Bugs. Worms. And yet, sentient. The swarm of tiny, horrid creatures, their numbers growing exponentially in their vicinity, are the focus of her attention.

"We are not alone," she announces ominously. Her voice cutting through the talk about rune weapons. Her emerald eyes narrows, scanning the surroundings for the source of this infestation. She points at the bugs.
Grant Latham wrote: Mon Sep 23, 2024 12:46 pm When the invasion of bugs is pointed out, Grant having been distracted by his focus on the magic items, he exclaims, his disgust evident in is tone, "Bugs! Ick, where. Ugh, from the dead bodies?" He looks at the bodies with his magical sight. Is there a spell in progress?
"Worse, they have within them some sentience," Hemlock says, starting to feel the effects of so many minds and she steels herself with gritted teeth.

She looks at Grant. "Are the other Horsemen accounted for? War might not the the only one hastening to this location."

Her narrowed eyes return to the increasing numbers of insectoid vermin in the area. Since the growing numbers of insectoid vermin in the area are sentient, they are not normal insects. Perhaps a banishment might work?

Feeling time is running out, she thinks out loud for the benefit of others who might wish to join in. "How can insects such as these have sentience? Are they metamorphed individuals spying on us? I've never seen so many in one place.. Or are they ... Her eyes widen as an idea strikes her. "Are they many parts of the whole. Like bricks that make up a house. Many parts of our enemy? I've heard of gestalt tree creatures composed of many plants in strange dimensions.These might be like that."

She touches her lips, "Assume they are listening to you."

What do insects hate? Hemlock wonders. They abhor Ice and Fire. They don't like being underwater either. Her thoughts are interrupted by Firefox, the fire spirit within her drawn katana. It telepathically implores her, sounding quite eager. Let it be fire. Please.

Hemlock smirks at her steely-edged friend. "Let us protect our friends then, and we'll cook up a surprise."

Hemlock casts Impervious to Fire to everyone, which affects two Heroes per casting. Experienced spellcasters like Grant will almost certainly know the nature of the protection, and have clear idea of what Hemlock might be planning to do.

With a mischievous looks in her emerald eyes, she winks at Gloriosa. In the language of the dragons, she murmurs, "Let's add a little warmth to the proceedings, and welcome our new visitors in the ancient and worthy tradition of your ancestors."


P.P.E.: Five for every 2 affected (Ronith, Grant, Zand, Gloriosa's Bumblebee, Keiko, Daisuke, Hemlock, Cloudjumper, Ghost) = 25 P.P.E. + anyone I've forgotten!

Code: Select all

Impervious to Fire; Duration 75 minutes. Impervious to normal, magical and mega-damage fires. Hemlock caster level.
This will take approximately half a melee round to accomplish.

A deliciously evil amount of magical fire coming next post! Unless YOU convince the godling to stay her hand.
Last edited by Hemlock on Wed Sep 25, 2024 4:12 pm, edited 1 time in total.
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
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Re: The Horsemen of Eschaton

Post by Grant Latham »

(rolls carried)

Grant looks towards Hemlock when she asks about the other Horseman, "No, we've had no recent news, but they are supposed to be a 1000 or so miles away from us." Grant has already begun looking at the insects with his magical sight, he also checks with his ability to sense evil. Able to understand Dragonese, Grant shouts his endorsement of Hemlock's suggestion if they appear to be malevolent, "I agree with Hemlock, Gloriosa! I think you are up, use your fiery breath on the fallen. We can't let these insects defile their bodies further." Could War have some control over insects? Maybe this is some sort of death curse of Famine's? Too many unknowns.
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: 40
Joined: Tue Apr 18, 2023 3:52 pm

Re: The Horsemen of Eschaton

Post by Gloriosa »

Perception: 1d100: [13] = 13 /29%
JIC: 1d20: [6] = 6 / 1d100: [58] = 58

From his position flitting about in the sky, Gloriosa hears Hemlock’s plan for immolation as well as Grant's call to action and “lights up”. ”Ohmygod, this is so exciting I have been saving this song for so long and here it goes!”

♫♪♫ It’s myyy turn, it’s myyy turn ♫♪♫
♫♪♫ To make the enemy feel the burn ♫♪♫
♫♪♫ It’s myyy turn, it’s myyy turn ♫♪♫
♫♪♫ You’re. All…♫♪♫


Gloriosa lets loose toward the ground with his
  • Strike rolls: 1d20+7: [9]+7 = 16 1d20+7: [18]+7 = 25 1d20+7: [14]+7 = 21 1d20+7: [4]+7 = 11 1d20+7: [12]+7 = 19 1d20+7: [6]+7 = 13 1d20+7: [9]+7 = 16 1d20+7: [7]+7 = 14 1d20+7: [3]+7 = 10 1d20+7: [4]+7 = 11
  • Damage rolls (MD): 4d6: [6, 6, 4, 1] = 17 , 4d6: [1, 2, 2, 2] = 7 , 4d6: [3, 5, 3, 3] = 14 , 4d6: [5, 3, 4, 2] = 14 , 4d6: [5, 6, 4, 1] = 16 , 4d6: [3, 4, 6, 1] = 14 , 4d6: [6, 1, 4, 6] = 17 , 4d6: [1, 5, 5, 3] = 14 , 4d6: [2, 6, 6, 4] = 18 , 4d6: [3, 1, 2, 2] = 8
covering a six foot wide area while flying patterns over the bug infested areas, paying special attention to the corpses.

♫♪♫ Toast! ♫♪♫

He raises his altitude to ~25 feet to observe his handywork and looks to Grant and Hemlock. ”How did I do?!”
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Hemlock
Posts: 125
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Re: The Horsemen of Eschaton

Post by Hemlock »

((Rolls carried))
Gloriosa wrote: Wed Sep 25, 2024 1:30 pm From his position flitting about in the sky, Gloriosa hears Hemlock’s plan for immolation as well as Grant's call to action and “lights up”. ”Ohmygod, this is so exciting I have been saving this song for so long and here it goes!”

♫♪♫ It’s myyy turn, it’s myyy turn ♫♪♫
♫♪♫ To make the enemy feel the burn ♫♪♫
♫♪♫ It’s myyy turn, it’s myyy turn ♫♪♫
♫♪♫ You’re. All…♫♪♫


Gloriosa lets loose toward the ground with his
  • Strike rolls: 1d20+7: [9]+7 = 16 1d20+7: [18]+7 = 25 1d20+7: [14]+7 = 21 1d20+7: [4]+7 = 11 1d20+7: [12]+7 = 19 1d20+7: [6]+7 = 13 1d20+7: [9]+7 = 16 1d20+7: [7]+7 = 14 1d20+7: [3]+7 = 10 1d20+7: [4]+7 = 11
  • Damage rolls (MD): 4d6: [6, 6, 4, 1] = 17 , 4d6: [1, 2, 2, 2] = 7 , 4d6: [3, 5, 3, 3] = 14 , 4d6: [5, 3, 4, 2] = 14 , 4d6: [5, 6, 4, 1] = 16 , 4d6: [3, 4, 6, 1] = 14 , 4d6: [6, 1, 4, 6] = 17 , 4d6: [1, 5, 5, 3] = 14 , 4d6: [2, 6, 6, 4] = 18 , 4d6: [3, 1, 2, 2] = 8
covering a six foot wide area while flying patterns over the bug infested areas, paying special attention to the corpses.

♫♪♫ Toast! ♫♪♫

He raises his altitude to ~25 feet to observe his handywork and looks to Grant and Hemlock. ”How did I do?!”
Whilst mortal heroes often grapple with weighty responsibilities, personal burdens, and the moral complexities of their world, fey beings like Hemlock tend to embody a more carefree and joyous spirit. Their connection to nature and the magical realm allows them to find wonder and delight in even the smallest of things. This is something Hemlock has always shared with her draconic friend Gloriosa, and she is utterly delighted to hear her song.

The dragon's song breaks the tension that had been gripping her. Hemlock had been unaware of the weight upon her spirit, a sense of duty and responsibility that had begun to overshadow the joy she normally found in her work. The Horseman Famine was a monstrous creature, and the Necromancer's very presence had filled Hemlock with rage. However, as a fey being, Hemlock has a natural inclination towards joy. Despite the impending doom of yet more Horsemen, Gloriosa's song helps her regain her emotional equilibrium.

Indeed Gloriosa's song, a reminder of the lighter side of their existence, is like a breath of fresh air. And Hemlock unconsciously takes a deep breath herself, letting it fill her. The ancient godling silently thanks the young dragon for the reminder of what's important. Perhaps I have been spending too much time in the company of mortals, allowing their seriousness to seep into my own spirit, I'm forgetting who I am? As she watches Gloriosa dance, play, and annihilate demonic insectoid vermin, Hemlock feels a sense of peace wash over her.

As Gloriosa's voice fills the air, Hemlock's katana, Firefox, hums along in harmony. Indeed its pommel tassels dance like flames themselves. Hemlock herself is quick to join in. Her vocalisation blends in seamlessly with Gloriosa's, adding a layer of ethereal beauty to the dragon's little song. She says no words, for she does not know Gloriosa's song, but she provides a beautiful accompaniment. The godling adjusts her illusionary forest with additional magic to match and enhance the scene, casting the woods as burning and scorched in their immediate vicinity. The line where the Shadow Wall is remains suitably marked, with the row of massive trees, now alight and shrouded in smoke, showing there it lies so that her friends do not fall afoul of it.

Firefox too begins to spellcast, the Dancing Fires spell, and thirty-six pillars of flame materialise in the vicinity, each four feet tall. The dance and dart about, roasting demonic insects and worms that dared to cross their path.

The real flames from Gloriosa's breath and the dancing flames summoned by Firefox seem to merge with the illusionary ones, creating a mesmerizing spectacle. It is a symphony of fire and magic that is both awe-inspiring and terrifying to behold. The forest is transformed into a stage for a battle between light and darkness, a spectacle that Hemlock senses would be remembered for generations to come.

Unexpectedly, Hemlock's giant elk mount, possessed by a greater Earth elemental also joins in. A massive Firequake spell erupts in the vicinity. The ground trembles and cracks, and clouds of sulfur and gouts of fire explode in a hundred foot radius. Thankfully the cosmic armor already on the group filter the gases, and everyone is soundly immune to the fires.

Oh, but not those little sentient devil insects! Hemlock chortles to herself. She's truly enjoying herself.

She follows Gloriosa's song with a song any dragon would enjoy. A song that praises the dragon!

♫♪♫ Gloriosa, dragon of flame,
Your fire burns, a real fun game.
Through forests dark, where shadows creep,
You bring the light, the Horsemen weep. ♫♪♫

♫♪♫ Oh, Gloriosa, fiery king,
You're soaring high, as we sing.
Your fiery breath, your cleansing might,
You purge the darkness, and bring the light. ♫♪


To humans, this might seem a scene of utter madness. But to Hemlock, this is the way it ought to be. A natural and harmonious expression of the magical world she is part of. Even in fiery destruction, there is beauty to be found.

Sing 113%: 1d100: [81] = 81

Hemlock's spells:
Illusionary Terrain -120 P.P.E. (a burning wood in their vicinity, replete with smoke, ash and illusionary heat), -4 to save. p.141 BoM.

Firefox's spells:
Dancing Fires -35 P.P.E., Duration 36 rounds, 36 magically animated flames, p.79 BoM

Ghost's spells:
Firequake -80 P.P.E., Duration 10 rounds, 100ft radius , p.73 BoM
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
Daisuke
Diamond Level Patron
Posts: 192
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Daisuke »

-----------------------------------
Perception: d%: [71] = 71 | 74%
JIC: 1d20: [10] = 10 | d%: [57] = 57 %
Initiative: 1d20+12: [16]+12 = 28
APM: 8
Save vs HF: 1d20+13: [17]+13 = 30
-----------------------------------
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%
    )) 28.25 min.
  • Cosmic Armor | 45 PPE | DB 13 120 | 78.25 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

Grant Latham wrote: Mon Sep 23, 2024 12:46 pm"Definitely a rune weapon," Grant says as he points to the staff. "No way we are going to be able to break that thing, they are typically considered indestructible." If Daisuke changes his mind about trying to contain the weapon, Grant says, "Your power isn't subject to any magical negation, but I understand the caution."
Daisuke's brow furrows at the notion. So it is a very powerful, very evil, magical weapon that is indestructible... And I am going to put it within a dimensional space that I will into existence and is a part of my very essence... Certainly sounds risky. But in the name of self-sacrifice and heroism, it is the right move for the greater good. I just hope that if the item draws out Kondo, or something worse... From within me... That the team can help me right myself.

"Very well. Let me attempt to safely stash the staff within my dimensional space." The Arismal confirms. And he reaches down toward the embodiment of evil and tries to place it into his final instant weapon slot.

When the bugs start appearing, Daisuke certainly notes how abnormal it is for such swarming behavior, but is again struck by how magic can often defy conventional understanding. And so leaves the resolution to those more magically inclined of the team. He tries his best to stay out of the way of their efforts.
User avatar
Keiko
Posts: 192
Joined: Fri Feb 07, 2020 3:44 pm

Re: The Horsemen of Eschaton

Post by Keiko »

Perception: 1d100: [10] = 10 /55%
JIC: 1d20: [18] = 18 ; 1d100: [100] = 100
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 puzzles over the possibilities as the others continue. Insects. More then there should be...Pestilence? He could control insects right? That's not good...hmmm...That would explain War's sudden interception. If they had some kind of failsafe...a flare to shoot up if one was taken out. Give the others the ability to scramble to the location...Lets hope Death is not coming as well...I mean even if he is, I know we'll be able to take them. Lets focus on the two that are likely arriving soon.

Keiko accepts the spell from Hemlock and remains to witness the fire. She feels the flames wrap around her scorching the earth as they seem to only playfully flick across her magical protection. Keiko smiles as she claps in time to Hemlock and Gloriosa's singing. While she does she keeps an eye on the reaction of the insects. She does call to Gloriosa, "That was great!!!"

Keiko smiles as Daisuke and Grant treat the Rune weapon as if it were radioactive. She almost looks sad as the staff is moved into the limbo space, "Too bad. I wouldn't mind having a conversation with it. I'm sure it has some great stories. Might have even been able to give us some information if one were to talk to it."


-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)
--The spells will take 16 actions to cast. This will take Keiko 30 seconds to cast on everyone.

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: [44] = 44 /100%

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

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Ronith
Group Leader
Posts: 682
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: [30] = 30
PER: 1d100: [21] = 21 vs. 97%

Conditions:
Cosmic Armor | 45 PPE | DB 13 120 | 78.25 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
,
[*]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


Ronith nods along with the others, but when Gloriosa moves to incinerate the corpses (and the bugs trying to eat them) Ronith adds ”I have just the thing to help. Everyone else, stand back.” He pulls his fuel flame goblin bomb from his belt, and lobs it at the largest fire the dragon hatchling starts. That should cook them well enough. Ronith will also use his fire bomb if necessary to make sure the bugs and corpses are not any more of a distraction, then moves into position. When the Horseman and his entourage are getting close (and/or sixth sense goes off), he will use enhance reflexes ((-10 ISP, not deducted))[/inline] and prepare to attack with blades drawn.
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- 95/97; PPE- 47/57; MDC- 93/93 (self), 96/96 (cyber-armor)
Frostfang Heals: 0/4. Talismans: AoI (3/3); Invulnerability (3/3); Cleanse (3/3)
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Daisuke
Diamond Level Patron
Posts: 192
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Daisuke »

((rolls carried over))
Keiko wrote: Sun Sep 29, 2024 2:51 pmKeiko smiles as Daisuke and Grant treat the Rune weapon as if it were radioactive. She almost looks sad as the staff is moved into the limbo space, "Too bad. I wouldn't mind having a conversation with it. I'm sure it has some great stories. Might have even been able to give us some information if one were to talk to it."
"But isn't there a non-zero chance that you could either lose your soul to it. Or that you would become a part of this greater evil entity?" Daisuke asks naively. Still, he trusts his magic compatriots and if they insist that letting Keiko handle the evil rune weapon is a good idea, he won't stand in their way.

Besides, it's Famine's staff. What's enjoyable about being hungry?
User avatar
Keiko
Posts: 192
Joined: Fri Feb 07, 2020 3:44 pm

Re: The Horsemen of Eschaton

Post by Keiko »

Daisuke wrote: Fri Oct 04, 2024 10:50 am
"But isn't there a non-zero chance that you could either lose your soul to it. Or that you would become a part of this greater evil entity?" Daisuke asks naively. Still, he trusts his magic compatriots and if they insist that letting Keiko handle the evil rune weapon is a good idea, he won't stand in their way.

Besides, it's Famine's staff. What's enjoyable about being hungry?
Keiko gives Daisuke a sly smile, "But then there is no excitement in the attempt is there. Can gain anything if your not willing to take a risk my friend. But I'm also the girl who likes to jump into random dimensions so maybe I'm not a good example." Keiko giggles as she skips away from Daisuke.
Keiko

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Underguard
Dimension Master
Posts: 1244
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; 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.
[Tinnitus]

When Grant inspects the rune staff for any signs of what it can do, he doesn't get the feeling this staff can control or influence insects. Grant does know of a few different examples of Rune Weapons that can act independently, but they are generally Greatest Rune weapons; this staff does not appear to be a Greatest Rune Weapon. The growing number of insects seem to be unrelated to the staff and he doesn't feel the ebb and flow of magic being weaved. The bugs appear to be crawling within the corpses and on the ground. There is also an influx of flies, mosquitoes and bees buzzing around them in a truly annoying fashion. Grant sees several of them appear to land on the Cosmic Armors they are wearing and move around, as if looking for a way to crawl inside the mystical armor. Grant makes the disturbing connection that Pestilence must've been the other close Horsemen to Famine, and is now nearby. When Grant radios Butch and Sundance, the robot pilots respond accordingly. "There does not seem to be an influx of insects in our immediate area however scanners do show increase ground activity in your vicinity. We are unable to determine the source." Butch replies.

Daisuke, with a great deal of trepidation, reaches down towards the staff to place it within his final instant weapon slot. [Daisuke, please roll to Save v Magic.
He feels the onset of a massive and splitting migraine causing him to have -1 Strike/Parry/Dodge and -5% to all skills. He also finds it difficult to concentrate, as if the headache is getting worse in times of stress. It also feels as though he can't remember what they are there for.
]
Daisuke feels a splitting headache briefly cross over his mind when he touches the staff to place it within his limbo, with his hand almost appearing to be burnt [-12 MDC from personal MDC.], though the staff is, for the moment, safely within his limbo. Keiko is pleased that Grant and Daisuke are treating the Rune Weapon with the right amount of caution, even if dismayed she can't use it.

Hemlock remembers there being another Horsemen that was near Famine originally, with the other two being much further away. The Dawn Patrol was dropped off far north, and the Granite Knights were dropped off in the West. The Heroes opted for the drop location with two Horsemen relatively close by. Hemlock makes a sickening realization as to why she is getting pings from the insects, they are not there naturally and are controlled or possibly even apart of a whole. It's hard to determine, but the realization is enough to put the Godling on edge. Hemlock then weaves Impervious to Fire around all of her allies in preparation of blasting them all away. Grant agrees with the course of action and calls on the resident dragon to aid in the fiery destruction of the insects.

Gloriosa doesn't waste any time at all and begins to sing as the dragon curdles up his fire breathe before spewing fire in several directions, scorching many of the corpses and the insects with it. Grant and Gloriosa both see hundreds of insects turn into ash or cooked insects; a delicacy in some parts of the world. Gloriosa's song also helps to snap Hemlock out of her feeling of dread and return to a more joyful nature despite the situation they are in. In conjunction with Gloriosa's flames, Firefox erupts three dozen fiery pillars. The pair creating a mesmerizing display of fire that would impress even the most prideful of fiery spirits. Hemlock's mount joins in the fun and a Firequake erupts, now causing nearly all of the corpses that had been littered around them to fall into the flames and leave naught but ash. Hemlock is so enthralled by the spectacle, she joins in Gloriosa's song.

Ronith readies himself for the approach of the nearby Horsemen as the effects Gloriosa and Hemlock's fire seem to subside. The Cyber Knight noting the majority of the terrain is scorched, almost like a wound on the side of the formerly brush-filled land. There is a distinct layer of blackened ash surrounding them in several directions. Keiko, Daisuke, Gloriosa and Grant all note the newly discolored land they now occupy, and much to everyone's immediate comfort, the insects seem gone. There is a moment of silence as the team collects themselves before everyone except for Hemlock hears and feels an overt buzzing sound coming from the northeast. When they look, the team sees a literal cloud of flying insects approaching their location that is so thick, it can't be seen through and will be upon them in seconds.

What are your intentions?
GM Note: Five minutes have passed
Sixth Sense has officially activated.


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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Keiko
Posts: 192
Joined: Fri Feb 07, 2020 3:44 pm

Re: The Horsemen of Eschaton

Post by Keiko »

Perception: 1d100: [24] = 24 /55%
JIC: 1d20: [11] = 11 ; 1d100: [31] = 31
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: 28/400 PPE
  • Personal PPE: 666/666 PPE
  • At 10 G's the damage is 4D6 S.D.C./Hit Points per melee round (1d6 M.D. to Mega-Damage beings) and the character remains conscious for a number of melee rounds equal to his P.E. attribute number.
    Note: Mega-Damage beings suffer the effects of4 Gs.
  • (For any Supernatural Creatures in the AOE) At 4 Gs the character cannot remain standing on his feet, must get on all fours and crawl slowly; Spd, combat bonuses and attacks per melee round are reduced by 75%; skill performance is -50%


Keiko whips her head up as the swarm crests into view. "Holy shit! Awe screw that! Get behind me!" Keiko's fur is puffed out under the Cosmic Armor. She's a partially puffy kitty! She actually looks very disgusted by the oncoming swarm...looks like the hard core killer cat has a thing against bugs. She gathers a large amount of energy around her as she focuses on the incoming swarm. She will drop the center of the spell 30 feet from her position giving her a 5 foot buffer between her and the effect. Keiko is trying to get as much of the swarm as possible. If she need to center the spell farther out she will up to 50 feet away. "Ten should do it! Be crushed under the weight of your own failures!" Keiko yells out as she raises her right hand in the air purple energy crackling up her arm and through her fingers...she snaps her fingers as she activates Gravity Field in an offensive way at 10x gravity over a 25 foot radius from the center of the spell. (-180 PPE) Ugh! Damn that takes a lot out of a girl." Keiko takes a breath and gives a very sly grin to Hemlock. Woot! Gravity Manipulation! ha! Can't do that can you Hemlock! She then moves to use the remaining time sixth sense has given her to give H4H the combat magic buffs.


-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)
--The spells will take 16 actions to cast. This will take Keiko 30 seconds to cast on everyone.

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
Once that is complete Keiko will look at everyone. "Alright. We need fire! Lots of Fire! Gloriosa, Hemlock give it all you can! Lets burn the pestilence away!!! I should have gotten some grenades while I had the chance. How have I never been in this kind of situation before. One where there were thousands of small opponents. Well can't dwell on it. Time to kick some ass.

Keiko will unsling her Tesla Bow in preparation for combat and activate suppress fear (-8 ISP)


Current Active Spells/Effects:
  • Sixth Sense
  • Sustain
  • Suppress Fear (automatically succeeds on HF rolls) (11 minutes)
  • Fighting Spirit (12 Minutes)
  • Superhuman Agility (12 Minutes)
  • Impervious to Fire; (70 minutes) Impervious to normal, magical and mega-damage fires.
  • Cosmic Armor: 448/550 MDC
  • Personal PPE: 414/666 PPE
  • ISP: 49/71
Tesla Effect
Tesla Effect: Stunned (lose initiative & 1 APM) for 1 melee round per each hit and failed save vs. non-lethal toxins; effective even against environmental M.D.C. armor

Init: 1d20+21: [13]+21 = 34

APM: 18

Action 1: Cast Fleet Feet on herself (-20 PPE)
Action 2: Bow Strike: 1d20+16: [18]+16 = 34 ; Damage: 4d6: [6, 3, 4, 6] = 19 + Tesla Effect
Action 3: Bow Strike: 1d20+16: [3]+16 = 19 ; Damage: 4d6: [3, 2, 6, 6] = 17 + Tesla Effect
Action 4: Bow Strike: 1d20+16: [9]+16 = 25 ; Damage: 4d6: [4, 6, 5, 1] = 16 + Tesla Effect
Action 5: Bow Strike: 1d20+16: [11]+16 = 27 ; Damage: 4d6: [1, 1, 6, 5] = 13 + Tesla Effect
Action 6: Bow Strike: 1d20+16: [5]+16 = 21 ; Damage: 4d6: [4, 3, 1, 2] = 10 + Tesla Effect
Action 7: Bow Strike: 1d20+16: [3]+16 = 19 ; Damage: 4d6: [2, 4, 4, 1] = 11 + Tesla Effect
Action 8: Bow Strike: 1d20+16: [5]+16 = 21 ; Damage: 4d6: [3, 2, 3, 4] = 12 + Tesla Effect
Action 9: Bow Strike: 1d20+16: [19]+16 = 35 ; Damage: 4d6: [6, 3, 6, 5] = 20 + Tesla Effect
Action 10: Bow Strike: 1d20+16: [19]+16 = 35 ; Damage: 4d6: [1, 1, 2, 1] = 5 + Tesla Effect
Action 11: Bow Strike: 1d20+16: [20]+16 = 36 ; Damage: 4d6: [5, 6, 3, 6] = 20 + Tesla Effect
Action 12: Bow Strike: 1d20+16: [19]+16 = 35 ; Damage: 4d6: [1, 4, 6, 4] = 15 + Tesla Effect
Action 13: Bow Strike: 1d20+16: [9]+16 = 25 ; Damage: 4d6: [3, 4, 5, 2] = 14 + Tesla Effect
Action 14: Bow Strike: 1d20+16: [13]+16 = 29 ; Damage: 4d6: [1, 1, 1, 5] = 8 + Tesla Effect
Action 15: Bow Strike: 1d20+16: [10]+16 = 26 ; Damage: 4d6: [5, 3, 2, 6] = 16 + Tesla Effect
Action 16: Bow Strike: 1d20+16: [18]+16 = 34 ; Damage: 4d6: [1, 3, 6, 4] = 14 + Tesla Effect
Action 17: Bow Strike: 1d20+16: [3]+16 = 19 ; Damage: 4d6: [2, 3, 1, 3] = 9 + Tesla Effect
Action 18: Bow Strike: 1d20+16: [8]+16 = 24 ; Damage: 4d6: [4, 5, 1, 5] = 15 + Tesla Effect

Auto-dodge: 1d20+15: [20]+15 = 35 ; 1d20+15: [16]+15 = 31 ; 1d20+15: [8]+15 = 23 ; 1d20+15: [4]+15 = 19 ; 1d20+15: [13]+15 = 28 ; 1d20+15: [5]+15 = 20 ; 1d20+15: [17]+15 = 32 ; 1d20+15: [6]+15 = 21 ; 1d20+15: [13]+15 = 28 ; 1d20+15: [3]+15 = 18 ; 1d20+15: [10]+15 = 25 ; 1d20+15: [1]+15 = 16 ; 1d20+15: [9]+15 = 24 ; 1d20+15: [8]+15 = 23 ; 1d20+15: [14]+15 = 29 ; 1d20+15: [2]+15 = 17 ; 1d20+15: [9]+15 = 24 ; 1d20+15: [19]+15 = 34

Auto-Parry: 1d20+22: [10]+22 = 32 ; 1d20+22: [3]+22 = 25 ; 1d20+22: [2]+22 = 24 ; 1d20+22: [5]+22 = 27 ; 1d20+22: [7]+22 = 29 ; 1d20+22: [1]+22 = 23 ; 1d20+22: [19]+22 = 41 ; 1d20+22: [17]+22 = 39 ; 1d20+22: [12]+22 = 34 ; 1d20+22: [7]+22 = 29 ; 1d20+22: [15]+22 = 37 ; 1d20+22: [10]+22 = 32 ; 1d20+22: [3]+22 = 25 ; 1d20+22: [17]+22 = 39 ; 1d20+22: [19]+22 = 41 ; 1d20+22: [7]+22 = 29 ; 1d20+22: [7]+22 = 29 ; 1d20+22: [19]+22 = 41

Contingencies:
-If Keiko's Cosmic armor is destroyed she will activate her mundane FF (-1 APM)
-If War shows up and Pestilence is still living Keiko will break off and cast Time Stop on War (-70 PPE) (-4 APM)
-
Keiko

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Ronith
Group Leader
Posts: 682
Joined: Mon Oct 15, 2007 7:15 pm
Location: Group Leader: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Ronith »

JIC: 1d20: [13] = 13 , 1d100: [33] = 33
PER: 1d100: [68] = 68 vs. 97%

Prowl: 1d100: [39] = 39 vs. 116%
To lie in wait for whatever comes after the bugs.

Conditions:
Cosmic Armor | 45 PPE | DB 13 120 | 73.25 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
,
[*]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
,
10m00s, can hide in shadows 5+ ft tall, +15% to prowl, attackers -5 to hit.


Ronith’s eyes narrow as he beholds the oncoming swarm. My blades are particularly ill-suited to this manner of foe. Doesn’t seem like War’s doing. Perhaps Pestilence then? He frowns. Once Keiko has finished her fighting magicks, Ronith turns back to the others ”Prepare for an attack. Something tells me that this swarm is the opening move for something bigger. I’ll get ready to stab it- the rest of you do what you can about these damned bugs.” Ronith will then find somewhere reasonably shadowed where he can wrap his cloak around his body and use shadow meld ((-10 PPE)) to blend in and lie in wait for Pestilence. Should the bugs get out of control, Ronith will throw up to two goblin bombs to try and help (fire and smoke)- but as they are unlikely to make much of a dent he’ll save his grenades in reserve to see how the others fare.
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- 95/97; PPE- 47/57; MDC- 93/93 (self), 96/96 (cyber-armor)
Frostfang Heals: 0/4. Talismans: AoI (3/3); Invulnerability (3/3); Cleanse (3/3)
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