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.
User avatar
Gloriosa
Posts: 44
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: 132
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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: 199
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: 194
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: 686
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: 199
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: 194
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: 1273
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
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Keiko
Posts: 194
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. (Duration: 5 rounds) (-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
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Posts: 686
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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Hemlock
Posts: 132
Joined: Fri Feb 24, 2023 11:28 am

Re: The Horsemen of Eschaton

Post by Hemlock »

JIC: 1d20: [9] = 9 , 1d100: [13] = 13
Perception: 78% / 1d100: [57] = 57 (SUCCESS)

  • 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
Ghost M.D.C.: 509/509 remaining, P.P.E.: 1320/1400 remaining
Cloudjumper P.P.E.: 565/880 remaining, I.S.P.: 182/196 remaining
Firefox P.P.E.: 528/685 remaining, I.S.P.: 227/237 remaining
Phantom P.P.E.: 70/100 PPE remaining
Talisman of P.P.E. Battery: 0/300 remaining



Ghost
  • Impervious to Fire; Duration 75 minutes. Impervious to normal, magical and mega-damage fires.
  • Impervious to normal weapons
  • Impervious to poison, chemicals, drugs, gas, and disease
  • Impervious to horror factor and possession
  • Does not breathe air
  • Nightvision 1200'
  • Understands all languages
Cloudjumper
  • Impervious to Fire; Duration 75 minutes. Impervious to normal, magical and mega-damage fires.
  • See the Invisible
  • Super Telekinesis

  • Phantom
    Duration: 1 hour 35 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.
Firefox
  • Dancing Fires 36 rounds, 36 magically animated flames, p.79 BoM
Shadow Wall; Duration 50 minutes. 450 feet long, 150 feet high, and some 45 feet thick. Various effects.
Illusionary Forest; Duration 7 hours, 5 minutes. -4 to save vs Hemlock's spell strength. An African forest that joins with the real one nearby.
Metamorphosis: Human; Duration 4 hours, 35 minutes.

See the invisible
Heightened Presence Sense: constant 100ft range
Sustain: 15 days
Cosmic Armor | 45 PPE | DB 13 120 | 95 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 35 minutes
Impervious to Fire (-5 P.P.E.) ; duration 50 minutes
Impervious to Poison (-5 P.P.E.) ; duration 50 minutes
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



Psi-Blade
  • Duration: 50 minutes.
  • Psi-Sword damage: 14D6 M.D.
  • I.S.P.: 30
Enhance Reflexes
  • Range: Self.
  • Duration: 5 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: 50 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: 5 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: 50 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: 50 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, 35 minutes.
  • I.S.P.: 4
Alter Aura (looks like a mid-high level evil Necromancer)
  • Range: Self.
  • Duration: 14 hours, 35 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


Keiko wrote: Mon Oct 07, 2024 3:36 pm Keiko takes a breath and gives a very sly grin to Hemlock. Woot! Gravity Manipulation! ha! Can't do that can you Hemlock!
Hemlock claps in appreciation, and she senses a silent challenge being issued. Very well then, let's get creative.... The fire seems effective but these bugs seem limitless in number.... if only I could reach more of them at once.... She feels Keiko's fighting enhancements coursing through her, but thinks. No not yet. Another try with magic I think. Hmm, what would Mr Fox do?
Ronith wrote: Tue Oct 08, 2024 10:15 am ”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.”
A modified plan comes to mind. Insects are small and at the mercy of the winds. And so..
Keiko wrote: Mon Oct 07, 2024 3:36 pm 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!!!
"All?" Hemlock asks, "Are you quite sure?" The godling grins evilly. "Very well then."

"Ghost and Firefox, create something terrifying that no insect would want to touch please. Place it behind the swarm. And Cloudjumper," the godling smiles a deliciously wicked smile. "A wall of wind combined with my own! Let's both funnel these insects into their trap!"

As the swarm draws closer, Hemlock's companions spring into action. Firefox, eager to outdo Ghost, a mere Earth spirit, summons a
Screaming Wall of Flame; Range: 90 feet, affects a 90 foot area. Duration: 36 rounds. Damage: 4d6 M.D., Horror Factor 16 plus effects
(-30 P.P.E.), behind the swarm when close enough. The blazing wall of orange death seemingly missing their target! Ghost, also following instructions, unleashes another
p.73 BoM
Firequake; Range: 500 feet, affects a 100 foot radius. Duration: 10 rounds. Damage: 5d6 M.D. plus effects
spell (-80 P.P.E.) behind the insects. Cloudjumper, her little owl wings outstretched as she stands perched on her staff, creates a powerful
p.64 BoM
Wall of Wind; Size: 80 feet long, 48 feet high. Duration: 40 minutes. Effect: wind has SN PS 40, and only enemies weighing over 2 tons may pass through it. Damage: 2d4 M.D.
(-30 P.P.E.), and Hemlock joins her with her own
p.125 BoM
Wall of Wind; Size: 150 feet long, 90 feet high. Duration: 90 minutes. Effect: wind has SN PS 47, and only enemies weighing over 2 tons may pass through it. Damage: 2d4 M.D.
(-40 P.P.E.) channeling a wide area of the insects towards the flaming death prepared by Firefox and Ghost.

If all goes as hoped, the godling vocalises a sweet song of destruction as she directs the intense winds, blowing insects towards the fiery destruction. Her voice, a chilling dirge, accompanies the howling wind, sending the ethereal hymn of destruction far and wide. A stark warning to all, Horseman or not, to those who would dare to challenge this realm.

Sing 113%: 1d100: [86] = 86 (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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Grant Latham
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Posts: 624
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
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Re: The Horsemen of Eschaton

Post by Grant Latham »

New Perception: 81% vs 1d100: [21] = 21
JIC: 1d20: [13] = 13 , 1d100: [17] = 17
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 | 83.25 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 | 6 min | Able to read a license plate from up to 2 miles away)

+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

5 PPE | MA 9 | 50 min | Thermographic like vision out to 1500' (distance tripled by the Farsensing spell)

Duration 70 minutes. Impervious to normal, magical and mega-damage fires. Hemlock caster level.

2 PPE | BOM 92 | 17 min | 90' radius

4 PPE | BOM 92 | 17 min | 120' radius

+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


Grant tears his eyes away from the flames as they engulf the insects looking to see if there are more coming from a different direction. Just shooting or slashing with weapons probably make much difference if we are fighting bugs. This battle may be won by Gloriosa and Hemlock's minions just by roasting everything that crawls, slithers, or flies towards us, Grant nods in thanks to Keiko as she casts a pair of spells up him. Cloud of Slumber and carpet of adhesion might be good to take down groups of insects. Illusion maybe of little utility in terms of normal deterrence. Perhaps an illusion of food might sway them, but if they are being controlled, it will probably still be ignored. Grant shrugs to himself as he continues his observation. He looks to see if the staff was contained, "Daisuke, were there any issues containing the staff? I saw that you had to hold it, I didn't realize that your power worked by touch."

He moves up in the air (100') to gain a better position to observe what may be coming towards them.

With little time remaining, Grant casts a pair of spells: Invulnerability (25 PPE | BOM 116 | 3.75 min | Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 50 M.D.C. force field. +10 vs Magic, Psionics, HF) and Lightning Arc (30 PPE | BOM 122 | 2200' | 3.75 min | Dodge | 6d6+22 M.D. +4 Strike up to 100', +1 otherwise)

He sends a message to Butch acknowledging his communication, "Thank you Butch, continue your surveillance and let us know if anything new approaches. Priority one, protect the Skybunker, priority two, communicate threats."
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
Diamond Level Patron
Posts: 199
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Daisuke »

-----------------------------------
Perception: d%: [45] = 45 | 74%
JIC: 1d20: [5] = 5 | d%: [2] = 2 %
Initiative: 1d20+12: [10]+12 = 22
APM: 8
Save vs HF: 1d20+13: [17]+13 = 30
Save vs magic(evil staff): 1d20+8: [19]+8 = 27
-----------------------------------
Character Sheet

  • MDC: 291/303
  • 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%
    )) 23.25 min.
  • Cosmic Armor | 45 PPE | DB 13 120 | 73.25 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


Daisuke strains as he tries to will the evil staff into his Instant Weapon dimensional space. He can feel the immediate resistance and burning almost as if the staff carried with it some manner of awareness that Daisuke was not aligned in purpose with its malicious goals. Still, the Arismal fights through the pain and manages to stow the magical item away.
Grant Latham wrote: Thu Oct 10, 2024 12:02 pmHe looks to see if the staff was contained, "Daisuke, were there any issues containing the staff? I saw that you had to hold it, I didn't realize that your power worked by touch."
Looking at the redness of the burns on his hand, he holds it up for Grant's inspection and says, "Some burning, I felt the staff's disdain at my touch and some maliciousness trying to wash over me, but I believe I fought it off sufficiently. Thank you for your concern." After a brief pause, he asks the mages of his team, "Is there some manner of sentience affiliated with powerful magical weapons sometimes? The staff felt... alive almost. But that can't be right, can it?" Even though Daisuke had long ago acquired an Eye of Odin, he never truly understood its characteristics. It did not feel alive. Nor has he experienced interaction with a powerful rune weapon.

What does this mean? I forgot that in this world, so many things can destroy in an instant. And it was foolhardy of me to not be more careful... But my body absorbed damage that would have evaporated a mortal hand... Does that mean somehow my body has adapted to harden me to the dangers of this world? I don't know how resilient my body is, but I should still take care not to test my limits.

The pyrotechnics being performed by his magical teammate leaves Daisuke in awe. But he cannot think of what he can do to contribute to the situation until combat is begun. He welcomes the magical augmentation. Is impressed by how the world seems to slow slightly in response. And steels himself for the fight ahead.
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Underguard
Dimension Master
Posts: 1273
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.
[Buzzing]

After a brief moment, Daisuke feels the weight of the staff he touched vanish as though it hadn't been there. The staff seems to be safely contained within his limbo, though the arismal questions why the staff felt alive in the first place. [Lore, Magic would allow Daisuke the base knowledge that Rune Weapons do have some manner of intellect, sometimes even independence.] Though Daisuke has little time to consider the staff's true nature as a pryotechnic display erupts as the blanket swarm of insects descend upon them. Grant quickly shields himself with Invulnerability and prepares a lightning arc while ascending in the air, the magi now level with the cloud of bugs that is approaching. The swarm size easily covered a 500 ft radius, if not more.

Hemlock, Firefox, Ghost and Cloudjumper leap into action and show an innate mastery of magic and creativity. A screaming wall of flames erupts as far behind the swarm as possible, however encompassing a good portion of the swarm due to it's sheer size. All while Ghost unleashes another firequake. Cloudjumper brings to life an impressive wall of wind that is joined by Hemlock's own wall, creating a sort of funnel leading back into the screaming wall of flames. Keiko brushes off a new spell she acquired and suddenly, the center of the swarm seems to fall like literal bricks into the firequake beneath it; squashed by the gravity or eaten by the fire. Ronith readies for the real attack that is coming, sensing this swarm is nothing more than a distraction, the knight melds with the shadow created by the swarm and flames to obscure him further. The group was pleased that well over half the swarm was simply demolished by the onslaught brought forth by the Heroes.

Something worse is coming, as everyone with sixth sense feels the alarm bells trigger in their minds. Grant is the first to see what is coming as his sense evil immediately triggers. Grant looks up and sees a familiar and unwelcome sight descending from above. Hidden by the swarm was one of the demonic agents of Armageddon and chaos, something most of the Heroes had dealt with before; Demon Locust. Grant is able to lob a lightning arc at the approaching locust as it descends on him in the air with it's giant stinger glancing off the Cosmic Armor. Ronith also spots a second locust barreling straight towards Hemlock, worse yet, Ronith isn't sure it's just the two. Yet, the Horseman nor it's handler have yet to reveal themselves.

What are your intentions?
GM Note: One minute has passed, you may use Sixth Sense in this combat round.


Ronith: -105 MDC from Cosmic Armor
Grant: -30 MDC from Cosmic Armor
Daisuke: -86 MDC from Cosmic Armor
Keiko: -102 MDC from Cosmic Armor.
Hemlock: -19 MDC from Phantom
Gloriosa:
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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Hemlock
Posts: 132
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Re: The Horsemen of Eschaton

Post by Hemlock »

JIC: 1d20: [7] = 7 , 1d100: [87] = 87
Perception: 78% / 1d100: [92] = 92 (FAIL)

  • P.P.E.: 815/815
  • I.S.P.: 171/268 remaining
  • M.D.C.: 725/725

Energy Sphere: 712/1500 P.P.E. remaining for 30 days
Ghost M.D.C.: 509/509 remaining, P.P.E.: 1240/1400 remaining
Cloudjumper P.P.E.: 535/880 remaining, I.S.P.: 182/196 remaining
Firefox P.P.E.: 498/685 remaining, I.S.P.: 227/237 remaining
Phantom P.P.E.: 70/100 PPE remaining
Talisman of P.P.E. Battery: 0/300 remaining



Ghost
  • Impervious to Fire; Duration 74 minutes. Impervious to normal, magical and mega-damage fires.
  • Impervious to normal weapons
  • Impervious to poison, chemicals, drugs, gas, and disease
  • Impervious to horror factor and possession
  • Does not breathe air
  • Nightvision 1200'
  • Understands all languages
  • Firequake; Range: 500 feet, affects a 100 foot radius. Duration: 9 rounds. Damage: 5d6 M.D. plus effects. p.73 BoM
Cloudjumper
  • Impervious to Fire; Duration 74 minutes. Impervious to normal, magical and mega-damage fires.
  • See the Invisible
  • Super Telekinesis
  • Wall of Wind; Size: 80 feet long, 48 feet high. Duration: 39 minutes. Effect: wind has SN PS 40, and only enemies weighing over 2 tons may pass through it. Damage: 2d4 M.D. p.64 BoM

  • Phantom
    Duration: 1 hour 34 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.
Firefox
  • Dancing Fires 32 rounds, 36 magically animated flames, p.79 BoM
  • Screaming Wall of Flame; Range: 90 feet, affects a 90 foot area. Duration: 32 rounds. Damage: 4d6 M.D., Horror Factor 16 plus effects
Shadow Wall; Duration 49 minutes. 450 feet long, 150 feet high, and some 45 feet thick. Various effects.
Illusionary Forest; Duration 7 hours, 4 minutes. -4 to save vs Hemlock's spell strength. An African forest that joins with the real one nearby.
Metamorphosis: Human; Duration 4 hours, 34 minutes. -dismissing this round
Wall of Wind; Size: 150 feet long, 90 feet high. Duration: 89 minutes. Effect: wind has SN PS 47, and only enemies weighing over 2 tons may pass through it. Damage: 2d4 M.D., p.125 BoM

See the invisible
Heightened Presence Sense: constant 100ft range
Sustain: 15 days
Cosmic Armor | 45 PPE | DB 13 120 | 94 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 34 minutes
Impervious to Fire (-5 P.P.E.) ; duration 49 minutes
Impervious to Poison (-5 P.P.E.) ; duration 49 minutes
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: 11 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: 11 Minutes



Psi-Blade
  • Duration: 49 minutes.
  • Psi-Sword damage: 14D6 M.D.
  • I.S.P.: 30
Enhance Reflexes
  • Range: Self.
  • Duration: 4 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: 49 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: 4 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: 49 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: 49 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, 34 minutes.
  • I.S.P.: 4
Alter Aura (looks like a mid-high level evil Necromancer)
  • Range: Self.
  • Duration: 14 hours, 34 minutes.
  • I.S.P.: 2
Sixth Sense (this round only) : +6 on initiative roll, +2 to parry, +3 to dodge

Total psi buffs; +1 APM, +12 on initiative, +3 to strike, +8 to parry and +9 dodge, +2 P.P., +15% to Perception


Underguard wrote: Sun Oct 13, 2024 8:07 pm Hemlock, Firefox, Ghost and Cloudjumper leap into action and show an innate mastery of magic and creativity. A screaming wall of flames erupts as far behind the swarm as possible, however encompassing a good portion of the swarm due to it's sheer size. All while Ghost unleashes another firequake. Cloudjumper brings to life an impressive wall of wind that is joined by Hemlock's own wall, creating a sort of funnel leading back into the screaming wall of flames. Keiko brushes off a new spell she acquired and suddenly, the center of the swarm seems to fall like literal bricks into the firequake beneath it; squashed by the gravity or eaten by the fire.
Hemlock watches with satisfaction as her masterly wind-powered inferno lays waste to the insectoid swarm. The sight of the once-threatening horde reduced to smoldering ash brings a smile. One needn't use the most powerful spells, she muses. A combination of well-chosen spells, can create far more devastating effects. I quite enjoy this combination.

The smile becomes a smirk. And she remains blissfully unaware of a threat noticed by her team leader.
Underguard wrote: Sun Oct 13, 2024 8:07 pm Ronith also spots a second locust barreling straight towards Hemlock, worse yet, Ronith isn't sure it's just the two.
If Ronith warns her, the fae godling turns in time to see some sort of monstrous locust demon almost upon her!

"Oh hello!" she exclaims, her voice barely audible over the roar of the ongoing wind walls and screaming wall of flame consuming insects en masse. As she meets the threat she realises the disguise of the Necromancer is utterly futile. Alas, not the time for subterfuge, she concedes, dropping the spell.

A cloud of emerald green energy envelopes her as she resumes her true form. The Asgardian godling, now in her true form, looks terrifying and cute in her battle-ready stance. Her emerald eyes blaze with power as she prepares to face the demon locust in open combat.

Horror Factor 8
Intimidate Factor 95%: 1d100: [47] = 47 (SUCCESS)
Cuteness Factor 43%: 1d100: [57] = 57 (just a charm roll, heh) (FAIL)

Combat stuff to come!

psi buffs; +1 APM, +12 on initiative, +3 to strike, +8 to parry and +9 dodge, +2 P.P. (now 31)
spell buffs; +2 APM | +2 on initiative, +3 to strike (melee), +2 to disarm, dodge, +5 Auto-Dodge, +3 parry +4 to pull punch, +7 to roll with impact, +4 to save vs Horror Factor/fear, +2 to save vs possession
31 P.P. extra +1 parry/dodge/strike/autododge

Regular stats:
Initiative Bonus: +12 (+3 W.P. Quick Draw)
Strike Bonus: +10
Parry Bonus: +17
Dodge Bonus: +18
Auto-Dodge Bonus: +7


So totals are:

Initiative Bonus: +26 (+3 W.P. Quick Draw)
Strike Bonus: +17
Parry Bonus: +29 (when spinning blades active; additional +6 vs melee and +2 vs energy blasts/projectiles)
Dodge Bonus: +30
Auto-Dodge Bonus: +13
APM: 11+3


She activates her Spinning Blades talisman, and over a dozen blades orbit her in a deadly web of death. With Ronith engaging the Locust from the flank, Hemlock takes advantage by casting Negate Magic in an attempt to shatter any magical defences it has.

Finally, she positions herself opposite Ronith and adopts a wolf-pack tactic, so that one of the fighting pair always has the Demon Locust at a disadvantage. She fights dual handed to inflict maximum damage, whilst her spinning blades afford her some parry protection for free. (Another Asgardian fey trick!)

Initiative Bonus: +26 (+3 W.P. Quick Draw)
Strike Bonus: +17
Parry Bonus: +29 (when spinning blades active; additional +6 vs melee and +2 vs energy blasts/projectiles)
Dodge Bonus: +30
Auto-Dodge Bonus: +13
APM: 11+3

Action 1: Activate Spinning Blades talisman
Action 2: Begin casting
Level 8. PPE cost 30. Opponent gets a saving throw vs Hemlocks spell strength 22 to resist.

Action 3: Finish casting Negate Magic.

Action 4:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+26: [2]+26 = 28
    (+2 from Katana quality, +7 W.P. Sword, +17 bonuses described above)
    , Damage 12d6: [2, 5, 3, 5, 6, 1, 5, 1, 6, 2, 5, 6] = 47
    (6d6 from katana, 6d6 from P.S., No 2d6 from Fiery Touch spell! Expired earlier!)
  • Hemlock Right Hand: Psi Blade 1d20+24: [16]+24 = 40
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [2, 5, 6, 1, 4, 2, 4, 3, 6, 3, 5, 4, 4, 2] = 51
    Psi Blade 14d6
Action 5:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+26: [3]+26 = 29
    (+2 from Katana quality, +7 W.P. Sword, +17 bonuses described above)
    , Damage 12d6: [4, 3, 6, 6, 2, 3, 6, 4, 5, 4, 4, 5] = 52
    (6d6 from katana, 6d6 from P.S., No 2d6 from Fiery Touch spell! Expired earlier!)
  • Hemlock Right Hand: Psi Blade 1d20+24: [19]+24 = 43
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [2, 5, 1, 2, 4, 5, 1, 3, 3, 6, 4, 6, 5, 4] = 51
    Psi Blade 14d6
    CRIT!


Action 6:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+26: [8]+26 = 34
    (+2 from Katana quality, +7 W.P. Sword, +17 bonuses described above)
    , Damage 12d6: [2, 1, 1, 6, 4, 5, 1, 5, 2, 3, 3, 6] = 39
    (6d6 from katana, 6d6 from P.S., No 2d6 from Fiery Touch spell! Expired earlier!)
  • Hemlock Right Hand: Psi Blade 1d20+24: [5]+24 = 29
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [5, 3, 4, 1, 1, 4, 5, 6, 1, 4, 5, 5, 1, 3] = 48
    Psi Blade 14d6
Action 7:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+26: [1]+26 = 27
    (+2 from Katana quality, +7 W.P. Sword, +17 bonuses described above)
    , Damage 12d6: [5, 1, 4, 4, 6, 3, 4, 6, 3, 4, 2, 1] = 43
    (6d6 from katana, 6d6 from P.S., No 2d6 from Fiery Touch spell! Expired earlier!)
    CRIT FAIL!
  • Hemlock Right Hand: Psi Blade 1d20+24: [3]+24 = 27
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [1, 1, 5, 6, 6, 2, 5, 4, 4, 3, 5, 1, 3, 3] = 49
    Psi Blade 14d6
Action 8:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+26: [12]+26 = 38
    (+2 from Katana quality, +7 W.P. Sword, +17 bonuses described above)
    , Damage 12d6: [5, 3, 3, 1, 6, 6, 4, 2, 6, 1, 3, 5] = 45
    (6d6 from katana, 6d6 from P.S., No 2d6 from Fiery Touch spell! Expired earlier!)
  • Hemlock Right Hand: Psi Blade 1d20+24: [20]+24 = 44
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [5, 2, 2, 1, 6, 6, 5, 4, 1, 1, 5, 5, 1, 1] = 45
    Psi Blade 14d6
    CRIT!
Action 9:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+26: [6]+26 = 32
    (+2 from Katana quality, +7 W.P. Sword, +17 bonuses described above)
    , Damage 12d6: [1, 1, 3, 2, 4, 5, 6, 4, 1, 4, 1, 3] = 35
    (6d6 from katana, 6d6 from P.S., No 2d6 from Fiery Touch spell! Expired earlier!)
  • Hemlock Right Hand: Psi Blade 1d20+24: [17]+24 = 41
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [2, 3, 6, 2, 4, 5, 1, 4, 6, 2, 1, 6, 3, 3] = 48
    Psi Blade 14d6
Action 10:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+26: [16]+26 = 42
    (+2 from Katana quality, +7 W.P. Sword, +17 bonuses described above)
    , Damage 12d6: [4, 1, 5, 5, 6, 2, 1, 2, 5, 6, 6, 5] = 48
    (6d6 from katana, 6d6 from P.S., No 2d6 from Fiery Touch spell! Expired earlier!)
  • Hemlock Right Hand: Psi Blade 1d20+24: [1]+24 = 25
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [2, 5, 4, 4, 4, 6, 4, 5, 2, 2, 5, 5, 3, 3] = 54
    Psi Blade 14d6
    CRIT FAIL!
Action 11:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+26: [4]+26 = 30
    (+2 from Katana quality, +7 W.P. Sword, +17 bonuses described above)
    , Damage 12d6: [2, 5, 2, 5, 5, 5, 3, 6, 1, 1, 2, 2] = 39
    (6d6 from katana, 6d6 from P.S., No 2d6 from Fiery Touch spell! Expired earlier!)
  • Hemlock Right Hand: Psi Blade 1d20+24: [17]+24 = 41
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [3, 5, 3, 2, 6, 3, 6, 1, 4, 2, 6, 3, 5, 6] = 55
    Psi Blade 14d6
Action 12:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+26: [17]+26 = 43
    (+2 from Katana quality, +7 W.P. Sword, +17 bonuses described above)
    , Damage 12d6: [2, 4, 3, 6, 1, 4, 6, 6, 4, 4, 2, 3] = 45
    (6d6 from katana, 6d6 from P.S., No 2d6 from Fiery Touch spell! Expired earlier!)
  • Hemlock Right Hand: Psi Blade 1d20+24: [11]+24 = 35
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [1, 6, 4, 5, 5, 6, 3, 2, 5, 2, 4, 6, 5, 6] = 60
    Psi Blade 14d6
Action 13:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+26: [19]+26 = 45
    (+2 from Katana quality, +7 W.P. Sword, +17 bonuses described above)
    , Damage 12d6: [2, 3, 4, 6, 1, 5, 5, 1, 6, 2, 1, 5] = 41
    (6d6 from katana, 6d6 from P.S., No 2d6 from Fiery Touch spell! Expired earlier!)
    CRIT!
  • Hemlock Right Hand: Psi Blade 1d20+24: [7]+24 = 31
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [1, 6, 1, 3, 5, 1, 3, 4, 6, 4, 4, 1, 4, 4] = 47
    Psi Blade 14d6
Action 14:
  • Hemlock Left Hand: Katana of Elemental Fire 1d20+26: [10]+26 = 36
    (+2 from Katana quality, +7 W.P. Sword, +17 bonuses described above)
    , Damage 12d6: [3, 1, 1, 5, 3, 1, 4, 3, 1, 3, 4, 5] = 34
    (6d6 from katana, 6d6 from P.S., No 2d6 from Fiery Touch spell! Expired earlier!)
  • Hemlock Right Hand: Psi Blade 1d20+24: [6]+24 = 30
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [6, 2, 5, 5, 3, 4, 5, 3, 1, 4, 4, 3, 2, 2] = 49
    Psi Blade 14d6


Parry (spinning blades): 1d20+6: [17]+6 = 23 , 1d20+6: [20]+6 = 26 , 1d20+6: [10]+6 = 16 , 1d20+6: [10]+6 = 16 , 1d20+6: [1]+6 = 7 , 1d20+6: [18]+6 = 24 , 1d20+6: [3]+6 = 9 , 1d20+6: [19]+6 = 25 , 1d20+6: [15]+6 = 21 , 1d20+6: [10]+6 = 16 , 1d20+6: [20]+6 = 26 , 1d20+6: [4]+6 = 10 , 1d20+6: [2]+6 = 8 , 1d20+6: [4]+6 = 10

Auto-Dodge: 1d20+13: [12]+13 = 25 , 1d20+13: [5]+13 = 18 , 1d20+13: [11]+13 = 24 , 1d20+13: [18]+13 = 31 , 1d20+13: [13]+13 = 26 , 1d20+13: [11]+13 = 24 , 1d20+13: [19]+13 = 32 , 1d20+13: [11]+13 = 24 , 1d20+13: [18]+13 = 31 , 1d20+13: [13]+13 = 26 , 1d20+13: [18]+13 = 31 , 1d20+13: [7]+13 = 20 , 1d20+13: [9]+13 = 22 , 1d20+13: [3]+13 = 16

Contingency: If Hemlock is somehow dispelled, she's a little surprised! That doesn't happen everyday! She nods in respect to the sneaky source of the dispelling and will trigger her
some additional M.D.C.: 50
Impervious to cold, disease, drugs, gases, energy, poison, and toxins
+10 vs magic, psionics, & horror factor
talisman for additional aid.
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: 199
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Daisuke »

-----------------------------------
Perception: d%: [29] = 29 | 74%
JIC: 1d20: [10] = 10 | d%: [72] = 72 %
Initiative: 1d20+14: [18]+14 = 32
APM: 10
Save vs HF: 1d20+13: [15]+13 = 28
-----------------------------------
Character Sheet

  • MDC: 291/303
  • 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%
    )) 22.25 min.
  • Cosmic Armor | 45 PPE | DB 13 120 | 72.25 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
  • 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: 11.00 Min
  • 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: 11.00 Min

Underguard wrote: Sun Oct 13, 2024 8:07 pm[Lore, Magic would allow Daisuke the base knowledge that Rune Weapons do have some manner of intellect, sometimes even independence.]
((Daisuke does not have Lore: Magic, so will continue to rely on teammates for magical knowledge/guidance.))

Glad to have the evil staff dimensionally contained, Daisuke turns his attention to what his teammates are confronting. Wholly unfamiliar with what to do about the impending swarm of bugs, he is glad when others take lead on rigging a raging insect inferno.

"What was that swarm of bugs? A herald of what is to come?" the Arismal asks the others naïvely. Then he gets his answer when the demon locust emerges from the literal ashes of the mass of carapaces. Joined quickly by another, Daisuke realizes that he has to get into the fight to try to help his teammates as much as he can.

I don't understand magic much. But I do understand that magic requires sound to work. So best spend my time making the rounds silencing all the enemies so that none of them can cast magic.

Using the cosmic armor's flight to engage, the Arismal plots a path to soar close enough ((240 ft range)) to apply Warp Sound: Silence ((35.00 min)) on the demon locust(s) as they battle his teammates. His idea is that at minimum, he can reduce the locusts' longevity in combat by minimizing their ability to continually erect magical protection on themselves. And if they are kept from casting offensive or combat augmenting magic, all the better. Daisuke's first priority is to Warp Sound: Silence all the demon locusts he sees. If another target ((ie. Horseman)) appears, Daisuke will likewise try to apply a similar Warp Sound: Silence against it/them.

Only after he has taken away the magical leg their supernatural opponents can stand on will Daisuke turn his attention to potentially damaging their opponents. Likely he will spend his entire combat round flying around silencing opponents though.

===========
Combat:
Action 1-2: Fly toward nearest Demon Locust. Warp Sound: Silence Sounds@Demon Locust (35.00 min)
Action 3-4: Fly toward next Demon Locust. Warp Sound: Silence Sounds @Demon Locust (35.00 min)
Action 5-6: Fly toward next Demon Locust (or Horseman/Handler). Warp Sound: Silence Sounds @Demon Locust or Horseman/Handler (35.00 min)
Action 7-8: Fly toward next Demon Locust (or Horseman/Handler). Warp Sound: Silence Sounds @Demon Locust or Horseman/Handler (35.00 min)
Action 9-10: Reserved for Contingencies. Dodge: 1d20+11: [16]+11 = 27

Contingencies:
  • If Cosmic Armor runs out, Instant Wardrobe change to NE-BA-26 and turn on FF.
Auto-Dodges: 1d20+12: [18]+12 = 30 , 1d20+12: [19]+12 = 31 , 1d20+12: [11]+12 = 23 , 1d20+12: [13]+12 = 25 , 1d20+12: [10]+12 = 22 , 1d20+12: [15]+12 = 27 , 1d20+12: [15]+12 = 27 , 1d20+12: [4]+12 = 16 , 1d20+12: [16]+12 = 28 , 1d20+12: [3]+12 = 15 , 1d20+12: [14]+12 = 26
User avatar
Ronith
Group Leader
Posts: 686
Joined: Mon Oct 15, 2007 7:15 pm
Location: Group Leader: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Ronith »

JIC: 1d20: [10] = 10 , 1d100: [30] = 30
PER: 1d100: [23] = 23 vs. 97%

Prowl: 1d100: [84] = 84 vs. 116%
To lie in wait for whatever comes after the bugs.

Conditions:
Cosmic Armor | 45 PPE | DB 13 120 | 72.25 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
,
9m00s, can hide in shadows 5+ ft tall, +15% to prowl, attackers -5 to hit.


Ronith debates whether to lie in wait for Pestilence, but with Demon Locusts taking the field (and one headed for Hemlock) the cyber-knight decides that these are foes well-suited to his abilities. No doubt the Horseman will be nearby. Just have to deal with that when he reveals himself. Ronith then leaps out of the shadows to stab the second Locust with his blade, calling to Hemlock as he does so ”Look out!” Ronith then grits his teeth and gets down to the bloody business of carving the thing up. If the Locust starts counter-attacking physically or with magical energy attacks, Ronith will shift to a more reserved style where he attacks with Frostfang and defends with Skyrender (as well as dodging as needed).

Initiative: 1d20+26: [11]+26 = 37 (includes +11 from first-round bonuses).
APM: 11

Attack 1: Paired sword strike. Frostfang: 1d20+23: [15]+23 = 38 to strike, 1d6*11: [1]*11 = 11 MD, Skyrender: 1d20+23: [3]+23 = 26 , 5d6: [2, 6, 1, 1, 2] = 12 MD.
Attack 2: Paired sword strike. Frostfang: 1d20+23: [14]+23 = 37 to strike, 1d6*11: [5]*11 = 55 MD, Skyrender: 1d20+23: [19]+23 = 42 , 5d6: [3, 4, 6, 2, 4] = 19 x2=38 MD.
Attack 3: Paired sword strike. Frostfang: 1d20+23: [11]+23 = 34 to strike, 1d6*11: [4]*11 = 44 MD, Skyrender: 1d20+23: [1]+23 = 24 , 5d6: [2, 4, 1, 5, 3] = 15 MD.
Attack 4: Paired sword strike. Frostfang: 1d20+23: [1]+23 = 24 to strike, 1d6*11: [5]*11 = 55 MD, Skyrender: 1d20+23: [8]+23 = 31 , 5d6: [5, 1, 2, 4, 4] = 16 MD.
Attack 5: Paired sword strike. Frostfang: 1d20+23: [11]+23 = 34 to strike, 1d6*11: [6]*11 = 66 MD, Skyrender: 1d20+23: [16]+23 = 39 , 5d6: [6, 5, 1, 4, 2] = 18 MD.
Attack 6: Paired sword strike. Frostfang: 1d20+23: [11]+23 = 34 to strike, 1d6*11: [5]*11 = 55 MD, Skyrender: 1d20+23: [19]+23 = 42 , 5d6: [5, 3, 2, 2, 6] = 18 x2=36 MD.
Attack 7: Paired sword strike. Frostfang: 1d20+23: [5]+23 = 28 to strike, 1d6*11: [4]*11 = 44 MD, Skyrender: 1d20+23: [17]+23 = 40 , 5d6: [5, 2, 1, 1, 6] = 15 MD.
Attack 8: Paired sword strike. Frostfang: 1d20+23: [18]+23 = 41 to strike, 1d6*11: [1]*11 = 11 x2=22 MD, Skyrender: 1d20+23: [9]+23 = 32 , 5d6: [6, 1, 4, 5, 2] = 18 MD.
Attack 9: Paired sword strike. Frostfang: 1d20+23: [19]+23 = 42 to strike, 1d6*11: [6]*11 = 66 x2=132 MD, Skyrender: 1d20+23: [14]+23 = 37 , 5d6: [1, 5, 3, 5, 3] = 17 MD.
Attack 10: Paired sword strike. Frostfang: 1d20+23: [5]+23 = 28 to strike, 1d6*11: [1]*11 = 11 MD, Skyrender: 1d20+23: [18]+23 = 41 , 5d6: [6, 5, 1, 6, 3] = 21 x2=42 MD.
Attack 11: Paired sword strike. Frostfang: 1d20+23: [17]+23 = 40 to strike, 1d6*11: [1]*11 = 11 MD, Skyrender: 1d20+23: [20]+23 = 43 , 5d6: [3, 5, 1, 2, 4] = 15 x2=30 MD.

Contingent Auto-Parries: 1d20+29: [20]+29 = 49 , 1d20+29: [3]+29 = 32 , 1d20+29: [3]+29 = 32 , 1d20+29: [20]+29 = 49 , 1d20+29: [7]+29 = 36 , 1d20+29: [11]+29 = 40 , 1d20+29: [9]+29 = 38 , 1d20+29: [9]+29 = 38 , 1d20+29: [10]+29 = 39 , 1d20+29: [19]+29 = 48
Contingent Auto-Dodges: 1d20+19: [5]+19 = 24 , 1d20+19: [4]+19 = 23 , 1d20+19: [9]+19 = 28 , 1d20+19: [16]+19 = 35 , 1d20+19: [19]+19 = 38 , 1d20+19: [16]+19 = 35 , 1d20+19: [11]+19 = 30 , 1d20+19: [8]+19 = 27 , 1d20+19: [12]+19 = 31 , 1d20+19: [11]+19 = 30
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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Grant Latham
Diamond Level Patron
Posts: 624
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: [62] = 62
JIC: 1d20: [17] = 17 , 1d100: [14] = 14
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 | 160m1d100
  • 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 | 82.25 MIN | Silver Body Armor with blue hue. Full EBA. 520 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 | 5 min | Able to read a license plate from up to 2 miles away)

+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 Minutes

Duration 70 minutes. Impervious to normal, magical and mega-damage fires. Hemlock caster level.

5 PPE | MA 9 | 49 min | Thermographic like vision out to 1500' (distance tripled by the Farsensing spell)

25 PPE | BOM 116 | 2.75 min | Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 50 M.D.C. force field. +10 vs Magic, Psionics, HF

30 PPE | BOM 122 | 2200' | 2.75 min | Dodge | 6d6+22 M.D. +4 Strike up to 100', +1 otherwise

2 PPE | BOM 92 | 16 min | 90' radius

4 PPE | BOM 92 | 16 min | 120' radius

+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: 11 Minutes


Lore: Demons & Monsters (North America or Europe) 139% vs 1d100: [98] = 98 | Any vulnerabilities and general capabilities of the demon locusts

Language: Demogogian 96% vs 1d100: [2] = 2 | Understand anything that Grant might be able to hear from the demons


Looking everywhere but up, Grant flips end of over end from the blow of the stinger, but since he is already in the air, he quickly reorients and spots the demon locust. Not a horseman, but a demon nevertheless, is this one of the horseman's handlers? I don't think I want to ask it and find out. Orienting on the bright light of the sun, Grant rockets upward, his blue-silver body flashing brightly, dragged along with him is his Energy Sphere. He shouts (in American, not wanting to give away his ability to understand Demogogian), "Hey Bug Boy, I am still here, come and get me!"

As he flies upward, he fires electrical blasts at the giant bug. At the point that he is more than 2000' away from the demon locust, he maintains that difference.


APM: 12(13 w/Magic)
Initiative: 1d20+8: [3]+8 = 11
Critical Strike on nat 18-20, or from behind.
Deathblow on nat 20
  1. Continue flying upward (around 100 mph - 147'/action) Lightning Arc on Demon Locust. Strike: 1d20+1: [4]+1 = 5 Damage: 6d6+22: [5, 3, 1, 2, 3, 1]+22 = 37
  2. Continue flying upward (around 100 mph - 147'/action)Lightning Arc on Demon Locust. Strike: 1d20+1: [15]+1 = 16 Damage: 6d6+22: [5, 2, 4, 3, 6, 2]+22 = 44
  3. Continue flying upward (around 100 mph - 147'/action)Lightning Arc on Demon Locust. Strike: 1d20+1: [17]+1 = 18 Damage: 6d6+22: [5, 6, 5, 4, 3, 4]+22 = 49
  4. Continue flying upward (around 100 mph - 147'/action)Lightning Arc on Demon Locust. Strike: 1d20+1: [20]+1 = 21 Damage: 6d6+22: [3, 6, 1, 2, 4, 4]+22 = 42
  5. Continue flying upward (around 100 mph - 147'/action)Lightning Arc on Demon Locust. Strike: 1d20+1: [12]+1 = 13 Damage: 6d6+22: [1, 6, 4, 6, 5, 4]+22 = 48
  6. Continue flying upward (around 100 mph - 147'/action)Lightning Arc on Demon Locust. Strike: 1d20+1: [6]+1 = 7 Damage: 6d6+22: [4, 3, 6, 5, 3, 4]+22 = 47
  7. Continue flying upward (around 100 mph - 147'/action)Lightning Arc on Demon Locust. Strike: 1d20+1: [1]+1 = 2 Damage: 6d6+22: [4, 2, 6, 4, 3, 6]+22 = 47
  8. Continue flying upward (around 100 mph - 147'/action)Lightning Arc on Demon Locust. Strike: 1d20+1: [2]+1 = 3 Damage: 6d6+22: [3, 2, 3, 3, 1, 3]+22 = 37
  9. Continue flying upward (around 100 mph - 147'/action)Lightning Arc on Demon Locust. Strike: 1d20+1: [8]+1 = 9 Damage: 6d6+22: [4, 5, 5, 2, 1, 3]+22 = 42
  10. Continue flying upward (around 100 mph - 147'/action)Lightning Arc on Demon Locust. Strike: 1d20+1: [10]+1 = 11 Damage: 6d6+22: [5, 4, 1, 5, 1, 4]+22 = 42
  11. Continue flying upward (around 100 mph - 147'/action)Lightning Arc on Demon Locust. Strike: 1d20+1: [5]+1 = 6 Damage: 6d6+22: [4, 3, 5, 4, 1, 4]+22 = 43
  12. Continue flying upward (around 100 mph - 147'/action)Lightning Arc on Demon Locust. Strike: 1d20+1: [13]+1 = 14 Damage: 6d6+22: [3, 2, 4, 6, 4, 4]+22 = 45
Contingencies:

Parry (+9 with Omega Blade)/Dodge(+4)/AutoDodge(+5)/Roll(+10): 12d20: [5, 19, 3, 7, 19, 15, 10, 6, 11, 1, 17, 5] = 118
Save vs Magic(+17)/Psionics 12+(+10)/Horror(+19): 12d20: [9, 8, 10, 17, 19, 16, 13, 1, 2, 13, 15, 3] = 126

If Cosmic Armor drops, Grant will trigger a charge from his Fly like an Eagle talisman, then cast Armor Bizarre (165 M.D.)
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: 44
Joined: Tue Apr 18, 2023 3:52 pm

Re: The Horsemen of Eschaton

Post by Gloriosa »

Perception: 1d100: [86] = 86 /29%
JIC: 1d20: [13] = 13 / 1d100: [92] = 92

  • 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
  • The Flame Wind Dragon can seemingly cause himself to burst into flames in a manner similar to the psychic Burster or Elemental Fusionist. Unlike them, the Dragon Hatchling's own scales are actually burning, even though this does no damage to the Flame Wind (this is just a natural part of the dragon's metabolism). Because the Flame Wind is actually on fire, anything he is carrying is damaged by his own raging flames and he will ignite anything he touches, such as carpeting, drapes, paper, wood, dry grass, etc. In combat, the dragon's fiery punch or tail does an extra 2D6 M.D. per strike plus its usual P.S. damage. Leaping on its back or trying to wrestle or entangle the flaming dragon will inflict 4D6 M.D. Every 4 seconds (or 2D4x10+10 M.D. per melee round). The flames can be maintained for (5 minutes/20 melee rounds) (+1 minute per level of experience), before the dragon Hatchling must rest for at least ten minutes to regenerate his flaming scales (duration is 10x longer for adults).
  • M.D.C.: 140/140
  • P.P.E.: 95/95
  • I.S.P.: 72/74



From high up in the sky, Gloriosa watches the firewall as it sucks parts of the bug horde like a celestial vacuum cleaner. Keiko's gravity pulling even more of them down to a grounded fiery death. "See? Fire is usually the answer!"

He starts his charge toward the bug cloud but halts as soon as his sixth sense (-2 ISP) goes off. "Anyone else just get the heebie-jeebies?" He watches the big bugs head toward Grant and Hemlock. Hemmy's got this! And I've got... those. Ew. As the others engage the two demon locust that appear, Gloriosa charges head first through the cloud. Releasing a stream of flame from his mouth, and an aura of flame from his scales, he hopes to burn up as much of the cloud of bugs as possible.


  • Base: 2
  • Fighting Spirit: 1
  • Superhuman Agility: 1
: 1d20+4: [10]+4 = 14
  • Base: 6
  • Fighting Spirit: 2
: 8

Action 1: Activate
The Flame Wind Dragon can seemingly cause himself to burst into flames in a manner similar to the psychic Burster or Elemental Fusionist. Unlike them, the Dragon Hatchling's own scales are actually burning, even though this does no damage to the Flame Wind (this is just a natural part of the dragon's metabolism). Because the Flame Wind is actually on fire, anything he is carrying is damaged by his own raging flames and he will ignite anything he touches, such as carpeting, drapes, paper, wood, dry grass, etc. In combat, the dragon's fiery punch or tail does an extra 2D6 M.D. per strike plus its usual P.S. damage. Leaping on its back or trying to wrestle or entangle the flaming dragon will inflict 4D6 M.D. Every 4 seconds (or 2D4x10+10 M.D. per melee round). The flames can be maintained for (5 minutes/20 melee rounds) (+1 minute per level of experience), before the dragon Hatchling must rest for at least ten minutes to regenerate his flaming scales (duration is 10x longer for adults).
.
Action 2: Breath Weapon @ Bug Cloud. Strike: 1d20+8: [3]+8 = 11 Damage: 4d6: [6, 6, 3, 5] = 20
Action 3: Flaming Wing Attack @ Bug Cloud.
  • Base: 8
  • Fighting Spirit: 3
: 1d20+11: [18]+11 = 29 (CRIT)
  • Base: 4D6+2
  • Flaming Scales: 2D6
: 6d6+2: [3, 1, 5, 2, 2, 2]+2 = 17 x2=34 MD
Action 4: Breath Weapon @ Bug Cloud. Strike: 1d20+8: [6]+8 = 14 Damage: 4d6: [4, 1, 3, 5] = 13
Action 5: Flaming Wing Attack @ Bug Cloud.
  • Base: 8
  • Fighting Spirit: 3
: 1d20+11: [20]+11 = 31 (CRIT)
  • Base: 4D6+2
  • Flaming Scales: 2D6
: 6d6+2: [4, 2, 5, 1, 2, 2]+2 = 18 x2=36 MD
Action 6: Breath Weapon @ Bug Cloud. Strike: 1d20+8: [20]+8 = 28 (CRIT) Damage: 4d6: [6, 1, 3, 4] = 14 x2=28 MD
Actions 7-8: Reserved for Dodge/Fly through Bug Cloud.

  • Base: 11
  • Flight: 2
  • Fighting Spirit: 2
: 1d20+15: [1]+15 = 16 (CRITFAIL) 1d20+15: [15]+15 = 30
Superhuman Agility: 5
: 1d20+5: [7]+5 = 12 1d20+5: [11]+5 = 16 1d20+5: [1]+5 = 6 (CRITFAIL) 1d20+5: [4]+5 = 9 1d20+5: [15]+5 = 20 1d20+5: [19]+5 = 24 1d20+5: [5]+5 = 10 1d20+5: [11]+5 = 16
  • Base: 12
  • Fighting Spirit: 2
  • Superhuman Agility: 1
: 1d20+15: [19]+15 = 34 1d20+15: [18]+15 = 33 1d20+15: [1]+15 = 16 (CRITFAIL) 1d20+15: [13]+15 = 28 1d20+15: [20]+15 = 35 (CRIT) 1d20+15: [4]+15 = 19 1d20+15: [8]+15 = 23 1d20+15: [9]+15 = 24
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Keiko
Posts: 194
Joined: Fri Feb 07, 2020 3:44 pm

Re: The Horsemen of Eschaton

Post by Keiko »

Perception: 1d100: [89] = 89 /55%
JIC: 1d20: [6] = 6 ; 1d100: [94] = 94
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
  • 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 is quite please with herself, even if it's just a drop in the bucket. She does hit her radio, "Make sure you stay out of the gravity well." She still looks disgusted at the shear number of bugs flying around. Ugh, This is the worst. I'm going to need a long soak in the tub with...hmmm...Shouldn't think about that now...I'm such a bad kitty...
Keiko spots the Demon Locus burst through the cloud of insects. She tries to recall what she knows about them. While see doesn't think on it too hard her brief thoughts are interrupted before she can put much brain power behind it so she comes away with nothing.

Lore: Demons & Monsters 1d100: [90] = 90 /80% (Weaknesses and knowledge about them)
Language: Demogogian 1d100: [30] = 30 /80%
Invoke Trust/Intimidate: 1d100: [21] = 21 /50% (Intimidation to put fear into the demon and assist with it's submission)


Keiko activates her telepathy (-4 ISP) and heads to one of Demon Locusts Diasuke has not warped yet, if possible. If not she heads to the closet one to her. She then casts Enslave & Control Entity to force it to submit to her will and change sides. Keiko reaches out with her telepathy to the creature and speaks to it in Demogogian. You will serve me now! You will prove your to me you are the strongest of your brethren or I will drag you to Hades myself and permanently dispatch you there! Keiko's happy face is very contrast to her thoughts. But her eyes. Her eyes reflect those of a killer and one that will happily track the demon down and make it beg for real death.

If the spell works Keiko will direct the creature mentally, Kill the others of your kind.

Keiko then gets to work spinning through the air thanks to the armor and taking on the demons. If the spell doesn't work and she can not get the demon onto their side she will focus down the demon that Ronith and Hemlock are targeting.

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: 334/666 PPE
  • ISP: 45/71


Combat:
Mage Bane Effect
-2 to strike, parry, and dodge, -20% to all skills, APM Reduced by Half; Lose the ability to speak; Duration 1 minute
Init: 1d20+21: [4]+21 = 25

APM: 18

Action 1: Cast Fleet Feet on herself (-20 PPE)
Action 2-5: Control & Enslave Entity (-80 PPE) on one of the demon Locusts (Preferably one Diasuke has not warped yet. Closest one if not) Save vs Magic 17
Action 6: Right Omega Blade strike: 1d20+18: [18]+18 = 36 Crit; Damage: 7d6: [1, 6, 4, 1, 6, 4, 6] = 28 x2 = 56 MD; Left Strike Mage Bane Strike: 1d20+17: [10]+17 = 27 ; Damage: 5d6+9: [2, 4, 1, 5, 4]+9 = 25 Target: Save vs Magic (22)
Action 7: Right Omega Blade strike: 1d20+18: [2]+18 = 20 ; Damage: 7d6: [5, 5, 5, 4, 4, 1, 1] = 25 ; Left Strike Mage Bane Strike: 1d20+17: [7]+17 = 24 ; Damage: 5d6+9: [2, 1, 1, 3, 3]+9 = 19 Target: Save vs Magic (22)
Action 8: Right Omega Blade strike: 1d20+18: [16]+18 = 34 ; Damage: 7d6: [5, 2, 2, 2, 3, 1, 2] = 17 ; Left Strike Mage Bane Strike: 1d20+17: [17]+17 = 34 ; Damage: 5d6+9: [1, 2, 4, 6, 4]+9 = 26 Target: Save vs Magic (22)
Action 9: Right Omega Blade strike: 1d20+18: [3]+18 = 21 ; Damage: 7d6: [1, 1, 5, 2, 3, 5, 1] = 18 ; Left Strike Mage Bane Strike: 1d20+17: [11]+17 = 28 ; Damage: 5d6+9: [3, 5, 1, 5, 6]+9 = 29 Target: Save vs Magic (22)
Action 10: Right Omega Blade strike: 1d20+18: [12]+18 = 30 ; Damage: 7d6: [1, 6, 5, 6, 2, 6, 4] = 30 ; Left Strike Mage Bane Strike: 1d20+17: [5]+17 = 22 ; Damage: 5d6+9: [6, 5, 3, 1, 3]+9 = 27 Target: Save vs Magic (22)
Action 11: Right Omega Blade strike: 1d20+18: [8]+18 = 26 ; Damage: 7d6: [2, 1, 1, 2, 5, 2, 2] = 15 ; Left Strike Mage Bane Strike: 1d20+17: [12]+17 = 29 ; Damage: 5d6+9: [6, 5, 1, 4, 6]+9 = 31 Target: Save vs Magic (22)
Action 12: Right Omega Blade strike: 1d20+18: [3]+18 = 21 ; Damage: 7d6: [3, 3, 5, 2, 6, 3, 1] = 23 ; Left Strike Mage Bane Strike: 1d20+17: [4]+17 = 21 ; Damage: 5d6+9: [4, 1, 1, 6, 6]+9 = 27 Target: Save vs Magic (22)
Action 13: Right Omega Blade strike: 1d20+18: [2]+18 = 20 ; Damage: 7d6: [5, 2, 1, 2, 3, 2, 6] = 21 ; Left Strike Mage Bane Strike: 1d20+17: [5]+17 = 22 ; Damage: 5d6+9: [5, 3, 2, 5, 4]+9 = 28 Target: Save vs Magic (22)
Action 14: Right Omega Blade strike: 1d20+18: [1]+18 = 19 ; Damage: 7d6: [2, 6, 1, 6, 2, 5, 2] = 24 ; Left Strike Mage Bane Strike: 1d20+17: [2]+17 = 19 ; Damage: 5d6+9: [4, 1, 3, 4, 1]+9 = 22 Target: Save vs Magic (22)
Action 15: Right Omega Blade strike: 1d20+18: [13]+18 = 31 ; Damage: 7d6: [2, 5, 3, 5, 3, 2, 4] = 24 ; Left Strike Mage Bane Strike: 1d20+17: [10]+17 = 27 ; Damage: 5d6+9: [4, 4, 1, 3, 5]+9 = 26 Target: Save vs Magic (22)
Action 16: Right Omega Blade strike: 1d20+18: [8]+18 = 26 ; Damage: 7d6: [1, 1, 1, 2, 4, 2, 6] = 17 ; Left Strike Mage Bane Strike: 1d20+17: [9]+17 = 26 ; Damage: 5d6+9: [4, 2, 1, 1, 6]+9 = 23 Target: Save vs Magic (22)
Action 17: Right Omega Blade strike: 1d20+18: [1]+18 = 19 ; Damage: 7d6: [3, 5, 5, 1, 1, 4, 6] = 25 ; Left Strike Mage Bane Strike: 1d20+17: [2]+17 = 19 ; Damage: 5d6+9: [3, 6, 2, 3, 3]+9 = 26 Target: Save vs Magic (22)
Action 18: Right Omega Blade strike: 1d20+18: [11]+18 = 29 ; Damage: 7d6: [5, 3, 5, 5, 5, 1, 6] = 30 ; Left Strike Mage Bane Strike: 1d20+17: [7]+17 = 24 ; Damage: 5d6+9: [6, 4, 5, 1, 3]+9 = 28 Target: Save vs Magic (22)


Auto-dodge: 1d20+15: [17]+15 = 32 ; 1d20+15: [13]+15 = 28 ; 1d20+15: [7]+15 = 22 ; 1d20+15: [18]+15 = 33 ; 1d20+15: [20]+15 = 35 ; 1d20+15: [12]+15 = 27 ; 1d20+15: [12]+15 = 27 ; 1d20+15: [19]+15 = 34 ; 1d20+15: [2]+15 = 17 ; 1d20+15: [9]+15 = 24 ; 1d20+15: [8]+15 = 23 ; 1d20+15: [10]+15 = 25 ; 1d20+15: [18]+15 = 33 ; 1d20+15: [8]+15 = 23 ; 1d20+15: [12]+15 = 27 ; 1d20+15: [8]+15 = 23 ; 1d20+15: [9]+15 = 24 ; 1d20+15: [5]+15 = 20



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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Underguard
Dimension Master
Posts: 1273
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.
Combat Round: 2
[Buzzing]

Hemlock is warned about the approach of the Locust just in time to see it's accursed face mutter something unintelligible. Moments after that, Hemlock looks on in apparent glee as whatever it was muttering appears to have no effect on her. Hemlock readies her own negation spell as she activates her spinning blade talisman which glances off a blue mystic layer of protection around the Locust. Her own negation is successful and Hemlock watches the armor spell evaporate off the Locust as it grins a disgusting grin towards her. Before it can speak again, Daisuke barrels in and mutes the Locust however much to Hemlock's dismay, she hears a gutteral voice in her mind. You look most appetizing The voice whispers into her mind as the Locust unleashes a vicious assault on her. Ronith roars in and aggressively attacks the locust with Hemlock. Ronithi can tell that Hemlock seems to be the main target for this locustShe is able to parry or dodge most of the incoming attacks, however the Locust's stinger rip towards her and glance off her armor. [-30 from CA.] Ronith and Hemlock are pushing this Locust back quickly and doing obvious damage to it. Daisuke tries to peel away in search of the the other Locust(s) but only sees a swarm of bugs surrounding them.

Grant, up above, tangles with his own Locust while lost in the surviving swarm of bugs. There are thousands of the bugs, and despite Hemlock, Gloriosa and Keiko's efforts to crush them, more seem to be coming. They are doing little more than clouding the skies and sounds with constant buzzing of their wings. Grant continues flying upward to meet the Locust, lobbing lightning arc after arc. He can't recall any specific weaknesses at the moment but does hear the demon speak in it's infernal tongues as a negation magic attempt on Grant's armor. Grant's taunt on the bug lost in the buzz around him though it appears fixated on Grant. Grant's fortunate to see his armor remains intact, but the lightning blasts seem to splash off it's shell as it closes the gap around Grant and soon Grant finds all four of the front arms of the Locust wrapped around him. [Break from grapple.] Grant feels the powerful jaws of the Locust clamp down on the Cosmic Armor. -23 M.D.C. from CA as the large stinger coils in front of him.

Keiko flies up towards the Locust that Grant is engaged with and attempts to Control and Enslave it however it rolls it's head back in a sickening way as it looks back at Keiko and mutters in its infernal tongue. Grant can hear another attempt at Negation targeted towards Keiko, Keiko can see it's demonic lips moving but can't hear it over the buzz before she suddenly starts falling towards the ground. [Cosmic Armor negated] Daisuke eventually finds the Locust that is engaged with Grant as Keiko starts to plummet and warps the sound around it so it is silenced.

Below, Gloriosa bellows flames in the air, scorching wave after wave of insects. Just as Gloriosa makes an opening, it is quickly filled by more insects and the dragon has a hard time seeing anything beyond. Gloriosa can barely hear the sounds of the fighting over the buzzing and fog of insects and smoke. Keiko falls back towards the ground and activates her forcefield on the way down, unfortunately it doesn't absorb the impact and she feels her legs jar from it. Neither Keiko nor Gloriosa can see each other in the swarm of bugs however they both feel something causing the ground to quake beneath them; like the movement of a rhinoceros charging but from where is hard to say.

What are your intentions?
GM Note: It is hard to see through the bugs due in part to the fire, smoke and sheer number of them.


Ronith: -105 MDC from Cosmic Armor
Grant: -30 MDC from Cosmic Armor
Daisuke: -86 MDC from Cosmic Armor
Keiko: Cosmic Armor Dispelled; -12 personal S.D.C. from fall;
Hemlock: -19 MDC from Phantom
Gloriosa:
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: 624
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
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Re: The Horsemen of Eschaton

Post by Grant Latham »

New Perception: 81% vs 1d100: [66] = 66
JIC: 1d20: [1] = 1 , 1d100: [8] = 8
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 | 160m1d100
  • 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 | 82.00 MIN | Silver Body Armor with blue hue. Full EBA. 497 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 | 4.75 min | Able to read a license plate from up to 2 miles away)

+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: 10.75 Minutes

Duration 69.75 minutes. Impervious to normal, magical and mega-damage fires. Hemlock caster level.

5 PPE | MA 9 | 48.75 min | Thermographic like vision out to 1500' (distance tripled by the Farsensing spell)

25 PPE | BOM 116 | 2.50 min | Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 50 M.D.C. force field. +10 vs Magic, Psionics, HF

30 PPE | BOM 122 | 2200' | 2.50 min | Dodge | 6d6+22 M.D. +4 Strike up to 100', +1 otherwise

2 PPE | BOM 92 | 15.75 min | 90' radius

4 PPE | BOM 92 | 15.75 min | 120' radius

+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: 10.75 Minutes


Anyone who hasn't been grappled by giant humanoid head insect before is going to freak out. Oh, by the Three! By the Three! It's got me! "It's got me!" Grant exclaims in a shakey voice as he's carried by the demon locust; his inner monologue becomes verbal diarrhea for a moment. But then the cool iciness of being a Lord Magus takes over. The bizarre training techniques of the Lords of Magic that transform the body also reinforce the mind. Shut up Grant! It's time to do some wizardry sh%t. He focus his mind and draws upon his psychic powers and raises a Mental Block (4 ISP | RUE 174 | 110 min | +1 save vs Psionics, not open to telepathy, empathy or the like) in case the demon locust has the ability to read minds. First rule of dealing with demons, don't let them influence your thoughts. Let it think it is in control. He then turns his palms towards the locust and fires another blast of electricity at point blank range. My first thought was the right one, got to get away. It looks like its got some magical protections up protecting it from the lightning. The mage clicks his heels together and activates his Seven League Boots (30 PPE | BOM 138 | 1 min | Dodge +2, teleport up to 2000' (4000' on plains/sea/etc) to a point he can see). He lets another blast of electricity as he looks around for a spot to teleport to, then takes a step (10'-15' based on current visibility).

As soon as he's free of the demon locust's grasp, Grant uses the power of his Cosmic Armor to fly away at full speed in an atmosphere (350 mph) as soon as he's clear of the swarm, he focus on a spot on the horizon and steps again (4000' should be possible in the open plains of Africa - he will go up if nothing else looks reasonable).

APM: 12(13 w/Magic)
Initiative: 1d20+8: [10]+8 = 18
Critical Strike on nat 18-20, or from behind.
Deathblow on nat 20
  1. A momentary freak out
  2. Raise Mind Block
  3. Lighting Arc on demon locust (point blank). Strike: 1d20+4: [8]+4 = 12 , Damage: 6d6+22: [6, 1, 6, 5, 3, 3]+22 = 46 M.D. Correct damage 4d6+22,total: 40
  4. Activate Seven League Boots (Astral Hole)
  5. Lighting Arc on demon locust (point blank). Strike: 1d20+4: [6]+4 = 10 , Damage: 6d6+22: [1, 1, 2, 5, 4, 6]+22 = 41 M.D while searching for a spot to teleport. Correct damage 4d6+22,total: 31
  6. Teleport away from the demon locust
  7. Arrive at new destination
  8. Fly full speed away from the demon locust (642')
  9. Fly full speed away from the demon locust (642')
  10. Fly full speed away from the demon locust (642')
  11. Fly full speed away from the demon locust (642')
  12. Fly full speed away from the demon locust (642')
Contingencies:

Parry (+9 with Omega Blade)/Dodge(+6)/AutoDodge(+5)/Roll(+10): 12d20: [14, 12, 3, 3, 2, 5, 18, 2, 10, 12, 13, 4] = 98
Save vs Magic(+17)/Psionics 12+(+11)/Horror(+19): [roll12d20[/roll]

If Cosmic Armor drops, Grant will trigger a charge from his Fly like an Eagle talisman, then cast Armor Bizarre (165 M.D.)
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
Hemlock
Posts: 132
Joined: Fri Feb 24, 2023 11:28 am

Re: The Horsemen of Eschaton

Post by Hemlock »

JIC: 1d20: [20] = 20 , 1d100: [75] = 75
Perception: 78% / 1d100: [99] = 99 (CRIT FAIL)

  • P.P.E.: 815/815
  • I.S.P.: 171/268 remaining
  • M.D.C.: 725/725

Energy Sphere: 682/1500 P.P.E. remaining for 30 days
Ghost M.D.C.: 509/509 remaining, P.P.E.: 1240/1400 remaining
Cloudjumper P.P.E.: 535/880 remaining, I.S.P.: 182/196 remaining
Firefox P.P.E.: 498/685 remaining, I.S.P.: 227/237 remaining
Phantom P.P.E.: 70/100 PPE remaining
Talisman of P.P.E. Battery: 0/300 remaining
Spinning Blades Talisman: 2/3 remaining



Ghost
  • Impervious to Fire; Duration 74 minutes. Impervious to normal, magical and mega-damage fires.
  • Impervious to normal weapons
  • Impervious to poison, chemicals, drugs, gas, and disease
  • Impervious to horror factor and possession
  • Does not breathe air
  • Nightvision 1200'
  • Understands all languages
  • Firequake; Range: 500 feet, affects a 100 foot radius. Duration: 8 rounds. Damage: 5d6 M.D. plus effects. p.73 BoM
Cloudjumper
  • Impervious to Fire; Duration 74 minutes. Impervious to normal, magical and mega-damage fires.
  • See the Invisible
  • Super Telekinesis
  • Wall of Wind; Size: 80 feet long, 48 feet high. Duration: 39 minutes. Effect: wind has SN PS 40, and only enemies weighing over 2 tons may pass through it. Damage: 2d4 M.D. p.64 BoM

  • Phantom
    Duration: 1 hour 34 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.
Firefox
  • Dancing Fires 31 rounds, 36 magically animated flames, p.79 BoM
  • Screaming Wall of Flame; Range: 90 feet, affects a 90 foot area. Duration: 32 rounds. Damage: 4d6 M.D., Horror Factor 16 plus effects
Shadow Wall; Duration 49 minutes. 450 feet long, 150 feet high, and some 45 feet thick. Various effects.
Illusionary Forest; Duration 7 hours, 4 minutes. -4 to save vs Hemlock's spell strength. An African forest that joins with the real one nearby.
Metamorphosis: Human; Duration 4 hours, 34 minutes. -dismissing this round
Wall of Wind; Size: 150 feet long, 90 feet high. Duration: 89 minutes. Effect: wind has SN PS 47, and only enemies weighing over 2 tons may pass through it. Damage: 2d4 M.D., p.125 BoM

See the invisible
Heightened Presence Sense: constant 100ft range
Sustain: 15 days
Spinning Blades: duration 14/15 rounds remaining
Cosmic Armor | 45 PPE | DB 13 120 | 94 MIN | Silver Body Armor with blue hue. Full EBA. 520/550 M.D.C. remaining, 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 34 minutes
Impervious to Fire (-5 P.P.E.) ; duration 49 minutes
Impervious to Poison (-5 P.P.E.) ; duration 49 minutes
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: 11 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: 11 Minutes



Psi-Blade
  • Duration: 49 minutes.
  • Psi-Sword damage: 14D6 M.D.
  • I.S.P.: 30
Enhance Reflexes
  • Range: Self.
  • Duration: 4 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: 49 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: 4 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: 49 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: 49 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, 34 minutes.
  • I.S.P.: 4
Alter Aura (looks like a mid-high level evil Necromancer)
  • Range: Self.
  • Duration: 14 hours, 34 minutes.
  • I.S.P.: 2
Sixth Sense (this round only) : +6 on initiative roll, +2 to parry, +3 to dodge

Total psi buffs; +1 APM, +12 on initiative, +3 to strike, +8 to parry and +9 dodge, +2 P.P., +15% to Perception


Underguard wrote: Sun Oct 20, 2024 9:04 pm You look most appetizing The voice whispers into her mind as the Locust unleashes a vicious assault on her.
Hemlock's grin widens, a predator's smile. Like a squirrel that sees an interesting nut in need to cracking. "Perhaps," she replies, her voice dripping with mockery. "But I'm named after something very unpleasant to eat. Can you guess what that is?"

And what are you exactly? She thinks about what manner of demon this is, wondering at weaknesses.

Lore: Demons & Monsters 133%: 1d100: [54] = 54 (SUCCESS)

Hemlock begins to weave a spell, her voice a low hum. Realising Daisuke's silencing has rendered the locust mute, she opts for a similar approach. Blindness spell. Fast to cast and nasty.

"Blind," she mutters, the words forming a tangible force. The spell, though basic, is amplified by Hemlock's experience. It strikes with sledgehammer force, a wave of magic to hopefully deprive the locust of sight.

Hemlock's giant white elk familiar, a majestic beast possessed by a greater elemental spirit, also charges into the fray to defend his master. Its thunderous hooves shake the ground, and its antlers gleam with an otherworldly light. It tries to slam into the locust, and tries to keep the Locust Demon flanked and surrounded.

Hemlock then casts a second fast spell. "Magic Net!" she commands, and a shimmering net of magic appears and expands, aiming to snare the creature before it could react.

Contingency: If the locust is plainly too large for a magic net, she will not cast the spell.

Hemlock, her eyes narrowing, realises the urgency of the situation. "We need to finish this quickly," she mutters. She sheathes Firefox, her katana, and turns to her staff. "Cloudjumper! To me!" The sentient staff, sensing her urgency, telekinetically launches itself into her waiting hand.
Achievement Unlocked
Have achieved Gandalf mode! A wizard with sword and staff against a mighty demon! The Bal- erm -hopper!
galdalf with sword and staff.png


Then Hemlock continues the beatdown. Firefox, now sheathed, attacks psionically and directs his Dancing Flames to cause chaos. Cloudjumper has fun being wielded as a weapon, and commands her own summoned Phantom to assist in the melee.


psi buffs; +1 APM, +12 on initiative, +3 to strike, +8 to parry and +9 dodge, +2 P.P. (now 31)
spell buffs; +2 APM | +2 on initiative, +3 to strike (melee), +2 to disarm, dodge, +5 Auto-Dodge, +3 parry +4 to pull punch, +7 to roll with impact, +4 to save vs Horror Factor/fear, +2 to save vs possession
31 P.P. extra +1 parry/dodge/strike/autododge

Regular stats:
Initiative Bonus: +12 (+3 W.P. Quick Draw)
Strike Bonus: +10
Parry Bonus: +17
Dodge Bonus: +18
Auto-Dodge Bonus: +7


So totals are:

Initiative Bonus: +26 (+3 W.P. Quick Draw)
Strike Bonus: +17
Parry Bonus: +29 (with spinning blades active; additional +6 vs melee and +2 vs energy blasts/projectiles)
Dodge Bonus: +30
Auto-Dodge Bonus: +13
APM: 11+3




Initiative Bonus: 1d20+26: [8]+26 = 34 (+3 W.P. Quick Draw)
Ghost's Initiative 1d20+1: [18]+1 = 19
Phantom Initiative (summoned by Cloudjumper): 1d20+2: [10]+2 = 12

Strike Bonus: +17
Parry Bonus: +29 (with spinning blades active; additional +6 vs melee and +2 vs energy blasts/projectiles)
Dodge Bonus: +30
Auto-Dodge Bonus: +13
APM: 11+3
Ghost APM: 8
Firefox APM: 9
Phantom (summoned by Cloudjumper) APM: 4



Action 1:
  • Hemlock casts
    Level 4. PPE cost 6. Opponent gets a saving throw vs Hemlocks spell strength 22 to resist.
  • Firefox uses Bio-manipulation (Paralysis) (-10 I.S.P.)
  • Cloudjumper casts
    The lightning bolt shoots down from the sky and is so quick and devastating that the intended target has no chance to dodge (automatic hit), but must be within the Warlock's line of vision.
    (-10 P.P.E.), 8d6: [4, 4, 3, 2, 3, 1, 2, 1] = 20 damage - no save[/inline]
  • Ghost attacks Elk Horn Head-Butt 1d20+7: [4]+7 = 11 , Damage 2d4*10+2d6+2: [4, 4]*10+[3, 4]+2 = 89
  • Phantom power punch (2 APM) 4D6 M.D. from a power punch 1d20+4: [1]+4 = 5 for 4d6: [4, 5, 4, 6] = 19 damage
Action 2:
  • Hemlock casts
    Level 4. PPE cost 6. Opponent gets a saving throw vs Hemlocks spell strength 22 to resist.
  • Firefox uses Hypnotic suggestion (Get next to
    The huge tree in question is the line of large illusionary trees that marks the spot where Hemlock's Shadow Wall spell is active.
    ! Then they can't surround you!) (-10 I.S.P.)
  • Cloudjumper casts
    The lightning bolt shoots down from the sky and is so quick and devastating that the intended target has no chance to dodge (automatic hit), but must be within the Warlock's line of vision.
    (-10 P.P.E.), 8d6: [2, 6, 6, 6, 4, 1, 2, 4] = 31 damage - no save
  • Ghost attacks Elk Horn Head-Butt 1d20+7: [4]+7 = 11 , Damage 2d4*10+2d6+2: [1, 4]*10+[6, 2]+2 = 60
Action 3:
  • Sheathe Firefox, and Cloudjumper flies into hand. Air Staff + Psi Blade in hand! [GANDALF MODE!]
  • Ghost attacks Elk Horn Head-Butt 1d20+7: [8]+7 = 15 , Damage 2d4*10+2d6+2: [4, 3]*10+[1, 5]+2 = 78
  • Phantom power punch (2 APM) 4D6 M.D. from a power punch 1d20+4: [6]+4 = 10 for 4d6: [3, 4, 5, 4] = 16 damage
Action 4:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [20]+22 = 42
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [1, 6, 4, 4, 3, 4, 1, 5, 4, 2]+8 = 42
    (4D6+8 from katana, 6d6 from P.S.)
    (CRIT)
  • Hemlock Right Hand: Psi Blade 1d20+24: [13]+24 = 37
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [5, 2, 6, 5, 3, 6, 4, 6, 5, 6, 1, 6, 4, 3] = 62
    Psi Blade 14d6
  • Firefox directs the Dancing Flames to run about, fry enemies, and seek out greater threats hiding in the swarm.
  • Cloudjumper casts
    The lightning bolt shoots down from the sky and is so quick and devastating that the intended target has no chance to dodge (automatic hit), but must be within the Warlock's line of vision.
    (-10 P.P.E.), 8d6: [5, 6, 4, 1, 2, 6, 4, 3] = 31 damage - no save
  • Ghost attacks Elk Horn Head-Butt 1d20+7: [8]+7 = 15 , Damage 2d4*10+2d6+2: [1, 3]*10+[2, 4]+2 = 48
Action 5:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [4]+22 = 26
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [3, 4, 4, 2, 2, 4, 3, 5, 1, 6]+8 = 42
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [17]+24 = 41
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [2, 3, 5, 1, 5, 3, 2, 5, 2, 2, 3, 5, 4, 6] = 48
    Psi Blade 14d6
  • Firefox directs the Dancing Flames to run about, fry enemies, and seek out greater threats hiding in the swarm.
  • Cloudjumper casts
    The lightning bolt shoots down from the sky and is so quick and devastating that the intended target has no chance to dodge (automatic hit), but must be within the Warlock's line of vision.
    (-10 P.P.E.), 8d6: [2, 2, 3, 2, 3, 4, 1, 3] = 20 damage - no save
  • Ghost attacks Elk Horn Head-Butt 1d20+7: [18]+7 = 25 , Damage 2d4*10+2d6+2: [1, 1]*10+[5, 5]+2 = 32
Action 6:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [6]+22 = 28
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [2, 1, 3, 1, 6, 1, 5, 5, 1, 5]+8 = 38
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [7]+24 = 31
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [6, 4, 4, 6, 2, 3, 3, 2, 3, 6, 4, 2, 1, 1] = 47
    Psi Blade 14d6
  • Firefox directs the Dancing Flames to run about, fry enemies, and seek out greater threats hiding in the swarm.
  • Cloudjumper casts
    The lightning bolt shoots down from the sky and is so quick and devastating that the intended target has no chance to dodge (automatic hit), but must be within the Warlock's line of vision.
    (-10 P.P.E.), 8d6: [4, 1, 6, 2, 2, 3, 1, 6] = 25 damage - no save
  • Ghost attacks Elk Horn Head-Butt 1d20+7: [14]+7 = 21 , Damage 2d4*10+2d6+2: [1, 2]*10+[6, 3]+2 = 41
Action 7:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [16]+22 = 38
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [4, 2, 1, 5, 3, 4, 3, 5, 2, 6]+8 = 43
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [11]+24 = 35
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [1, 2, 6, 2, 6, 3, 4, 2, 2, 6, 3, 3, 2, 6] = 48
    Psi Blade 14d6
  • Firefox directs the Dancing Flames to run about, fry enemies, and seek out greater threats hiding in the swarm.
  • Cloudjumper casts
    The lightning bolt shoots down from the sky and is so quick and devastating that the intended target has no chance to dodge (automatic hit), but must be within the Warlock's line of vision.
    (-10 P.P.E.), 8d6: [5, 3, 4, 3, 1, 2, 5, 6] = 29 damage - no save
  • Ghost attacks Elk Horn Head-Butt 1d20+7: [8]+7 = 15 , Damage 2d4*10+2d6+2: [3, 1]*10+[1, 3]+2 = 46
Action 8:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [11]+22 = 33
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [6, 2, 2, 3, 3, 3, 6, 2, 2, 5]+8 = 42
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [15]+24 = 39
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [5, 6, 6, 6, 3, 1, 6, 3, 1, 1, 4, 4, 5, 5] = 56
    Psi Blade 14d6
  • Firefox directs the Dancing Flames to run about, fry enemies, and seek out greater threats hiding in the swarm.
  • Cloudjumper casts
    The lightning bolt shoots down from the sky and is so quick and devastating that the intended target has no chance to dodge (automatic hit), but must be within the Warlock's line of vision.
    (-10 P.P.E.), 8d6: [6, 1, 4, 5, 1, 1, 6, 4] = 28 damage - no save
  • Ghost attacks Elk Horn Head-Butt 1d20+7: [7]+7 = 14 , Damage 2d4*10+2d6+2: [3, 4]*10+[4, 6]+2 = 82
Action 9:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [15]+22 = 37
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [4, 4, 3, 4, 6, 5, 4, 5, 2, 6]+8 = 51
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [13]+24 = 37
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [1, 5, 1, 1, 6, 4, 5, 6, 5, 1, 3, 3, 3, 6] = 50
    Psi Blade 14d6
  • Firefox directs the Dancing Flames to run about, fry enemies, and seek out greater threats hiding in the swarm.
  • Cloudjumper casts
    The lightning bolt shoots down from the sky and is so quick and devastating that the intended target has no chance to dodge (automatic hit), but must be within the Warlock's line of vision.
    (-10 P.P.E.), 8d6: [5, 1, 1, 1, 2, 1, 2, 4] = 17 damage - no save
  • Ghost out of actions
Action 10:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [6]+22 = 28
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [5, 4, 3, 3, 4, 6, 4, 6, 2, 6]+8 = 51
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [1]+24 = 25
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [2, 4, 6, 4, 1, 6, 3, 6, 2, 4, 1, 5, 5, 1] = 50
    Psi Blade 14d6
  • Firefox and Cloudjumper out of actions.
Action 11:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [2]+22 = 24
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [6, 3, 6, 5, 5, 3, 1, 6, 1, 3]+8 = 47
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [4]+24 = 28
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [5, 5, 1, 4, 2, 5, 6, 5, 4, 4, 4, 2, 3, 1] = 51
    Psi Blade 14d6
Action 12:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [13]+22 = 35
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [4, 6, 1, 3, 4, 4, 5, 4, 5, 5]+8 = 49
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [19]+24 = 43
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [3, 1, 3, 2, 3, 3, 6, 6, 3, 4, 5, 2, 4, 3] = 48
    Psi Blade 14d6
    (CRIT)
Action 13:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [10]+22 = 32
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [5, 5, 5, 5, 2, 2, 1, 6, 5, 5]+8 = 49
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [1]+24 = 25
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [5, 3, 6, 5, 5, 4, 6, 2, 5, 5, 1, 2, 1, 6] = 56
    Psi Blade 14d6
Action 14:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [3]+22 = 25
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [1, 4, 1, 1, 3, 5, 4, 3, 1, 4]+8 = 35
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [8]+24 = 32
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [1, 1, 1, 1, 6, 3, 4, 1, 2, 4, 4, 4, 2, 1] = 35
    Psi Blade 14d6



Parry (spinning blades): 1d20+6: [20]+6 = 26 , 1d20+6: [4]+6 = 10 , 1d20+6: [13]+6 = 19 , 1d20+6: [3]+6 = 9 , 1d20+6: [15]+6 = 21 , 1d20+6: [2]+6 = 8 , 1d20+6: [16]+6 = 22 , 1d20+6: [12]+6 = 18 , 1d20+6: [16]+6 = 22 , 1d20+6: [7]+6 = 13 , 1d20+6: [14]+6 = 20 , 1d20+6: [2]+6 = 8 , 1d20+6: [3]+6 = 9 , 1d20+6: [7]+6 = 13

Auto-Dodge: 1d20+13: [16]+13 = 29 , 1d20+13: [7]+13 = 20 , 1d20+13: [14]+13 = 27 , 1d20+13: [15]+13 = 28 , 1d20+13: [6]+13 = 19 , 1d20+13: [20]+13 = 33 , 1d20+13: [11]+13 = 24 , 1d20+13: [6]+13 = 19 , 1d20+13: [9]+13 = 22 , 1d20+13: [20]+13 = 33 , 1d20+13: [18]+13 = 31 , 1d20+13: [14]+13 = 27 , 1d20+13: [10]+13 = 23 , 1d20+13: [20]+13 = 33

Contingency: If Hemlock is targeted by a new and as yet unseen enemy, the Ghost, the Phantom and any available Dancing Flames will run interference.

Contingency: If Hemlock is dispelled of armour, she casts Invincible Armor to regain 375 M.D.C. in magical protection.

Contingency: If the bugs become too dense to bear, she will shift to Intangibility and relocate to the area still under the effects of a raging Firequake spell, where she remains immune.
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: 199
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Daisuke »

-----------------------------------
Perception: d%: [29] = 29 | 74%
JIC: 1d20: [8] = 8 | d%: [24] = 24 %
Initiative: 1d20+14: [19]+14 = 33
  • Base: 7
  • Copy Animal Attribute(monkey) Extraordinary PP: 1
  • Fighting Spirit: 2
: 10
Save vs HF: 1d20+13: [7]+13 = 20
-----------------------------------
Character Sheet

  • MDC: 291/303
  • 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%
    )) 22.00 min.
  • Cosmic Armor | 45 PPE | DB 13 120 | 72.00 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
  • 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: 10.75 Min
  • 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: 10.75 Min
  • Warp Sound: Silence @Demon Locust 1. 34.75 min
  • Warp Sound: Silence @Demon Locust 2. 34.75 min


This is tactically unsound. Daisuke thinks to himself as his visibility is severely hampered by the swarm of insects. I could accidentally collide with someone or something. And it was difficult enough to locate the other demon locust within this cloud of chitin. I need to try to do something about this.

The Arismal tries to gain some altitude to give himself the space to think and potentially see the battlefield a little more clearly than from within the cacophonous swarm.

I need some sort of counter. My teammates are working the angle of producing fire... but there seem to be so many of these bugs that roiling them all within an inferno seems challenging work. Birds eat insects. Small birds are more maneuverable than large birds. I should try to summon as many sparrows as I can to enlist their aid in cutting down on the numbers of insects within this cloud of bugs.

Daisuke will will into existence his own living cloud ((Summon & Command Small Animals. Sparrow [~1oz each, 16 per lbs, 65 lbs limit... 65x16=1040 sparrows summoned])). And once feather, beak and talon have oriented themselves into formation within their own undulating swarm, the Arismal will command them.

"Kill insects. Not eat. Kill only." Daisuke commands the sparrows, after amplifying his own voice to carry even above the noise of insectoids below. And a part of him is concerned that demon-spawned insects may be detrimental to the health of his avian friends, so he does not want his own flock to fall from the sky due to insect-poisoning due to their inadvertent eating of the bugs.

At the same time, he hopes that his general command will also give them enough freedom to hunt as they please and to hopefully instinctually avoid some of the more vicious combat with flames and magic that his teammates are currently engaged in.



===========
Combat:
Action 1-2: Fly skyward, gain altitude, ideally get above locust swarm
Action 3-4: Summon & Command Small Animals (Sparrow [~1oz each, 16 per lbs, 65 lbs limit... 65x16=1040 sparrows summoned]... assuming another continent summoning)
Action 5: Warp Sound: Amplify Sound @Daisuke
Action 6: Command Sparrows to kill, not eat, insects.
Action 7-10: Continue to rally and direct sparrows to carve coordinated grooves through insect swarm. Assess battlefield. Reserved for contingencies.


Contingencies:
  • If Cosmic Armor runs out[or is dispelled], Instant Wardrobe change to FreeRunner exoskeleton with Wilk's Jet pack. Remain aloft.
Auto-Dodges: 1d20+12: [17]+12 = 29 , 1d20+12: [6]+12 = 18 , 1d20+12: [5]+12 = 17 , 1d20+12: [6]+12 = 18 , 1d20+12: [6]+12 = 18 , 1d20+12: [17]+12 = 29 , 1d20+12: [17]+12 = 29 , 1d20+12: [4]+12 = 16 , 1d20+12: [15]+12 = 27 , 1d20+12: [1]+12 = 13
User avatar
Keiko
Posts: 194
Joined: Fri Feb 07, 2020 3:44 pm

Re: The Horsemen of Eschaton

Post by Keiko »

Perception: 1d100: [45] = 45 /55%
JIC: 1d20: [14] = 14 ; 1d100: [86] = 86
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
  • 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 puots a little as she see's her spell be ineffective against the demon. Man. What a waste of energy. Such a bummerrr. Keiko's eyes narrow as she feels the armor spell around her disappear. Keiko cries out in surprise and yells at the demon who cast the spell in Demogogian, "You're a little bitttccchhhh!!!!!" Keiko flips over, stows her weapons, and tucks her feet as they hit the ground. She rolls to lessen the impact and springs to her feet as if she has just stuck a gymnastics dismount. "Ha! Cats always land on their feet." She looks around, to only see the massive swarm of insects. She takes a moment to cast, see invisible (-4 ISP), Invisibility: Simple (-6 PPE), and Invincible armor (-30 PPE) on herself and deactivate her FF, before draws out her weapons again to meet this next threat head on. Keiko bares her teeth at the new threat. "Come on you bastards. This hide and seek game is getting tiresome!"


Current Active Spells/Effects:
  • Sustain
  • Suppress Fear (automatically succeeds on HF rolls) (10.75 minutes)
  • Fighting Spirit (11.75 Minutes)
  • Superhuman Agility (11.75 Minutes)
  • Impervious to Fire; (69.75 minutes) Impervious to normal, magical and mega-damage fires.
  • Invincible Armor (18 minutes): 150/150 Regen Roll: 1d6: [1] = 1
  • See Invisible: (11 Minutes)
  • Invisibility Simple: (18 Minutes)
  • Personal PPE: 298/666 PPE
  • ISP: 41/71
  • S.D.C.: 97/103


Combat:
Mage Bane Effect
-2 to strike, parry, and dodge, -20% to all skills, APM Reduced by Half; Lose the ability to speak; Duration 1 minute
Init: 1d20+21

APM: 18

Action 1: Right Omega Blade strike: 1d20+18: [19]+18 = 37 Crit; Damage: 7d6: [3, 5, 1, 5, 1, 2, 1] = 18 x 2 = 36 MD; Left Strike Mage Bane Strike: 1d20+17: [9]+17 = 26 ; Damage: 5d6+9: [6, 5, 6, 6, 3]+9 = 35 Target: Save vs Magic (22)

Action 2: Right Omega Blade strike: 1d20+18: [13]+18 = 31 ; Damage: 7d6: [5, 6, 5, 4, 2, 4, 5] = 31 ; Left Strike Mage Bane Strike: 1d20+17: [17]+17 = 34 ; Damage: 5d6+9: [6, 2, 1, 4, 5]+9 = 27 Target: Save vs Magic (22)

Action 3: Right Omega Blade strike: 1d20+18: [10]+18 = 28 ; Damage: 7d6: [1, 4, 2, 3, 6, 5, 6] = 27 ; Left Strike Mage Bane Strike: 1d20+17: [15]+17 = 32 ; Damage: 5d6+9: [3, 2, 3, 5, 4]+9 = 26 Target: Save vs Magic (22)

Action 4: Right Omega Blade strike: 1d20+18: [10]+18 = 28 ; Damage: 7d6: [1, 1, 2, 2, 6, 1, 6] = 19 ; Left Strike Mage Bane Strike: 1d20+17: [20]+17 = 37 Nat 20; Damage: 5d6+9: [4, 2, 6, 2, 1]+9 = 24 x2 = 48MD Target: Save vs Magic (22)

Action 5: Right Omega Blade strike: 1d20+18: [13]+18 = 31 ; Damage: 7d6: [5, 2, 1, 2, 2, 4, 4] = 20 ; Left Strike Mage Bane Strike: 1d20+17: [16]+17 = 33 ; Damage: 5d6+9: [2, 3, 6, 2, 2]+9 = 24 Target: Save vs Magic (22)

Action 6: Right Omega Blade strike: 1d20+18: [1]+18 = 19 ; Damage: 7d6: [6, 3, 5, 2, 6, 3, 1] = 26 ; Left Strike Mage Bane Strike: 1d20+17: [7]+17 = 24 ; Damage: 5d6+9: [1, 3, 1, 2, 4]+9 = 20 Target: Save vs Magic (22)

Action 7: Right Omega Blade strike: 1d20+18: [2]+18 = 20 ; Damage: 7d6: [1, 2, 2, 6, 1, 6, 4] = 22 ; Left Strike Mage Bane Strike: 1d20+17: [4]+17 = 21 ; Damage: 5d6+9: [1, 1, 6, 3, 5]+9 = 25 Target: Save vs Magic (22)

Action 8: Right Omega Blade strike: 1d20+18: [10]+18 = 28 ; Damage: 7d6: [2, 2, 2, 3, 5, 6, 1] = 21 ; Left Strike Mage Bane Strike: 1d20+17: [6]+17 = 23 ; Damage: 5d6+9: [6, 5, 1, 2, 6]+9 = 29 Target: Save vs Magic (22)

Action 9: Right Omega Blade strike: 1d20+18: [12]+18 = 30 ; Damage: 7d6: [5, 2, 3, 6, 1, 3, 3] = 23 ; Left Strike Mage Bane Strike: 1d20+17: [19]+17 = 36 Crit; Damage: 5d6+9: [3, 5, 6, 1, 3]+9 = 27 x2 = 54MD Target: Save vs Magic (22)

Action 10: Right Omega Blade strike: 1d20+18: [17]+18 = 35 ; Damage: 7d6: [3, 5, 6, 5, 2, 6, 5] = 32 ; Left Strike Mage Bane Strike: 1d20+17: [6]+17 = 23 ; Damage: 5d6+9: [5, 1, 1, 5, 1]+9 = 22 Target: Save vs Magic (22)

Action 12: Right Omega Blade strike: 1d20+18: [8]+18 = 26 ; Damage: 7d6: [1, 3, 5, 2, 5, 4, 6] = 26 ; Left Strike Mage Bane Strike: 1d20+17: [3]+17 = 20 ; Damage: 5d6+9: [2, 6, 1, 1, 3]+9 = 22 Target: Save vs Magic (22)

Action 13: Right Omega Blade strike: 1d20+18: [9]+18 = 27 ; Damage: 7d6: [1, 1, 1, 6, 2, 4, 2] = 17 ; Left Strike Mage Bane Strike: 1d20+17: [15]+17 = 32 ; Damage: 5d6+9: [6, 1, 6, 1, 4]+9 = 27 Target: Save vs Magic (22)

Action 14: Right Omega Blade strike: 1d20+18: [8]+18 = 26 ; Damage: 7d6: [4, 6, 4, 2, 5, 1, 5] = 27 ; Left Strike Mage Bane Strike: 1d20+17: [13]+17 = 30 ; Damage: 5d6+9: [1, 5, 4, 4, 3]+9 = 26 Target: Save vs Magic (22)

Action 15: Right Omega Blade strike: 1d20+18: [3]+18 = 21 ; Damage: 7d6: [2, 6, 5, 3, 1, 1, 5] = 23 ; Left Strike Mage Bane Strike: 1d20+17: [18]+17 = 35 Crit; Damage: 5d6+9: [5, 1, 6, 1, 3]+9 = 25 x2 = 50MD Target: Save vs Magic (22)

Action 16: Right Omega Blade strike: 1d20+18: [1]+18 = 19 ; Damage: 7d6: [3, 6, 4, 1, 5, 6, 6] = 31 ; Left Strike Mage Bane Strike: 1d20+17: [16]+17 = 33 ; Damage: 5d6+9: [1, 3, 3, 4, 4]+9 = 24 Target: Save vs Magic (22)

Action 17: Right Omega Blade strike: 1d20+18: [17]+18 = 35 ; Damage: 7d6: [2, 2, 2, 3, 3, 4, 3] = 19 ; Left Strike Mage Bane Strike: 1d20+17: [19]+17 = 36 Crit; Damage: 5d6+9: [6, 2, 5, 5, 3]+9 = 30 x2 = 60MD Target: Save vs Magic (22)

Action 18: Right Omega Blade strike: 1d20+18: [9]+18 = 27 ; Damage: 7d6: [2, 1, 4, 5, 1, 4, 3] = 20 ; Left Strike Mage Bane Strike: 1d20+17: [19]+17 = 36 Crit; Damage: 5d6+9: [4, 5, 3, 5, 2]+9 = 28 x2 = 56MD Target: Save vs Magic (22)


Auto-dodge: 1d20+15: [19]+15 = 34 ; 1d20+15: [6]+15 = 21 ; 1d20+15: [4]+15 = 19 ; 1d20+15: [5]+15 = 20 ; 1d20+15: [1]+15 = 16 ; 1d20+15: [20]+15 = 35 ; 1d20+15: [19]+15 = 34 ; 1d20+15: [8]+15 = 23 ; 1d20+15: [5]+15 = 20 ; 1d20+15: [2]+15 = 17 ; 1d20+15: [11]+15 = 26 ; 1d20+15: [12]+15 = 27 ; 1d20+15: [19]+15 = 34 ; 1d20+15: [6]+15 = 21 ; 1d20+15: [7]+15 = 22 ; 1d20+15: [3]+15 = 18 ; 1d20+15: [13]+15 = 28 ; 1d20+15: [19]+15 = 34 ;

Contingencies:
-If Keiko's Invincible armor is destroyed and she is has the ability to cast without interruption she will recast Invincible Armor
- If Keiko's Invincible Armor is destroyed and she doesn't have the ability to cast without interruption 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

Do not PM this Account. Please direct all PMs to Sum of All Fears
User avatar
Gloriosa
Posts: 44
Joined: Tue Apr 18, 2023 3:52 pm

Re: The Horsemen of Eschaton

Post by Gloriosa »

Perception: 1d100: [87] = 87 /29%
JIC: 1d20: [17] = 17 / 1d100: [46] = 46


Unable to see the world around him, Gloriosa does what he does best and sets things ablaze. Keeping his mouth shut, he focuses on slicing his fiery wings through the cloud of pests. When he starts feeling the ground shaking from the sky, he calls out "Does anybody else feel that? It's getting shakyyyy!"

  • Base: 2
  • Fighting Spirit: 1
  • Superhuman Agility: 1
: 1d20+4: [1]+4 = 5
  • Base: 6
  • Fighting Spirit: 2
: 8

Action 1: Flaming Wing Attack @ Bug Cloud.
  • Base: 8
  • Fighting Spirit: 3
: 1d20+11: [11]+11 = 22
  • Base: 4D6+2
  • Flaming Scales: 2D6
: 6d6+2: [4, 4, 5, 2, 5, 2]+2 = 24
Action 2: Flaming Wing Attack @ Bug Cloud.
  • Base: 8
  • Fighting Spirit: 3
: 1d20+11: [6]+11 = 17
  • Base: 4D6+2
  • Flaming Scales: 2D6
: 6d6+2: [2, 1, 1, 6, 3, 6]+2 = 21
Action 3: Flaming Wing Attack @ Bug Cloud.
  • Base: 8
  • Fighting Spirit: 3
: 1d20+11: [19]+11 = 30
  • Base: 4D6+2
  • Flaming Scales: 2D6
: 6d6+2: [1, 1, 1, 4, 3, 2]+2 = 14
Action 4: Flaming Wing Attack @ Bug Cloud.
  • Base: 8
  • Fighting Spirit: 3
: 1d20+11: [2]+11 = 13
  • Base: 4D6+2
  • Flaming Scales: 2D6
: 6d6+2: [5, 1, 3, 3, 6, 5]+2 = 25
Action 5: Flaming Wing Attack @ Bug Cloud.
  • Base: 8
  • Fighting Spirit: 3
: 1d20+11: [9]+11 = 20
  • Base: 4D6+2
  • Flaming Scales: 2D6
: 6d6+2: [3, 5, 1, 2, 4, 6]+2 = 23
Action 6: Flaming Wing Attack @ Bug Cloud.
  • Base: 8
  • Fighting Spirit: 3
: 1d20+11: [8]+11 = 19
  • Base: 4D6+2
  • Flaming Scales: 2D6
: 6d6+2: [5, 3, 3, 3, 6, 6]+2 = 28


Superhuman Agility: 5
: 1d20+5: [16]+5 = 21 1d20+5: [18]+5 = 23 1d20+5: [9]+5 = 14 1d20+5: [1]+5 = 6 1d20+5: [18]+5 = 23 1d20+5: [8]+5 = 13
  • Base: 12
  • Fighting Spirit: 2
  • Superhuman Agility: 1
: 1d20+15: [5]+15 = 20 1d20+15: [10]+15 = 25 1d20+15: [5]+15 = 20 1d20+15: [1]+15 = 16 1d20+15: [5]+15 = 20 1d20+15: [18]+15 = 33
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Ronith
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Re: The Horsemen of Eschaton

Post by Ronith »

JIC: 1d20: [16] = 16 , 1d100: [26] = 26
PER: 1d100: [95] = 95 vs. 97%

Conditions:
Cosmic Armor | 45 PPE | DB 13 120 | 72.00 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
,
+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: 11.75 Minutes
,
+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: 11.75 Minutes
,
8m45s, can hide in shadows 5+ ft tall, +15% to prowl, attackers -5 to hit.


Normally demonkin are all too happy to target a knight. Especially one stabbing them. I suppose figuring out its plan will have to wait until after I dispatch the fiend. Ronith will fall into an offensive stance, slashing at the locust while Hemlock covers him with magical interference. Should the locust switch its attacks to Ronith, he will start defending. If/when the locust goes down, Ronith will use the cosmic armor’s flight capacity to soar above the swarm of insects- to take a look around and see if he can spot their source. Should he succeed, he will point with one blade and yell ”There!!!”


Initiative: 1d20+15: [10]+15 = 25
APM: 11

Attack 1: Paired sword strike. Frostfang: 1d20+23: [5]+23 = 28 to strike, 1d6*11: [6]*11 = 66 MD, Skyrender: 1d20+23: [17]+23 = 40 , 5d6: [2, 2, 6, 2, 5] = 17 MD.
Attack 1: Paired sword strike. Frostfang: 1d20+23: [4]+23 = 27 to strike, 1d6*11: [4]*11 = 44 MD, Skyrender: 1d20+23: [7]+23 = 30 , 5d6: [6, 5, 3, 3, 1] = 18 MD.
Attack 1: Paired sword strike. Frostfang: 1d20+23: [1]+23 = 24 to strike, 1d6*11: [2]*11 = 22 MD, Skyrender: 1d20+23: [13]+23 = 36 , 5d6: [1, 4, 5, 5, 1] = 16 MD.
Attack 1: Paired sword strike. Frostfang: 1d20+23: [11]+23 = 34 to strike, 1d6*11: [2]*11 = 22 MD, Skyrender: 1d20+23: [4]+23 = 27 , 5d6: [3, 6, 3, 4, 2] = 18 MD.
Attack 1: Paired sword strike. Frostfang: 1d20+23: [5]+23 = 28 to strike, 1d6*11: [3]*11 = 33 MD, Skyrender: 1d20+23: [20]+23 = 43 , 5d6: [6, 3, 6, 2, 4] = 21 MD.
Attack 1: Paired sword strike. Frostfang: 1d20+23: [9]+23 = 32 to strike, 1d6*11: [3]*11 = 33 MD, Skyrender: 1d20+23: [6]+23 = 29 , 5d6: [2, 5, 4, 3, 4] = 18 MD.
Attack 1: Paired sword strike. Frostfang: 1d20+23: [7]+23 = 30 to strike, 1d6*11: [1]*11 = 11 MD, Skyrender: 1d20+23: [20]+23 = 43 , 5d6: [2, 6, 2, 2, 3] = 15 MD.
Attack 1: Paired sword strike. Frostfang: 1d20+23: [4]+23 = 27 to strike, 1d6*11: [5]*11 = 55 MD, Skyrender: 1d20+23: [17]+23 = 40 , 5d6: [5, 5, 5, 3, 1] = 19 MD.
Attack 1: Paired sword strike. Frostfang: 1d20+23: [11]+23 = 34 to strike, 1d6*11: [1]*11 = 11 MD, Skyrender: 1d20+23: [5]+23 = 28 , 5d6: [4, 1, 3, 4, 1] = 13 MD.
Attack 1: Paired sword strike. Frostfang: 1d20+23: [11]+23 = 34 to strike, 1d6*11: [2]*11 = 22 MD, Skyrender: 1d20+23: [14]+23 = 37 , 5d6: [3, 4, 2, 4, 3] = 16 MD.
Attack 1: Paired sword strike. Frostfang: 1d20+23: [5]+23 = 28 to strike, 1d6*11: [1]*11 = 11 MD, Skyrender: 1d20+23: [9]+23 = 32 , 5d6: [3, 2, 4, 6, 4] = 19 MD.

Contingent Auto-Parries: 1d20+29: [4]+29 = 33 , 1d20+29: [4]+29 = 33 , 1d20+29: [16]+29 = 45 , 1d20+29: [3]+29 = 32 , 1d20+29: [16]+29 = 45 , 1d20+29: [10]+29 = 39 , 1d20+29: [6]+29 = 35 , 1d20+29: [2]+29 = 31 , 1d20+29: [11]+29 = 40 , 1d20+29: [10]+29 = 39 , 1d20+29: [1]+29 = 30
Contingent Auto-Dodges: 1d20+19: [8]+19 = 27 , 1d20+19: [1]+19 = 20 , 1d20+19: [3]+19 = 22 , 1d20+19: [7]+19 = 26 , 1d20+19: [7]+19 = 26 , 1d20+19: [19]+19 = 38 , 1d20+19: [8]+19 = 27 , 1d20+19: [3]+19 = 22 , 1d20+19: [19]+19 = 38 , 1d20+19: [10]+19 = 29 , 1d20+19: [1]+19 = 20
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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Underguard
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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.
Combat Round: 3
[Buzzing]


Hemlock engages with her Locust and responds with amusement at the demon's appetite, successfully identifying it as a Demon Locust. Agents of Armageddon, Chaos and Destruction; Hemlock doesn't know of their true numbers but knows several hundred thousand exist across the megaverse planting seeds for destruction and willingly serving in times of Chaos. There is a good chance these two Locusts are not alone, and not here by force but instead here because they want to be which makes the Godling's stomach drop.

The Godling casts Blind on the demon, and it is unclear how effect it is as the Locust continues charging towards her though it's large stinger misses completely. Firefox attempts to paralyze the Locust but it is still coming, seemingly unaffected. Hemlock's magic net hits true and catches the Locust, giving the Godling time to take Cloudjumper in hand. However, the Locust seems to effortlessly rip through the net and continue it's assault on her. Fortunately for both Ronith and Hemlock, they are able to sidestep almost all of the Locust's wild attacks. Both Ronith and Hemlock hear the Locust mutter something in its infernal tongue and suddenly feel an ebb of magic. [Save v Magic or suffer Curse; Phobia of Bugs]. Neither Hemlock nor Ronith see or hear amid the loud buzzing of the insect swarm as a pair of large [~5ft] beetles come up behind them and pounce on them both. [-10 MDC to Cosmic Armor for both]

It is hard for either of them to tell, but the Locust that Ronith and Hemlock are fighting does appear to be gravely wounded now, whatever magic that had been protecting it diminished under their brutal counter attack.

Daisuke quickly realizes they are at a disadvantage with the sheer size and buzzing of the swarm, making it almost impossible to communicate. The arismal barrels upwards and clears the swarm, then focusing on bringing forth a flock of a thousand sparrows. He commands the sparrows to kill, not eat the swarm then remains above to direct them. From this altitude, Daisuke can see that the swarm of insects looks like a literal blanket of black flowing across the surface, covering over 500m in radius if not more. His flock of sparrows descends down onto the swarm and begins killing them, however Daisuke notices parts of the swarm is fighting back and his sparrows are getting covered. They are making a dent, but his sparrows are not impervious to the bugs and already some are beginning to fall.

Grant, after momentarily freezing, blasts the Locust that is trying to hold him with lightning right in the face. The Locust's grip releases and after another blast, Grant teleports straight up and soon joins Daisuke high above the swarm, putting distance between him and the Locust that had been attempting to hold him. At this height, both Grant and Daisuke make a harrowing discovery. The two locusts that are engaging the Heroes are not the only ones in the air, and it appears several more are descending upon them soon. Grant knows these demons as Agents of Armageddon, most are rumored to be hibernating until called to seed destruction. There are probably Locust scattered across the African Continent and possibly even the entire planet as they aid in Armageddon. Fortunately, it does seem the Locust that was on Grant either lost interest, or lost him as it has yet to give chase, leaving Daisuke and Grant several thousand feet up in the air. Though Pestilence is clearly controlling the swarm, the Horseman has yet to reveal himself.

On the ground, Keiko recovers from her fall and activates several abilities [Each activation counts as an action.] and looks around, calling to taunt whatever is near on the ground. She hears the thudding behind her and swings true, connecting with a large and disgusting looking beetle that is easily over 10ft long. She is able to parry several of it's strikes as the Locust that had been attacking Grant descends upon her from above. [Save v Magic or suffer Sickness]. The Locust is flying above Keiko, circling her while she deals with the large beetle. Seemingly taunting the feline, randomly vanishing in the swarm then appearing close by again [Save v Magic, Phobia of Bugs]

Gloriosa stays near the ground and ignites his flames, attacking the bug swarm. While this is effective in clearing many of the bugs, several of Daisuke's sparrows also get caught in the heat blasts and the raining bugs makes it hard to see much still. Gloriosa for the moment seems to be unchallenged as he sends a burst of flaming wings repeatedly in the swarm.

What are your intentions?
GM Note: It is hard to see through the bugs due in part to the fire, smoke and sheer number of them. It's also hard to see up as there is a flock of sparrows descending from above.
Everyone: For the next few rounds, please include at least two saves v magic.


Ronith: -115 MDC from Cosmic Armor
Grant: -30 MDC from Cosmic Armor
Daisuke: -86 MDC from Cosmic Armor
Keiko: Cosmic Armor Dispelled; -12 personal S.D.C. from fall;
Hemlock: -10 MDC from Cosmic Armor, -19 MDC from Phantom
Gloriosa:
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: [43] = 43
JIC: 1d20: [15] = 15 , 1d100: [74] = 74
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 | 160m1d100
  • 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.: 94/98
  • 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 | 81.75 MIN | Silver Body Armor with blue hue. Full EBA. 497 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 | 4.50 min | Able to read a license plate from up to 2 miles away)

+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

Duration 69.50 minutes. Impervious to normal, magical and mega-damage fires. Hemlock caster level.

5 PPE | MA 9 | 48.50 min | Thermographic like vision out to 1500' (distance tripled by the Farsensing spell)

25 PPE | BOM 116 | 2.25 min | Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 50 M.D.C. force field. +10 vs Magic, Psionics, HF

30 PPE | BOM 122 | 2200' | 2.25 min | Dodge | 6d6+22 M.D. +4 Strike up to 100', +1 otherwise

4 ISP | RUE 174 | 110 min | +1 Save vs Psionics

2 PPE | BOM 92 | 15.50 min | 90' radius

4 PPE | BOM 92 | 15.50 min | 120' radius

+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: 10.50 Minutes


By the Three! There are so many of these giant insect demons. I suppose it was too much to hope for that each the horseman would have been to egotistical to work with others. The one that was holding me had some sort of magical barrier, it might have been impervious to the lightning I used. What could I use? Grant reviews his long list of magical knowledge. "That's it. Simple sometimes is better." Grant chants the words to (Throwing Stones | 5 PPE | BOM 95 | 2400' | Dodge | 30 seconds | 1d6+11 M.D. +2 Strike, -4 Parry). Sword in his off hand, Grant begins pitching stones at the nearest Demon Locust. He takes care to stay at a long distance from the cloud of bugs (both big and small) and use his superior vision to help him target enemies.


APM: 12(13 w/Magic)
Initiative: 1d20+8: [4]+8 = 12
Critical Strike on nat 18-20, or from behind.
Deathblow on nat 20
  1. Cast Throwing Stones
  2. Throw Stone at Demon Locust. Strike 1d20+6: [19]+6 = 25 , Damage 1d6+11: [2]+11 = 13 M.D., -4 to Parry
  3. Throw Stone at Demon Locust. Strike 1d20+6: [9]+6 = 15 , Damage 1d6+11: [2]+11 = 13 M.D., -4 to Parry
  4. Throw Stone at Demon Locust. Strike 1d20+6: [13]+6 = 19 , Damage 1d6+11: [3]+11 = 14 M.D., -4 to Parry
  5. Throw Stone at Demon Locust. Strike 1d20+6: [8]+6 = 14 , Damage 1d6+11: [6]+11 = 17 M.D., -4 to Parry
  6. Throw Stone at Demon Locust. Strike 1d20+6: [8]+6 = 14 , Damage 1d6+11: [1]+11 = 12 M.D., -4 to Parry
  7. Throw Stone at Demon Locust. Strike 1d20+6: [10]+6 = 16 , Damage 1d6+11: [2]+11 = 13 M.D., -4 to Parry
  8. Throw Stone at Demon Locust. Strike 1d20+6: [6]+6 = 12 , Damage 1d6+11: [2]+11 = 13 M.D., -4 to Parry
  9. Throw Stone at Demon Locust. Strike 1d20+6: [10]+6 = 16 , Damage 1d6+11: [6]+11 = 17 M.D., -4 to Parry
  10. Throw Stone at Demon Locust. Strike 1d20+6: [8]+6 = 14 , Damage 1d6+11: [3]+11 = 14 M.D., -4 to Parry
  11. Throw Stone at Demon Locust. Strike 1d20+6: [14]+6 = 20 , Damage 1d6+11: [6]+11 = 17 M.D., -4 to Parry
  12. Throw Stone at Demon Locust. Strike 1d20+6: [18]+6 = 24 , Damage 1d6+11: [3]+11 = 14 M.D., -4 to Parry
  13. Throw Stone at Demon Locust. Strike 1d20+6: [8]+6 = 14 , Damage 1d6+11: [3]+11 = 14 M.D., -4 to Parry
Contingencies:

Maintain Distance skipping an attack to move if necessary

Parry (+9 with Omega Blade)/Dodge(+6)/Auto Dodge(+5)/Roll(+10): 12d20: [7, 18, 5, 19, 9, 17, 19, 20, 19, 5, 1, 14] = 153
Save vs Magic(+17)/Psionics 12+(+12)/Horror(+19): [roll12d20[/roll]

If Cosmic Armor drops, Grant will trigger a charge from his Fly like an Eagle talisman, then cast Armor Bizarre (165 M.D.)
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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Ronith
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Re: The Horsemen of Eschaton

Post by Ronith »

JIC: 1d20: [19] = 19 , 1d100: [79] = 79
PER: 1d100: [100] = 100 vs. 97%

Conditions:
Cosmic Armor | 45 PPE | DB 13 120 | 71.75 MIN | Silver Body Armor with blue hue. Full EBA. 435/550 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
,
+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: 11.50 Minutes
,
+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: 11.50 Minutes
,
8m30s, can hide in shadows 5+ ft tall, +15% to prowl, attackers -5 to hit.


Ronith recognizes his role, and that is to go after the big ones. Trusting that Hemlock can take care of herself, Ronith slashes free of the beetle with his swords and then pursues the wounded demon locust- intent on finishing the job. His grip tightens on Frostfang as its runes of protection glow with effort and the cyber-knight pushes through the swarm to find and slay his target. Youthful rage that he’d long thought faded burned through his veins alongside the righteousness of his cause- slaying demons. Ronith will switch to a defensive posture if attacked, but if not he will continue to press his advantage. I hope this will be ending soon. Should he be informed of the presence of other locusts, Ronith will curse and move to engage them (once he’s finished off his present quarry). ”I’ll see what I can do. But be ready for my signal to fall back- beating an army means nothing if we fall to Pestilence after.”


Initiative: 1d20+15: [20]+15 = 35
APM: 11

Save vs. Phobia curse: 1d20+12: [20]+12 = 32
Save vs. magic 1: 1d20+12: [9]+12 = 21
Save vs. magic 2: 1d20+12: [10]+12 = 22

Attack 1: Paired sword strike. Frostfang: 1d20+23: [7]+23 = 30 to strike, 1d6*11: [4]*11 = 44 MD, Skyrender: 1d20+23: [8]+23 = 31 , 5d6: [3, 6, 3, 3, 1] = 16 MD.
Attack 2: Paired sword strike. Frostfang: 1d20+23: [1]+23 = 24 to strike, 1d6*11: [3]*11 = 33 MD, Skyrender: 1d20+23: [18]+23 = 41 , 5d6: [2, 5, 5, 4, 6] = 22 MD.
Attack 3: Paired sword strike. Frostfang: 1d20+23: [3]+23 = 26 to strike, 1d6*11: [6]*11 = 66 MD, Skyrender: 1d20+23: [1]+23 = 24 , 5d6: [3, 1, 3, 2, 1] = 10 MD.
Attack 4: Paired sword strike. Frostfang: 1d20+23: [13]+23 = 36 to strike, 1d6*11: [5]*11 = 55 MD, Skyrender: 1d20+23: [7]+23 = 30 , 5d6: [1, 4, 6, 2, 1] = 14 MD.
Attack 5: Paired sword strike. Frostfang: 1d20+23: [2]+23 = 25 to strike, 1d6*11: [6]*11 = 66 MD, Skyrender: 1d20+23: [12]+23 = 35 , 5d6: [2, 6, 3, 5, 6] = 22 MD.
Attack 6: Paired sword strike. Frostfang: 1d20+23: [3]+23 = 26 to strike, 1d6*11: [5]*11 = 55 MD, Skyrender: 1d20+23: [8]+23 = 31 , 5d6: [6, 4, 6, 3, 3] = 22 MD.
Attack 7: Paired sword strike. Frostfang: 1d20+23: [7]+23 = 30 to strike, 1d6*11: [6]*11 = 66 MD, Skyrender: 1d20+23: [9]+23 = 32 , 5d6: [2, 5, 1, 2, 1] = 11 MD.
Attack 8: Paired sword strike. Frostfang: 1d20+23: [19]+23 = 42 to strike, 1d6*11: [6]*11 = 66 MD, Skyrender: 1d20+23: [1]+23 = 24 , 5d6: [4, 4, 1, 2, 5] = 16 MD.
Attack 9: Paired sword strike. Frostfang: 1d20+23: [20]+23 = 43 to strike, 1d6*11: [4]*11 = 44 MD, Skyrender: 1d20+23: [5]+23 = 28 , 5d6: [5, 4, 5, 1, 2] = 17 MD.
Attack 10: Paired sword strike. Frostfang: 1d20+23: [3]+23 = 26 to strike, 1d6*11: [4]*11 = 44 MD, Skyrender: 1d20+23: [16]+23 = 39 , 5d6: [4, 5, 4, 4, 3] = 20 MD.
Attack 11: Paired sword strike. Frostfang: 1d20+23: [9]+23 = 32 to strike, 1d6*11: [5]*11 = 55 MD, Skyrender: 1d20+23: [9]+23 = 32 , 5d6: [2, 4, 4, 3, 2] = 15 MD.


Contingent Auto-Parries: 1d20+29: [17]+29 = 46 , 1d20+29: [4]+29 = 33 , 1d20+29: [12]+29 = 41 , 1d20+29: [2]+29 = 31 , 1d20+29: [13]+29 = 42 , 1d20+29: [1]+29 = 30 , 1d20+29: [19]+29 = 48 , 1d20+29: [6]+29 = 35 , 1d20+29: [18]+29 = 47 , 1d20+29: [3]+29 = 32 , 1d20+29: [17]+29 = 46
Contingent Auto-Dodges: 1d20+19: [13]+19 = 32 , 1d20+19: [13]+19 = 32 , 1d20+19: [1]+19 = 20 , 1d20+19: [1]+19 = 20 , 1d20+19: [8]+19 = 27 , 1d20+19: [11]+19 = 30 , 1d20+19: [3]+19 = 22 , 1d20+19: [9]+19 = 28 , 1d20+19: [5]+19 = 24 , 1d20+19: [16]+19 = 35 , 1d20+19: [9]+19 = 28
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)
User avatar
Gloriosa
Posts: 44
Joined: Tue Apr 18, 2023 3:52 pm

Re: The Horsemen of Eschaton

Post by Gloriosa »

Perception: 1d100: [72] = 72 /29%
JIC: 1d20: [16] = 16 / 1d100: [9] = 9

  • 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
  • The Flame Wind Dragon can seemingly cause himself to burst into flames in a manner similar to the psychic Burster or Elemental Fusionist. Unlike them, the Dragon Hatchling's own scales are actually burning, even though this does no damage to the Flame Wind (this is just a natural part of the dragon's metabolism). Because the Flame Wind is actually on fire, anything he is carrying is damaged by his own raging flames and he will ignite anything he touches, such as carpeting, drapes, paper, wood, dry grass, etc. In combat, the dragon's fiery punch or tail does an extra 2D6 M.D. per strike plus its usual P.S. damage. Leaping on its back or trying to wrestle or entangle the flaming dragon will inflict 4D6 M.D. Every 4 seconds (or 2D4x10+10 M.D. per melee round). The flames can be maintained for (5 minutes/20 melee rounds) (+1 minute per level of experience), before the dragon Hatchling must rest for at least ten minutes to regenerate his flaming scales (duration is 10x longer for adults).
  • M.D.C.: 140/140
  • P.P.E.: 95/95
  • I.S.P.: 72/74


Attempting to look around and observe the rest of the battle, he notices his view is blocked by the swarm. "Why. Are. There. So. Many. Bugs?!" Try as he might, Gloriosa cannot seem to end the tide of bugs swarming the team's location. Sending gout after lick of flame out into the cloud of insects, he notices the birds coming in from up above. Don't burn the birds, burn the bugs!

  • Base: 2
  • Fighting Spirit: 1
  • Superhuman Agility: 1
: 1d20+4: [13]+4 = 17
  • Base: 6
  • Fighting Spirit: 2
: 8

Action 1: Flaming Wing Attack @ Bug Cloud.
  • Base: 8
  • Fighting Spirit: 3
: 1d20+11: [14]+11 = 25
  • Base: 4D6+2
  • Flaming Scales: 2D6
: 6d6+2: [3, 3, 1, 5, 1, 4]+2 = 19
Action 2: Flaming Wing Attack @ Bug Cloud.
  • Base: 8
  • Fighting Spirit: 3
: 1d20+11: [15]+11 = 26
  • Base: 4D6+2
  • Flaming Scales: 2D6
: 6d6+2: [6, 3, 3, 5, 6, 5]+2 = 30
Action 3: Flaming Wing Attack @ Bug Cloud.
  • Base: 8
  • Fighting Spirit: 3
: 1d20+11: [14]+11 = 25
  • Base: 4D6+2
  • Flaming Scales: 2D6
: 6d6+2: [4, 5, 6, 6, 6, 4]+2 = 33
Action 4: Flaming Wing Attack @ Bug Cloud.
  • Base: 8
  • Fighting Spirit: 3
: 1d20+11: [14]+11 = 25
  • Base: 4D6+2
  • Flaming Scales: 2D6
: 6d6+2: [6, 3, 2, 3, 1, 2]+2 = 19
Action 5: Flaming Wing Attack @ Bug Cloud.
  • Base: 8
  • Fighting Spirit: 3
: 1d20+11: [1]+11 = 12 (CRITFAIL)
  • Base: 4D6+2
  • Flaming Scales: 2D6
: 6d6+2: [1, 5, 1, 2, 6, 2]+2 = 19
Action 6: Flaming Wing Attack @ Bug Cloud.
  • Base: 8
  • Fighting Spirit: 3
: 1d20+11: [2]+11 = 13
  • Base: 4D6+2
  • Flaming Scales: 2D6
: 6d6+2: [1, 5, 6, 4, 6, 3]+2 = 27



Superhuman Agility: 5
: 1d20+5: [3]+5 = 8 1d20+5: [6]+5 = 11 1d20+5: [14]+5 = 19 1d20+5: [20]+5 = 25 (CRIT) 1d20+5: [2]+5 = 7 1d20+5: [9]+5 = 14 1d20+5: [18]+5 = 23 1d20+5: [4]+5 = 9 1d20+5: [5]+5 = 10 1d20+5: [3]+5 = 8
  • Base: 12
  • Fighting Spirit: 2
  • Superhuman Agility: 1
: 1d20+15: [5]+15 = 20 1d20+15: [19]+15 = 34 1d20+15: [13]+15 = 28 1d20+15: [15]+15 = 30 1d20+15: [5]+15 = 20 1d20+15: [15]+15 = 30 1d20+15: [17]+15 = 32 1d20+15: [3]+15 = 18 1d20+15: [11]+15 = 26 1d20+15: [15]+15 = 30
User avatar
Hemlock
Posts: 132
Joined: Fri Feb 24, 2023 11:28 am

Re: The Horsemen of Eschaton

Post by Hemlock »

JIC: 1d20: [8] = 8 , 1d100: [30] = 30
Perception: 78% / 1d100: [25] = 25 (SUCCESS)

  • P.P.E.: 815/815
  • I.S.P.: 171/268 remaining
  • M.D.C.: 725/725

Energy Sphere: 682/1500 P.P.E. remaining for 30 days
Ghost M.D.C.: 509/509 remaining, P.P.E.: 1240/1400 remaining
Cloudjumper P.P.E.: 535/880 remaining, I.S.P.: 182/196 remaining
Firefox P.P.E.: 498/685 remaining, I.S.P.: 227/237 remaining
Phantom P.P.E.: 70/100 PPE remaining
Talisman of P.P.E. Battery: 0/300 remaining
Spinning Blades Talisman: 2/3 remaining



Ghost
  • Impervious to Fire; Duration 74 minutes. Impervious to normal, magical and mega-damage fires.
  • Impervious to normal weapons
  • Impervious to poison, chemicals, drugs, gas, and disease
  • Impervious to horror factor and possession
  • Does not breathe air
  • Nightvision 1200'
  • Understands all languages
  • Firequake; Range: 500 feet, affects a 100 foot radius. Duration: 7 rounds. Damage: 5d6 M.D. plus effects. p.73 BoM
Cloudjumper
  • Impervious to Fire; Duration 74 minutes. Impervious to normal, magical and mega-damage fires.
  • See the Invisible
  • Super Telekinesis
  • Wall of Wind; Size: 80 feet long, 48 feet high. Duration: 39 minutes. Effect: wind has SN PS 40, and only enemies weighing over 2 tons may pass through it. Damage: 2d4 M.D. p.64 BoM

  • Phantom
    Duration: 1 hour 34 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.
Firefox
  • Dancing Fires 30 rounds, 36 magically animated flames, p.79 BoM
  • Screaming Wall of Flame; Range: 90 feet, affects a 90 foot area. Duration: 31 rounds. Damage: 4d6 M.D., Horror Factor 16 plus effects
Shadow Wall; Duration 49 minutes. 450 feet long, 150 feet high, and some 45 feet thick. Various effects.
Illusionary Forest; Duration 7 hours, 4 minutes. -4 to save vs Hemlock's spell strength. An African forest that joins with the real one nearby.
Metamorphosis: Human; Duration 4 hours, 34 minutes. -dismissing this round
Wall of Wind; Size: 150 feet long, 90 feet high. Duration: 89 minutes. Effect: wind has SN PS 47, and only enemies weighing over 2 tons may pass through it. Damage: 2d4 M.D., p.125 BoM

See the invisible
Heightened Presence Sense: constant 100ft range
Sustain: 15 days
Spinning Blades: duration 13/15 rounds remaining
Cosmic Armor | 45 PPE | DB 13 120 | 94 MIN | Silver Body Armor with blue hue. Full EBA. 520/550 M.D.C. remaining, 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 34 minutes
Impervious to Fire (-5 P.P.E.) ; duration 49 minutes
Impervious to Poison (-5 P.P.E.) ; duration 49 minutes
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: 11 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: 11 Minutes



Psi-Blade
  • Duration: 49 minutes.
  • Psi-Sword damage: 14D6 M.D.
  • I.S.P.: 30
Enhance Reflexes
  • Range: Self.
  • Duration: 4 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: 49 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: 4 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: 49 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: 49 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, 34 minutes.
  • I.S.P.: 4
Alter Aura (looks like a mid-high level evil Necromancer)
  • Range: Self.
  • Duration: 14 hours, 34 minutes.
  • I.S.P.: 2
Sixth Sense (this round only) : +6 on initiative roll, +2 to parry, +3 to dodge

Total psi buffs; +1 APM, +12 on initiative, +3 to strike, +8 to parry and +9 dodge, +2 P.P., +15% to Perception


Underguard wrote: Sun Oct 20, 2024 9:04 pm You look most appetizing The voice whispers into her mind as the Locust unleashes a vicious assault on her.
Save v Magic or suffer Curse; Phobia of Bugs: 1d20+19: [18]+19 = 37

Hemlock, while pleased with the progress against the demon locust, cannot ignore the growing threat of the insect swarm. She's lost sight of the team and it's become impossible to coordinate their attacks.

"We need to clear the air," she announces on the radio. "I'm going to try two spells. Hang on tight or get clear!"

While she works a spell, she calls on Cloudjumper's power. "Cloudjumper, a bigger wind. Much bigger that our wind wall bug trap."

When Ronith breaks away, Hemlock almost laughs. Oh dear, that is the LAST thing you want to do right now! Oh... well... I suppose I can make the spell weaker.

She shouts into her mic, hoping to warn the Elf. The spell she has in mind hits everything NOT touching her.
"Ronith, I'm about to Shockwave Blast the entire area. You need to touch me, or be struck also. You have a few seconds to get back here."

No I won't make it weaker. I'm sure Ronith is a resilient fellow.

She leaps on her Elk mount and moves to Ronith's side. She hopes he will come into contact. If Ronith lays a hand on Hemlock, she casts Shockwave, annihilating everything in a 150 foot radius. Only those touching her are immune.

Riding 123%: 1d100: [18] = 18 (SUCCESS)


Besides, I have a reputation to maintain. If I unleash a weak apprentice spell, they'll think I've lost my touch!

"Dancing Flames! To me!" Hemlock shouts, and she surrounds herself with allies and a living wall of fire. They are all immune to the flames, but not so for the insect swarm, which should be incinerated before they come close.

Touched by her minions, surrounded by defensive insect roasting flame and hopefully in physical contact with the wayward elven team leader, she incants a new spell of destruction.

Meanwhile Cloudjumper's tornado is cast moments later, smashing anything nasty revealed by the expanding shockwave, and hopefully sucking it up into its mighty funnel.


Fun contingency if the plan actually works this time: If the real enemies are revealed and the swarm destroyed, knocked away or sucked up, Hemlock laughs haughtily in a manner only level 15 godlings can achieve.
"Alright, insects, let's get this over with. I've got better things to do! Like picking daisies."
Performance 108%: 1d100: [10] = 10 (SUCCESS)



psi buffs; +1 APM, +12 on initiative, +3 to strike, +8 to parry and +9 dodge, +2 P.P. (now 31)
spell buffs; +2 APM | +2 on initiative, +3 to strike (melee), +2 to disarm, dodge, +5 Auto-Dodge, +3 parry +4 to pull punch, +7 to roll with impact, +4 to save vs Horror Factor/fear, +2 to save vs possession
31 P.P. extra +1 parry/dodge/strike/autododge

Regular stats:
Initiative Bonus: +12 (+3 W.P. Quick Draw)
Strike Bonus: +10
Parry Bonus: +17
Dodge Bonus: +18
Auto-Dodge Bonus: +7


So totals are:

Initiative Bonus: +26 (+3 W.P. Quick Draw)
Strike Bonus: +17
Parry Bonus: +29 (with spinning blades active; additional +6 vs melee and +2 vs energy blasts/projectiles)
Dodge Bonus: +30
Auto-Dodge Bonus: +13
APM: 11+3




Initiative Bonus: 1d20+26: [8]+26 = 34 (+3 W.P. Quick Draw)
Ghost's Initiative 1d20+1: [17]+1 = 18
Phantom Initiative (summoned by Cloudjumper): 1d20+2: [12]+2 = 14

Strike Bonus: +17
Parry Bonus: +29 (with spinning blades active; additional +6 vs melee and +2 vs energy blasts/projectiles)
Dodge Bonus: +30
Auto-Dodge Bonus: +13
APM: 11+3
Ghost APM: 8
Firefox APM: 9
Phantom (summoned by Cloudjumper) APM: 4


Hemlock's minions attack threats such as the 5ft beetles mentioned in the GM post.

Action 1:
  • Hemlock leaps onto the Elk Ghost
  • Ghost runs to Ronith, wherever the fool elf has run to.
  • Phantom flies out of the danger zone!
Action 2:
  • Hemlock starts casting Shockwave (-45 P.P.E.)
  • Ghost attacks Elk Horn Head-Butt 1d20+7: [11]+7 = 18 , Damage 2d4*10+2d6+2: [2, 1]*10+[2, 2]+2 = 36
Action 3:
  • Hemlock finishes casting a
    150 foot radius, 15d4 damage to all, plus knockback p.123 BoM
    for 15d4: [1, 1, 1, 2, 1, 3, 4, 4, 4, 2, 4, 3, 4, 2, 4] = 40 M.D.C. to 150' radius
  • Cloudjumper starts casting Tornado (-60 P.P.E.), aiming at badguys and not H4H folk!
  • Ghost attacks anything nearby Elk Horn Head-Butt 1d20+7: [18]+7 = 25 , Damage 2d4*10+2d6+2: [4, 2]*10+[3, 5]+2 = 70
Action 4:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [17]+22 = 39
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [5, 5, 1, 6, 3, 6, 1, 5, 2, 1]+8 = 43
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [15]+24 = 39
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [6, 3, 5, 3, 3, 3, 1, 1, 4, 4, 6, 2, 2, 4] = 47
    Psi Blade 14d6
  • Cloudjumper finishes casting
    p.65 BoM. The awesome black funnel cloud is the center of the storm with winds of 120 to 180 mph (192 to 288 km). The funnel sucks in (or destroys) everything its 100 foot (30.5 m) diameter touches. Anything or one actually sucked into the spinning vortex suffers 3D6x10 M.D. per melee round and is completely helpless (can not attack, cast spells or perform skills). After 1D6 melees, the person or object is hurled from the funnel and suffers 2D6x10 M.D. (a generous G.M. will subtract all tornado damage from armor first)
  • Ghost attacks Elk Horn Head-Butt 1d20+7: [12]+7 = 19 , Damage 2d4*10+2d6+2: [4, 3]*10+[1, 6]+2 = 79
Action 5:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [8]+22 = 30
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [3, 3, 6, 2, 6, 4, 3, 3, 6, 4]+8 = 48
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [15]+24 = 39
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [6, 1, 3, 5, 6, 5, 2, 3, 4, 6, 1, 1, 3, 3] = 49
    Psi Blade 14d6
  • Cloudjumper maintains tornado, moving it to suck up any remaining badguys.
  • Ghost attacks Elk Horn Head-Butt 1d20+7: [4]+7 = 11 , Damage 2d4*10+2d6+2: [4, 3]*10+[4, 3]+2 = 79
Action 6:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [14]+22 = 36
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [4, 4, 1, 4, 3, 6, 3, 3, 1, 3]+8 = 40
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [5]+24 = 29
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [5, 4, 4, 4, 1, 2, 6, 6, 6, 2, 4, 3, 2, 1] = 50
    Psi Blade 14d6
  • Ghost attacks Elk Horn Head-Butt 1d20+7: [19]+7 = 26 , Damage 2d4*10+2d6+2: [3, 3]*10+[3, 2]+2 = 67
Action 7:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [12]+22 = 34
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [3, 5, 5, 5, 6, 5, 2, 2, 2, 3]+8 = 46
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [15]+24 = 39
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [3, 5, 1, 5, 1, 1, 6, 2, 2, 2, 1, 4, 6, 6] = 45
    Psi Blade 14d6
  • Ghost attacks Elk Horn Head-Butt 1d20+7: [9]+7 = 16 , Damage 2d4*10+2d6+2: [3, 2]*10+[6, 5]+2 = 63
Action 8:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [12]+22 = 34
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [6, 5, 5, 3, 2, 3, 5, 1, 1, 5]+8 = 44
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [14]+24 = 38
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [4, 5, 1, 6, 4, 5, 3, 6, 1, 2, 4, 2, 2, 5] = 50
    Psi Blade 14d6
  • Ghost attacks Elk Horn Head-Butt 1d20+7: [3]+7 = 10 , Damage 2d4*10+2d6+2: [2, 1]*10+[1, 2]+2 = 35
Action 9:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [2]+22 = 24
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [3, 1, 4, 6, 3, 3, 1, 2, 6, 5]+8 = 42
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [4]+24 = 28
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [6, 6, 6, 1, 2, 6, 4, 3, 6, 3, 5, 6, 3, 2] = 59
    Psi Blade 14d6
  • Ghost out of actions
Action 10:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [18]+22 = 40
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [1, 3, 5, 5, 1, 6, 1, 3, 5, 2]+8 = 40
    (4D6+8 from katana, 6d6 from P.S.)
    CRIT 80 damage
  • Hemlock Right Hand: Psi Blade 1d20+24: [2]+24 = 26
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [2, 5, 2, 6, 3, 5, 4, 1, 1, 1, 3, 1, 2, 5] = 41
    Psi Blade 14d6
Action 11:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [7]+22 = 29
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [5, 2, 6, 2, 3, 6, 5, 5, 6, 6]+8 = 54
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [9]+24 = 33
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [5, 3, 4, 5, 5, 5, 2, 2, 5, 5, 5, 5, 3, 2] = 56
    Psi Blade 14d6
Action 12:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [15]+22 = 37
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [6, 3, 2, 5, 1, 1, 4, 2, 5, 5]+8 = 42
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [10]+24 = 34
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [3, 3, 3, 6, 1, 3, 6, 4, 1, 2, 2, 4, 1, 1] = 40
    Psi Blade 14d6
Action 13:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [1]+22 = 23
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [1, 4, 2, 5, 2, 2, 2, 6, 3, 1]+8 = 36
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [13]+24 = 37
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [3, 1, 2, 2, 3, 6, 4, 5, 4, 1, 6, 3, 6, 4] = 50
    Psi Blade 14d6
Action 14:
  • Hemlock Left Hand: Cloudjumper the Air Staff 1d20+22: [6]+22 = 28
    (+5 W.P. Blunt, +17 bonuses described above)
    , Damage 10d6+8: [3, 2, 2, 1, 1, 2, 4, 1, 3, 4]+8 = 31
    (4D6+8 from katana, 6d6 from P.S.)
  • Hemlock Right Hand: Psi Blade 1d20+24: [20]+24 = 44
    (+7 W.P. Sword, +17 bonuses described above))
    , Damage 14d6: [3, 2, 6, 4, 1, 4, 1, 3, 3, 2, 5, 2, 5, 3] = 44
    Psi Blade 14d6
    CRIT 88 damage
Parry (spinning blades, when fighting dual handed): 1d20+6: [17]+6 = 23 , 1d20+6: [17]+6 = 23 , 1d20+6: [6]+6 = 12 , 1d20+6: [9]+6 = 15 , 1d20+6: [5]+6 = 11 , 1d20+6: [13]+6 = 19 , 1d20+6: [16]+6 = 22 , 1d20+6: [6]+6 = 12 , 1d20+6: [9]+6 = 15 , 1d20+6: [10]+6 = 16 , 1d20+6: [18]+6 = 24 , 1d20+6: [1]+6 = 7 , 1d20+6: [8]+6 = 14 , 1d20+6: [12]+6 = 18

Auto-Dodge: 1d20+13: [11]+13 = 24 , 1d20+13: [8]+13 = 21 , 1d20+13: [18]+13 = 31 , 1d20+13: [1]+13 = 14 , 1d20+13: [17]+13 = 30 , 1d20+13: [16]+13 = 29 , 1d20+13: [17]+13 = 30 , 1d20+13: [1]+13 = 14 , 1d20+13: [15]+13 = 28 , 1d20+13: [6]+13 = 19 , 1d20+13: [20]+13 = 33 , 1d20+13: [1]+13 = 14 , 1d20+13: [5]+13 = 18 , 1d20+13: [19]+13 = 32

Contingency: If Hemlock loses more than 100 M.D. to attacks, she stops fighting dual handed and parries incoming attacks with her is targeted by a new and as yet unseen enemy, the Ghost, the Phantom and any available Dancing Flames will run interference.

Parry with Air Staff (Add another +6 from Spinning Blades): 1d20+22: [1]+22 = 23 , 1d20+22: [9]+22 = 31 , 1d20+22: [19]+22 = 41 , 1d20+22: [9]+22 = 31 , 1d20+22: [7]+22 = 29 , 1d20+22: [9]+22 = 31 , 1d20+22: [18]+22 = 40 , 1d20+22: [4]+22 = 26 , 1d20+22: [19]+22 = 41 , 1d20+22: [19]+22 = 41 , 1d20+22: [16]+22 = 38 , 1d20+22: [1]+22 = 23 , 1d20+22: [3]+22 = 25 , 1d20+22: [19]+22 = 41

Contingency: If Hemlock is dispelled of armour, she casts Invincible Armor to regain 375 M.D.C. in magical protection.
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: 199
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Daisuke »

-----------------------------------
Perception: d%: [3] = 3 | 74%
JIC: 1d20: [20] = 20 | d%: [34] = 34 %
Initiative: 1d20+14: [3]+14 = 17
  • Base: 7
  • Fighting Spirit: 2
: 9
Save vs HF: 1d20+13: [6]+13 = 19
Save vs magic: 1d20+8: [3]+8 = 11
Save vs magic: 1d20+8: [8]+8 = 16
Note: Save vs magic (Impervious to Magic after action 2)
-----------------------------------
Character Sheet

  • MDC: 291/303
  • 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%
    )) 22.00 min.
  • Cosmic Armor | 45 PPE | DB 13 120 | 72.00 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
  • 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: 10.75 Min
  • 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: 10.75 Min
  • Warp Sound: Silence @Demon Locust 1. 34.75 min
  • Warp Sound: Silence @Demon Locust 2. 34.75 min


This is not working... Poor sparrows... I cannot commit them like this. It is cruel and not tactically sound. Daisuke thinks to himself and he instantly cancels the summons, letting the hundreds of avians return from whence they came.

From his vantage up above, he can see his teammates working on clearing the swarm and that there are more demon locusts than he originally thought. He swiftly concludes that even amidst the difficult-to-see region, his primary focus should be to finish silencing the remaining locusts so that they may more easily be dispatched... Especially before their magic causes too much mayhem among the Heroes' ranks.

Thinking about the magic, Daisuke worries that he could be incapacitated in a moments notice. Even though he recognizes that he shrugged off the magic effects last time, the warrior within knows that such will not always be the case. And so he decides to more thoroughly steel himself against the effects of magic. Sacrificing the agility of monkey, the Arismal instead guards himself against magic.

He summons a single mole moments after dispelling the sparrows with a thought. And copies its attributes to make himself impervious to magic. Not wanting to expose the creature to the hazards of battle, once he feels its attributes coursing through him, he will cancel the summoned mole, letting it to return to the relative safety of elsewhere.

"I'm going to see what I can do about silencing the remaining demon locusts" Daisuke tells whichever teammate is nearby. Again, he wishes he had donned his body armor prior to the receipt of the cosmic armor because he is without communications for coordinating with his teammates.

Daisuke spends the remainder of the round flying about looking for openings to dive near one of the unsilenced demon locusts and apply Warp Sound: Silence.

===========
Combat:
Action 1: Cancel summons [sparrows]. Summon & Command Small Animals (Mole. [just 1])
Action 2: Copy Animal Attributes [Mole]. Super Burrowing, Nightvision, Impervious to Magic... Cancel summons [mole].
Actions 3-9: Fly around battlefield targeting remaining un-silenced demon locusts, apply Warp Sound: Silence to each one. Once done (or in between), regain altitude to have better vantage of battlefield.

Contingencies:
  • If Cosmic Armor runs out[or is dispelled], Instant Wardrobe change to FreeRunner exoskeleton with Wilk's Jet pack. Remain aloft.
Auto-Dodges: 1d20+12: [4]+12 = 16 , 1d20+12: [12]+12 = 24 , 1d20+12: [3]+12 = 15 , 1d20+12: [7]+12 = 19 , 1d20+12: [20]+12 = 32 , 1d20+12: [7]+12 = 19 , 1d20+12: [18]+12 = 30 , 1d20+12: [9]+12 = 21 , 1d20+12: [7]+12 = 19
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Underguard
Dimension Master
Posts: 1273
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.
Combat Round: 4-PAUSED
[Buzzing]

Ronith continues engaging the Locust as he hears Hemlock on the radio. Hemlock, after warning the team via radio and flying to Ronith, unleashes a devastating shockwave that causes most of the bugs in the air to simply implode by the pressure and fall to the ground, clearing the air. The shockwave also spends the collection of smoke from the errant flames away, allowing a much clearer view of the field. Cloudjumper follows suit by unleashing a devastating Tornado on the field. Fortunately, everyone with Cosmic Armor finds resisting the wind funnel a challenge but doable. The two locusts that had been engaging the team are not so lucky and both of them get wrapped up into the funnel. Hemlock watches with apparent glee as the Locust she and Ronith had been working on seems to literally get shredded by the turbulent funnel.

Daisuke dismisses his summoned sparrows and exchanges it for a mole. He quickly copies the attributes of the mole coupled with his Cosmic Armor and feels the magical resiliance wash over him as he then flies around the battlefield, seeking out any Demon Locust engaging his team members to warp sound around them. Cloudjumper continues to walk the funnel around the field, it's high winds easily pulling any remaining bugs from the swarm into the vortex. Grant pelting stones at the locust into the funnel, making the funnel a tornado of debris. Keiko on the ground has to fight to keep her footing, and without her Cosmic Armor, finds even opening her eyes to be challenging. Gloriosa watches with a degree of happiness as all the bugs that had been surrounding them are pulled away.

Outside the funnel's range, Grant, Hemlock and Daisuke see a good number of Locust circling several hundred meters out. It seems that they do not want to approach the funnel and are waiting for something, but this gives the Heroes a brief, if not loud and windy, reprieve.


What are your intentions?
GM Note: Tornado is raging. Combat is paused giving the Heroes a chance to collect themselves under the protection of the raging winds.

Ronith: -115 MDC from Cosmic Armor
Grant: -30 MDC from Cosmic Armor
Daisuke: -86 MDC from Cosmic Armor
Keiko: Cosmic Armor Dispelled; -12 personal S.D.C. from fall;
Hemlock: -10 MDC from Cosmic Armor, -19 MDC from Phantom
Gloriosa:
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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Hemlock
Posts: 132
Joined: Fri Feb 24, 2023 11:28 am

Re: The Horsemen of Eschaton

Post by Hemlock »

JIC: 1d20: [18] = 18 , 1d100: [48] = 48
Perception: 78% / 1d100: [60] = 60 (SUCCESS)

  • P.P.E.: 815/815
  • I.S.P.: 171/268 remaining
  • M.D.C.: 725/725

Energy Sphere: 637/1500 P.P.E. remaining for 30 days
Ghost M.D.C.: 509/509 remaining, P.P.E.: 1240/1400 remaining
Cloudjumper P.P.E.: 475/880 remaining, I.S.P.: 182/196 remaining
Firefox P.P.E.: 498/685 remaining, I.S.P.: 227/237 remaining
Phantom P.P.E.: 70/100 PPE remaining
Talisman of P.P.E. Battery: 0/300 remaining
Spinning Blades Talisman: 2/3 remaining



Ghost
  • Impervious to Fire; Duration 74 minutes. Impervious to normal, magical and mega-damage fires.
  • Impervious to normal weapons
  • Impervious to poison, chemicals, drugs, gas, and disease
  • Impervious to horror factor and possession
  • Does not breathe air
  • Nightvision 1200'
  • Understands all languages
  • Firequake; Range: 500 feet, affects a 100 foot radius. Duration: 7 rounds. Damage: 5d6 M.D. plus effects. p.73 BoM
Cloudjumper
  • Tornado; Duration 8 minutes
  • Impervious to Fire; Duration 74 minutes. Impervious to normal, magical and mega-damage fires.
  • See the Invisible
  • Super Telekinesis
  • Wall of Wind; Size: 80 feet long, 48 feet high. Duration: 39 minutes. Effect: wind has SN PS 40, and only enemies weighing over 2 tons may pass through it. Damage: 2d4 M.D. p.64 BoM

  • Phantom
    Duration: 1 hour 34 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.
Firefox
  • Dancing Fires 30 rounds, 36 magically animated flames, p.79 BoM
  • Screaming Wall of Flame; Range: 90 feet, affects a 90 foot area. Duration: 31 rounds. Damage: 4d6 M.D., Horror Factor 16 plus effects
Shadow Wall; Duration 49 minutes. 450 feet long, 150 feet high, and some 45 feet thick. Various effects.
Illusionary Forest; Duration 7 hours, 4 minutes. -4 to save vs Hemlock's spell strength. An African forest that joins with the real one nearby.
Metamorphosis: Human; Duration 4 hours, 34 minutes. -dismissing this round
Wall of Wind; Size: 150 feet long, 90 feet high. Duration: 89 minutes. Effect: wind has SN PS 47, and only enemies weighing over 2 tons may pass through it. Damage: 2d4 M.D., p.125 BoM

See the invisible
Heightened Presence Sense: constant 100ft range
Sustain: 15 days
Spinning Blades: duration 13/15 rounds remaining
Cosmic Armor | 45 PPE | DB 13 120 | 94 MIN | Silver Body Armor with blue hue. Full EBA. 520/550 M.D.C. remaining, 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 34 minutes
Impervious to Fire (-5 P.P.E.) ; duration 49 minutes
Impervious to Poison (-5 P.P.E.) ; duration 49 minutes
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: 11 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: 11 Minutes



Psi-Blade
  • Duration: 49 minutes.
  • Psi-Sword damage: 14D6 M.D.
  • I.S.P.: 30
Enhance Reflexes
  • Range: Self.
  • Duration: 4 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: 49 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: 4 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: 49 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: 49 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, 34 minutes.
  • I.S.P.: 4
Alter Aura (looks like a mid-high level evil Necromancer)
  • Range: Self.
  • Duration: 14 hours, 34 minutes.
  • I.S.P.: 2
Sixth Sense (this round only) : +6 on initiative roll, +2 to parry, +3 to dodge

Total psi buffs; +1 APM, +12 on initiative, +3 to strike, +8 to parry and +9 dodge, +2 P.P., +15% to Perception




Mounted atop her own mighty white elk, a chuckle escapes Hemlock's lips. Her eyes are dangerous; the eyes of an elder godling clearly capable of much destruction. Yet she is this petite lovely little figure. As beautiful as the dawn, terrifying as a storm, and playful as a fox.

She stares balefully at the assembled demons. "All at once or one at a time," she shouts at them, her voice carrying amusement not anger. "It matters little to me."

Without taking her eyes off the circling demon horde, Hemlock remarks quietly to her companions, "It seems we have a brief respite before the real fun begins. Don't forget to laugh at them, they despise it most of all. And it will give them pause."

Her gaze shifts to Keiko. "Are you alright?" she asks in a soft whisper.

She laughs playfully at a distant demon and waves.

To Grant she says, "If you need mana to recast that most excellent protection on Keiko, you can draw from me. I admit I am tempted to escalate from tornadoes to hurricanes. Have you ever been in the middle of a hurricane? Cloudjumper agrees they are quite beautiful."

She looks left and right, getting her bearings. "Let's ensure we are positioned near my Void Wall, and keep it where we expect War to arrive from. I still have hopes it will entrap him. Alternatively, " she raises her very large and nasty looking psi-blade, "the sword."

She winks at Ronith, and a mischievous grin plays upon her lips.
Last edited by Hemlock on Thu Nov 21, 2024 3:27 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).
User avatar
Ronith
Group Leader
Posts: 686
Joined: Mon Oct 15, 2007 7:15 pm
Location: Group Leader: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Ronith »

JIC: 1d20: [8] = 8 , 1d100: [78] = 78
PER: 1d100: [19] = 19 vs. 97%

Conditions:
Cosmic Armor | 45 PPE | DB 13 120 | 71.50 MIN | Silver Body Armor with blue hue. Full EBA. 435/550 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
,
+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 | + 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
,
8m15s, can hide in shadows 5+ ft tall, +15% to prowl, attackers -5 to hit.


Breathing a little more heavily than he would have in his younger days, Ronith nods his thanks to Hemlock as she provides the team with a bit of respite. He growls, ”I’m not so sure it’s actually War we’re dealing with here.” To the team, he signals ”Everyone, form up on me and Hemlock. It’s time to discuss a withdrawal.” While the others gather Ronith takes stock of the situation and ponders a course of action. We’re burning time and resources. Demon Locusts are powerful foes- we can’t fight such an unprecedented number of them and another Horseman on top of that, can we? If the scowl could burn through Ronith’s helmet it would. Once the others arrive Ronith addresses them. ”Demon Locusts are among the strongest of the foul beasts Hades has ever managed to produce. I worry that if we are bogged down by them too much we will not have enough strength left to fight whichever of the Horsemen shows up next. If we stay, I will throw down a smoke grenade and we spread ourselves to meet the next assault. Hemlock, whatever you can do to keep the swarm out of our, ah, hair would be appreciated. Otherwise, Daisuke can teleport us back to the APC and we can withdraw to regroup and come up with a new strategy. This is not normally a democracy, but today I need everyone to decide honestly whether we are all-in. Loath though I am to pass up the chance to destroy another one of these fiends, our ultimate responsibility is winning the war, not just this battle.”
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)
User avatar
Hemlock
Posts: 132
Joined: Fri Feb 24, 2023 11:28 am

Re: The Horsemen of Eschaton

Post by Hemlock »

((Rolls carried))
Ronith wrote: Wed Nov 20, 2024 1:26 pmRonith nods his thanks to Hemlock as she provides the team with a bit of respite. He growls, ”I’m not so sure it’s actually War we’re dealing with here.”
Hemlock smiles warmly. "Oh I agree. It is the plague one, what was the name? Pestilence? But we do know War is on his way. My guess is this is all to delay us so both War and Pestilence can hit us together at once."
Ronith wrote: Wed Nov 20, 2024 1:26 pm To the team, he signals ”Everyone, form up on me and Hemlock. It’s time to discuss a withdrawal.” While the others gather Ronith takes stock of the situation and ponders a course of action. We’re burning time and resources. Demon Locusts are powerful foes- we can’t fight such an unprecedented number of them and another Horseman on top of that, can we? If the scowl could burn through Ronith’s helmet it would. Once the others arrive Ronith addresses them. ”Demon Locusts are among the strongest of the foul beasts Hades has ever managed to produce. I worry that if we are bogged down by them too much we will not have enough strength left to fight whichever of the Horsemen shows up next. If we stay, I will throw down a smoke grenade and we spread ourselves to meet the next assault. Hemlock, whatever you can do to keep the swarm out of our, ah, hair would be appreciated. Otherwise, Daisuke can teleport us back to the APC and we can withdraw to regroup and come up with a new strategy. This is not normally a democracy, but today I need everyone to decide honestly whether we are all-in. Loath though I am to pass up the chance to destroy another one of these fiends, our ultimate responsibility is winning the war, not just this battle.”
Hemlock considers the options. "If we are in, know that we are to face two Horsemen at once unless we stop passively waiting here for them to come to us. I'd favor going out there eliminating Pestilence before War arrives." She looks at the circling Locust Demons and shrugs. "I imagine he will be elusive, preferring his brother to join him."

"If we wish to withdraw, know that we are told by the other team that War is traveling at a terrific speed. Would your Sky Wagon be able to outpace him? We may need to teleport everyone to another locale to avoid him."

"I am for either option. But I feel we need to find where Pestilence is and squash him before War arrives. I could perhaps mask my aura and disguise myself as a locust, then scout the area and find where Pestilence is exactly. Then we annihilate him."

She looks at the Locust Demons with a disapproving glare. "If they dislike one tornado, I might arrange for several in tandem to scatter them while we deal with Pestilence. If we can find him."
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: 199
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Daisuke »

-----------------------------------
Perception: d%: [33] = 33 | 74%
JIC: 1d20: [3] = 3 | d%: [6] = 6 %
Initiative: 1d20+14: [11]+14 = 25
  • Base: 7
  • Fighting Spirit: 2
: 9
Save vs HF: 1d20+13: [16]+13 = 29
Note: Save vs magic (
Character is immune to any effect of magic where a save vs magic is allowed. Physical attacks generated by magic do half damage.
)
-----------------------------------
Character Sheet

  • MDC: 291/303
  • 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 Attributes [Mole]. ((Super Burrowing, Nightvision, Impervious to Magic)) 69.75 min.
  • Cosmic Armor | 45 PPE | DB 13 120 | 71.75 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
  • 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: 10.50 Min
  • 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: 10.50 Min
  • Warp Sound: Silence @Demon Locust 1. 34.50 min
  • Warp Sound: Silence @Demon Locust 2. 34.50 min


Thanks to Hemlock's efforts to clear the battlefield of the bug swarm, Daisuke is better able to see their immediate enemy.

That powerful magic certainly has cleared the battlefield of that pesky chitinous cloud. Perhaps now we can force an opening against these demonic foes.

Spotting the circling enemy several hundred meters out, the Arismal feels as though he can cover that ground relatively quickly and should continue on his mission to silence each and every one of the demon locust opponents. And so, without hesitation, Daisuke flies at the circling demon locusts using his cosmic armor flight.

"I'm going to go silence the rest of them!" Daisuke announces aloud, temporarily amplifying his own voice with Warp Sound: Amplify Sound, hopefully above the howling din of wind.
Ronith wrote: Wed Nov 20, 2024 1:26 pmTo the team, he signals ”Everyone, form up on me and Hemlock. It’s time to discuss a withdrawal.”
Unfortunately, Sir Ronith's call to sanity is unheard by the Arismal who accepted the cosmic armor without body armor worn and has been blissfully oblivious to the conversations over the team comms.

And so, unaware of the shift in tactics to disengagement, Daisuke flies full-speed back into the fray. In general, he is trying to get close enough to impose his Warp Sound: Silence (240 ft range), but ideally not close enough to engage in melee. He hopes his cosmic armor flight speed (1/2 mach) is superior to the natural flying speed of the locusts and will kite (use speed advantage, and also his portal ability, to lead them away on tangents without letting them get melee strikes) as necessary.

If he ends up being grappled by any of the demon locusts, Daisuke will counter the physical contact by attempting to use Swallowing Limbo (M.E. save vs 16+) to remove that particular demon from the battlefield for the time being.

Auto-Dodges: 1d20+9: [11]+9 = 20 , 1d20+9: [10]+9 = 19 , 1d20+9: [4]+9 = 13 , 1d20+9: [14]+9 = 23 , 1d20+9: [17]+9 = 26 , 1d20+9: [8]+9 = 17 , 1d20+9: [10]+9 = 19 , 1d20+9: [11]+9 = 20 , 1d20+9: [10]+9 = 19
Last edited by Daisuke on Fri Nov 22, 2024 8:38 am, edited 1 time in total.
User avatar
Grant Latham
Diamond Level Patron
Posts: 624
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: [3] = 3
JIC: 1d20: [14] = 14 , 1d100: [55] = 55
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 | 160m1d100
  • 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
30 PPE | | .75 min | +2 Dodge, Travel to visible location up to 2000' (4000' in wide open spaces)

45 PPE | DB 13 120 | 81.75 MIN | Silver Body Armor with blue hue. Full EBA. 435 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 | 4.50 min | Able to read a license plate from up to 2 miles away)

+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

Duration 69.50 minutes. Impervious to normal, magical and mega-damage fires. Hemlock caster level.

5 PPE | MA 9 | 48.50 min | Thermographic like vision out to 1500' (distance tripled by the Farsensing spell)

25 PPE | BOM 116 | 2.25 min | Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 50 M.D.C. force field. +10 vs Magic, Psionics, HF

30 PPE | BOM 122 | 2200' | 2.25 min | Dodge | 6d6+22 M.D. +4 Strike up to 100', +1 otherwise

2 PPE | BOM 92 | 15.50 min | 90' radius

4 PPE | BOM 92 | 15.50 min | 120' radius

+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: 10.50 Minutes



Skybunker

From his high altitude, Grant observes the Demon Locusts and tries to see if they are looking at anything specific other than them. Whether he does or not, after a few seconds, he takes a step down via Astral Hole to the ground to join the rest of H4H. "These demon locusts are like sponges, absorbing our attacks with little regard. The fact that they are waiting now just reinforces my thought that they are meant for us to waste resources and something is imminent." Grant turns to look around with his advanced vision to see if he is able to spot anything. Retreating to the SkyBunker as a method of eluding pursuit is a solid plan, however, at full speed, it can not travel as fast we can current. Keiko, let me renew the Cosmic Armor." Grant casts the spell on Keiko. "If it is War approaching at high speed, retreating and gaining distance from these locust and Pestilence if it is here somewhere is probably our best choice. But battling from the SkyBunker is a bad idea, it is a place to rest and restock. If we are pursed, we should exit and let it retreat and hide."

Grant has no precognitive abilities, but he can feel the goosebumps on his arms and neck telling him that its time to go. Sir Ronith, Keiko, Hemlock, me, where's Lilith? Where's Zand? Did they fall during the chaos of the last few minutes? Where's Daisuke? Grant looks and points, "I don't think Daisuke heard the call." Grant sends a message on the radio, "Daisuke, can you hear me? Daisuke?" He shakes his head and looks towards Sir Ronith, "He would have to be a lot closer for me to reliably send him a telepathic message. Has anyone seen Zand or Lilith? I lost sight of them when the swarm engulfed us."

If Daisuke can open a portal to a moving target, Grant radios Butch and Sundance, "Lift off and retreat at best possible speed while stay low to the ground. Return south following our original route."



APM: 12(13 w/Magic)
Initiative: 1d20+8: [10]+8 = 18
Critical Strike on nat 18-20, or from behind.
Deathblow on nat 20
Contingencies:

Parry (+9 with Omega Blade)/Dodge(+6)/AutoDodge(+5)/Roll(+10): 12d20: [12, 2, 9, 2, 6, 15, 2, 14, 10, 13, 1, 11] = 97
Save vs Magic(+17)/Psionics 12+(+11)/Horror(+19): 12d20: [10, 13, 18, 2, 20, 7, 5, 14, 6, 12, 15, 1] = 123

If Cosmic Armor drops, Grant will trigger a charge from his Fly like an Eagle talisman, then cast Armor Bizarre (165 M.D.)

For Keiko:
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
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
Gloriosa
Posts: 44
Joined: Tue Apr 18, 2023 3:52 pm

Re: The Horsemen of Eschaton

Post by Gloriosa »

Perception: 1d100: [83] = 83 /29%
JIC: 1d20: [10] = 10 / 1d100: [34] = 34

  • 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: 11 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: 111 Minutes
  • The Flame Wind Dragon can seemingly cause himself to burst into flames in a manner similar to the psychic Burster or Elemental Fusionist. Unlike them, the Dragon Hatchling's own scales are actually burning, even though this does no damage to the Flame Wind (this is just a natural part of the dragon's metabolism). Because the Flame Wind is actually on fire, anything he is carrying is damaged by his own raging flames and he will ignite anything he touches, such as carpeting, drapes, paper, wood, dry grass, etc. In combat, the dragon's fiery punch or tail does an extra 2D6 M.D. per strike plus its usual P.S. damage. Leaping on its back or trying to wrestle or entangle the flaming dragon will inflict 4D6 M.D. Every 4 seconds (or 2D4x10+10 M.D. per melee round). The flames can be maintained for (5 minutes/20 melee rounds) (+1 minute per level of experience), before the dragon Hatchling must rest for at least ten minutes to regenerate his flaming scales (duration is 10x longer for adults).
  • M.D.C.: 140/140
  • P.P.E.: 95/95
  • I.S.P.: 72/74


"Ooooooh, radical..." Gloriosa watches with amazement as the bugs implode and otherwise remove themselves from the battlefield. He flies over to Ronith's called huddle quickly and offers his two cents. "Sometimes you have to run away so you can beat em up later. I don't think we can fight two horsemen at once."

When Grant mentions Daisuke not being able to hear them, Gloriosa says "Got it, dude!" and flies off toward Daisuke to let him know "Back this way! Group chat!"
User avatar
Hemlock
Posts: 132
Joined: Fri Feb 24, 2023 11:28 am

Re: The Horsemen of Eschaton

Post by Hemlock »

((Rolls carried))
Gloriosa wrote: Sat Nov 23, 2024 5:04 pm "Ooooooh, radical..." Gloriosa watches with amazement as the bugs implode and otherwise remove themselves from the battlefield. He flies over to Ronith's called huddle quickly and offers his two cents. "Sometimes you have to run away so you can beat em up later. I don't think we can fight two horsemen at once."
"If the Horsemen have a choice in the matter, I doubt they will split up again," Hemlock replies, with an eye on a particularly nasty looking Demon locust circling about them. "Not after we just destroyed one of them."

Hemlock, her eyes alight with green fey magics, looks at Ronith with a predatory intensity. "No, I say we strike and kill Pestilence now," she declares. "We know War is approaching, fast and by air. I will counter this with a Summon Fog spell. It will ground him, force him to navigate the terrain on foot. And it will force him to do so slowly, so slowly it will drive him mad with frustration."

I would give much to see War fall on his face over and over again, she thinks gleefully.

She points at the assembled demons. "We hunt Pestilence now, under cover of the fog. By the time War arrives, he will find the broken corpses of both Famine and War at our feet." A mischievous grin spread across her face. "And in the fog, we'll have the advantage. We can move slowly and with stealth as we avoid demon locusts and hunt Pestilence. Everyone is forced to move slowly by the fog. If we meet a Demon Locust we overwhelm it before others have time to arrive. But remember, we must stick together and not split up. Daisuke's portals will be our main advantage here."

She looks at the assembled Heroes curiously, "If I can be sure you can resist it, a Heavy Air spell might also add to the discomfort of any insects and demons in the area. Perhaps a few well placed Invulnerability spells from your Talismans before I cast it. Hands up if anyone doesn't have that?" She smirks, feeling rather pleased with her plan.
Grant Latham wrote: Thu Nov 21, 2024 12:50 pmGrant looks and points, "I don't think Daisuke heard the call." Grant sends a message on the radio, "Daisuke, can you hear me? Daisuke?" He shakes his head and looks towards Sir Ronith, "He would have to be a lot closer for me to reliably send him a telepathic message. Has anyone seen Zand or Lilith? I lost sight of them when the swarm engulfed us."
Gloriosa wrote: Sat Nov 23, 2024 5:04 pm When Grant mentions Daisuke not being able to hear them, Gloriosa says "Got it, dude!" and flies off toward Daisuke to let him know "Back this way! Group chat!"
Hemlock rolls her eyes. "I distinctly said we ought not to split up," she mutters, a touch testily.
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: 1273
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.
Combat Round: 4
As the group huddles up, with the swarm mostly gone for the moment amid the turbulent winds, Grant looks around for Zand and Lilith and as he calls for them, sees the pair approach. "Lost everyone in the swarm but we're here." Zand calls out to Grant. Ronith calls on the team to regroup under the protection of the raging winds and speaks about a new strategy, recognizing that they are being encircled and would be at a severe disadvantage when War arrives. With the sheer number of insects and demonic locust floating around, Ronith reconsiders if the most immediate threat is the incoming War or possibly a hidden Pestilence somewhere nearby. Ronith recognizes the timeless curators of the Apocalypse are not simple monsters but in fact agents of destabilization and chaos. Hemlock notices Keiko's lack of a Cosmic Armor and suggests to Grant that she have a new Cosmic Armor cast on her, to which Grant obliges.

Grant and Ronith both agree that regrouping at the bunker to outpace and reposition before War arrives is likely a better option than waiting while surrounded by the Locusts and likely Pestilence. The plaguish Horsemen infuriatingly remains to be seen, only its presence is known thanks to the swarm of bugs and collection of Locust. The group also remembers that when they were given the briefing, there were two horsemen near each other and that's where they found Famine. If War is up North, then that only leaves it to be Death or Pestilence. It's at this moment, the Heroes also recognize that while they've heard from the Dawn Patrol, the Granite Knights have been radio silent since being sent towards the western Horsemen.

Daisuke, unfortunately, does not hear the call to huddle up and bellows his voice to be heard over the raging winds, then rushing towards the closest Locust on the outskirts of the funnel's pull. As Grant, Ronith and Hemlock look out to see where Daisuke is heading, they all see the Locust that had been circling seem to change direction and head in Daisuke's direction. Gloriosa is quick to follow to tell Daisuke to regroup, but doesn't notice the incoming Locust. Daisuke sees that the Locust he is heading for changes direction and heads straight towards him. [Daisuke; please provide 3 Save v Psionics.] Ronith, Grant and Hemlock can see that Daisuke and the closest Locust will intersect in a matter of seconds, and at least three other locusts are going to intersect with Daisuke in less than thirty seconds if not sooner. Gloriosa is trailing Daisuke and will intersect moments after Daisuke and the first locust intersect.

What are your intentions?
GM Note: As of the end of this post, Daisuke and the Locust will be within combat range. Gloriosa will be there roughly halfway through the next round.

Combat near the tornado has ceased, but Daisuke/Gloriosa are far enough away that the funnel's winds aren't as threatening to the Locust.


Ronith: -115 MDC from Cosmic Armor
Grant: -30 MDC from Cosmic Armor
Daisuke: -86 MDC from Cosmic Armor
Keiko: Cosmic Armor Renewed; -12 personal S.D.C. from fall;
Hemlock: -10 MDC from Cosmic Armor, -19 MDC from Phantom
Gloriosa:
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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