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The Danger Room (Combat Simulator)

Posted by The WatcherFor group 0
Nightmare
player, 2553 posts
Ghost puberty isnt a
thing. I'm Alive!
Fri 16 Mar 2018
at 01:21
  • msg #232

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 231):

Nightmare enters the Danger Room in her EVA suit with armor snorting with laughter and bumping Billy on the way out.

Man you sucked something awful!

She laughs.  Busying herself at the controls for a few minutes a scene unfolds around her.

quote:
An infinite 1x1 grid of rooms for columns B, C, E, F, and hallways at A and D.... repeating of course.  The hallways are of an old Victorian mansion with children's toys strewn about the hallway and rooms.  This is a microgravity simulation like that on Titan.  Areas will be designated positive or negative relative to the starting position of the three stooges, who will be at A, 1... areas will be designated -B, 1; C,3 and so on (there is no 0, there is no -A).  There are doors between the rooms and the hallways but not between each other.  The walls are solid construction.

Before she summons her opponents she sits and meditates for a few minutes.   As she does changes start to occur around her, wind swirls through the hallway from an uncertain area

[Scout Percy: Yellow]

[Ghastly Defenses: Yellow]

[Stealth: Yellow]

She places herself in the grid at position B, 5.  Percy is left at position A,4 watching the team, who is at A, 1.

She takes a deep breath and steels herself, waiting.

[Hold Action]

I hope you know what you are doing girl....

/ooc I feel that it would violate the spirit of the challenge if I separated them... if not, I would put each in an infinite hallway, Suzie in A, Frankie in D, and Bobby in G.
This message was last edited by the player at 12:27, Fri 16 Mar 2018.
The Watcher
GM, 3123 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 16 Mar 2018
at 13:31
  • msg #233

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 232):

Is this what you had in mind?

Our map thus far:
    A(H) B   C  D(H)  E   F
   +---+---+---+---+---+---+
 1 |FBS|   |   |   |   |   |
   +   +---+---+   +---+---+
 2 |   |   |   |   |   |   |
   +   +---+---+   +---+---+
 3 |   |   |   |   |   |   |
   +   +---+---+   +---+---+
 4 | P |   |   |   |   |   |
   +   +---+---+   +---+---+
 5 |   | N |   |   |   |   |
   +   +---+---+   +---+---+
 6 |   |   |   |   |   |   |
   +   +---+---+   +---+---+
 7 |   |   |   |   |   |   |
   +---+---+---+---+---+---+

The above setup would yield 2 Hallway areas (all of column A would be an area, all of Column D would be an area) plus as many Room areas as there are rooms. Doors as described would mean that you could not move from B5 into C5 without breaking a wall or phasing. And the hallways would not connect at all, which means there is no non-violent/phasing way to get from Hallway A to Hallway D.

Was that as envisioned?
This message was last edited by the GM at 13:35, Fri 16 Mar 2018.
Nightmare
player, 2555 posts
Ghost puberty isnt a
thing. I'm Alive!
Fri 16 Mar 2018
at 13:48
  • msg #234

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 233):

Exactly. Didn't know if you wanted to make the hallways a single area break them up but that can be dealer's choice.
The Watcher
GM, 3125 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 16 Mar 2018
at 14:13
  • msg #235

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 234):

Are you holding action for a specific trigger or just want to go last?
Nightmare
player, 2557 posts
Ghost puberty isnt a
thing. I'm Alive!
Fri 16 Mar 2018
at 14:41
  • msg #236

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 235):

Either someone coming in the door or go last. I’m an ambush predator.
The Watcher
GM, 3126 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 16 Mar 2018
at 14:58
  • msg #237

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 236):

"What's this, now?" Bobby laughs, looking around at the macabre decor as Frankie and Susie materialize beside him. "Did you summon us to fight, or to play hide and seek?"

He looks down the hallway, then turns to the door nearest to him and swings it open to reveal the empty room beyond (B1). He does not enter the room, however.

"Come out, come out, wherever you are..."

***

"You realize that YOU have to defeat us, rather than the environment, for it to count, right?" Susie says, her forcefield snapping up around her.

[Quickened Forcefield: 49, success]

Without moving, she extends her senses...

[Telekinesis: 47, success]

The door to B2 swings open, as if pulled by an unseen hand.

***

Frankie walks over to B3 and swings that door open, too.

"Can't we just ask the system where she is?" he grumbles.

"Yeah," Bobby says. "But what's that prove?"

Frankie shrugs, but takes no further action.
This message was last edited by the GM at 17:40, Fri 16 Mar 2018.
Nightmare
player, 2558 posts
Ghost puberty isnt a
thing. I'm Alive!
Fri 16 Mar 2018
at 20:18
  • msg #238

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 237):

Finish Round 1

In response to Bobby all the three heroes hear is

quote:
....I seeeeeeee you........


In the room Nightmare summons Megapercy.

[Megapercy: Yellow]

quote:
Incredible Percy:

Fighting: In(40)
Agility: In(40)
Strength: In(40)
Endurance: In(40)

Reason: Gd (10)
Intuition: Ex (20)
Psyche: Mn (79)

HP: 160


As Susie speaks, all hell breaks loose.  The lights flicker as the door to B5 slams open and the hissing image of Percy comes hurtling down the hall slamming into Susie.

[Charge: Green success.  30 (40-10) Damage]

~~~~~~~~~~~~~~

Round 2

quote:
Whatsa matter Susie?  The doors too much for you?  Or is it the dolls?!


On the last word the assault continues as Percy blurs and bulges; backhanding Susie and sending her sprawling down the hallway.

[Fighting: Yellow success30 (40-10) Damage]

Nightmare moves quietly into room B7

[Stealth: Green success.]

quote:
Bobby, you're looking a bit pale.  Are you sure you're up for this?

This message was last edited by the player at 20:58, Fri 16 Mar 2018.
The Watcher
GM, 3128 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 16 Mar 2018
at 20:35
  • msg #239

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 238):

Ok, so...#1, spooky as hell. Really well done!

#2 (and buzzkill, I'm afraid): When you hold your action, you lose your place in the initiative order and get inserted back into it at the point you take the held action.

#3: Remember with charging that 1) you have to change areas and 2) only the areas you've passed through in the same direction leading toward your target count for bonuses. Percy didn't do these things but if you're planning on playing Centipede with your charges keep that in mind :P

#4: Depending on the size of the hallway and which room Percy started in, it's possible Percy would have been forced to contend with Frank to reach Susie. Not the case here, I suspect, but that's worth pointing out, too. Obstruction and line-of-sight, while mostly overlooked in this system, still exist when there's a bottleneck.


So, technically Rebecca put herself at the end of the order last round. In actual combat, she would not be able to go twice in a row by holding her first action.

Up to you how to proceed -- I can leave this as-is and let my team go twice in a row (once at the end round 2 and then once at the start of round 3, where they are supposed to be in the order) or we can pause the second half of Rebecca's actions and let my team take their turn at the start of round 2, as they should have been able to do, and then resolve the second half of Rebecca's actions (which, hey, might change based on what happens).

Let me know!
This message was last edited by the GM at 20:56, Fri 16 Mar 2018.
Nightmare
player, 2559 posts
Ghost puberty isnt a
thing. I'm Alive!
Fri 16 Mar 2018
at 20:57
  • msg #240

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 239):

Susie does not crumble in a heap but is definitely worse for wear.

[Endurance: Yellow.  Stagger.]


/ooc:  Thank you :).  This is what I had envisioned when I made her.

I'll let your team double up, Susie is my biggest problem, so that whack of damage is a major part of my strategy.  The only thing that would change it is Percy's death.

Then we can resume with me where I’m supposed to be in order


If you don't mind lets hold my second turn and let your team go before I do that second turn... I may need to run...
This message was last edited by the player at 02:02, Sat 17 Mar 2018.
The Watcher
GM, 3129 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Sat 17 Mar 2018
at 16:46
  • msg #241

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 240):

Ok, I'm going to codify a few things (and also sorta demonstrate how many free actions you came into the battle with :P)

quote:
Round 1
- Rebecca (Status: Stealth, Phased)
- Percy (Status: ScoutPercy)
- Frankie
- Bobby
- Susie



Our map thus far, Round 1:
    A(H) B   C  D(H)  E   F
   +---+---+---+---+---+---+
 1 |FBS|   |   |   |   |   |
   +   +---+---+   +---+---+
 2 |   |   |   |   |   |   |
   +   +---+---+   +---+---+
 3 |   |   |   |   |   |   |
   +   +---+---+   +---+---+
 4 | P |   |   |   |   |   |
   +   +---+---+   +---+---+
 5 |   | N |   |   |   |   |
   +   +---+---+   +---+---+
 6 |   |   |   |   |   |   |
   +   +---+---+   +---+---+
 7 |   |   |   |   |   |   |
   +---+---+---+---+---+---+

It is at this point that Rebecca holds her initial action, and the trio of goons take theirs, as outlined above. Then, Rebecca activates her held action to summon MegaPercy to room B5 and have him Charge into Susie (also as outlined above). This ends the round.

quote:
Round 2
- Frankie
- Bobby
- Susie (Damage: 30)
- Rebecca (Status: Stealth, Phased)
- Percy (Status: MegaPercy)


Our map thus far, Round 2:
    A(H) B   C  D(H)  E   F
   +---+---+---+---+---+---+
 1 |BSPo   |   |   |   |   |
   +   +---+---+   +---+---+
 2 | F o   |   |   |   |   |
   +   +---+---+   +---+---+
 3 |   o   |   |   |   |   |
   +   +---+---+   +---+---+
 4 |   |   |   |   |   |   |
   +   +---+---+   +---+---+
 5 |   o N |   |   |   |   |
   +   +---+---+   +---+---+
 6 |   |   |   |   |   |   |
   +   +---+---+   +---+---+
 7 |   |   |   |   |   |   |
   +---+---+---+---+---+---+

It is at this point that Rebecca goes out of order, but per her request above I'm going to reverse those events. So we're starting like the map above.

***

Susie's forcefield is battered down by the angry MegaPercy, but she quickly restores it.

[Quickened Forcefield: 93]

"Frankie, see if you can figure out where the brat is, would you?" she calls out.

"You got it."

Frankie runs down the hallway toward the door Percy burst from, which is still ajar. He glances in...

[Intuition vs Stealth: 94, success]

...and his eyes light up.

"Bingo! She's in here, guys! I'll grab her..."

Frankie lowers his shoulder and charges in!

[Charge: 11]
[Agility: 2]


Not only does he miss, but he plows clear through the wall connecting B5 with C5 before he comes to a stop in C5.

"Warargh!" he cries out, though the air around his suit crackles with potential energy as he absorbs the damage from the impact.

"You know you're useless, right?" Bobby calls out, before glancing over at Susie and MegaPercy. "Look, doll. I don't mean to be rude, but I don't think that tussle's in your favor."

"Thanks for the tip," Susie grunts. "You want to handle him?"

She doesn't wait for his answer, instead edging away from Percy and walking down the hallway until she's standing outside of room B5.

[Intuition vs Stealth: 95, success]

Her searching eyes find what she's looking for, and gestures toward Rebecca.

"Ah...there. That's quite enough out of you, young lady!"

She then frowns in concentration.

[Mind Blast: 63 + 28 karma = 91]

Rebecca feels psychic eyes honing in on her, and needles encroach upon her mind!

[Resist Mind Blast (Rebecca): 98]

While Rebecca does her absolute best, she is unable to block out the pain entirely.

[Damage (Rebecca): 25]

"Strong-willed little thing, aren't you?" Susie murmurs.

Down on the other end of the hall, Bobby decides to see if he can't do something about Percy.

"This calls for a good old-fashioned Fist Punch!"

[Fighting: 20]

The attack utterly whiffs, and his arms blur with motion as he winds up to try again.

[Doubletime: 58, fail]

"Gods. Dammit," he snarls.
This message was last edited by the GM at 16:47, Sat 17 Mar 2018.
The Watcher
GM, 3168 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 5 Apr 2018
at 12:43
  • msg #242

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 241):

Rebecca gets a gold star next to her name on the control room's panels, then the room collapses and resets itself with modest fanfare.

There are several opponents to choose from. An indicator near the entrance provides you with the ability to CHOOSE your opponent... or several at once.

="Slugfest Training":
Bobby Fistpunch

RECORD (W/L/D): 4/9/3

F: Ex (20)
A: Gd (10)
S: Am (50)
E: Gd (10)
R: Ty (6)
I: Ty (6)
P: Ty (6)

HP: 90
Karma: 18

Powers:
• Body Armor: Rm (30)
• Super Speed: In (40)
-- Tornado Sprint: In (40) damage from buffeting winds, which travel along a set path
-- Defying Gravity: Can run up vertical surfaces
-- Burn Rubber: Can ignite flammable surfaces through friction

Talents:
Martial Arts M (+1CS to all Fighting rolls while unarmed)


="Tank Training":
Frankie Thickshell

RECORD (W/L/D): 3/0/1

F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Gd (10)
R: Ty (6)
I: Ty (6)
P: Ty (6)

HP: 40
Karma: 18

Powers:
• Body Armor: Am (50)
• Body Resistance: Energy: Mn (75)
-- Frankie ignores the first 75 points of damage when struck with an energy attack
• Hardened Mind
-- Frankie's Psyche is considered Un (100) when defending against psychic attacks
• Kinetic Feedback: Rm (30)
-- Whenever Frankie is struck by a blunt, edged, or force attack, he gains 'charges' equal to the attack's potential damage (NOT damage dealt). This cannot fail.
-- Expunge: Frankie rolls a FEAT of power rank intensity. Deal force damage to 1 target equal to 0.5x/1.0x/2.0x charges stored (green/yellow/red), Maximum 100 (UN) damage, and reduces charges to zero. On white, deals no damage but does not drain charges.

Talents:
None


="Mental Combat Training":
Susan Mindbolt

RECORD (W/L/D): 2/0/1

F: Ty (6)
A: Ex (20)
S: Ty (6)
E: Am (50)
R: Ty (6)
I: Ty (6)
P: Am (50)

HP: 82
Karma: 62

Powers:
• Forcefield: Ex (20)
-- Quickened: May take an additional action after successfully activating her forcefield

• Telekinesis: Am (50)
-- Mind Games: Can use Telekinesis instead of Fighting to land a hit with Psyche-rank strength. This attack can do physical, edged, or force damage.
-- Mind Blast: Deal damage equal to power rank to a living target within 5 areas. This bypasses traditional defenses. Target makes Psyche roll. If their roll's intensity > your power activation roll, this attack deals no damage. If tied, half damage is dealt.
-- Mind Blank: Make a Psyche FEAT vs a living target within 5 areas. If your roll's intensity > theirs, deal power rank damage and force them to make a check on the Stun column, using Psyche instead of Endurance.

Talents:
Iron Will: +2CS when using Psyche to defend herself


A placard provides instructions: CHOOSE ANY NUMBER OF OPPONENTS TO LOAD THE DESIRED PROGRAM. CHALLENGERS MAY MAKE THE FIRST MOVE.
This message was last edited by the GM at 12:43, Thu 05 Apr 2018.
Nightmare
player, 2600 posts
The wounds will heal
The scars remain
Thu 5 Apr 2018
at 13:31
  • msg #243

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 242):

Nightmare strides in looking determined.  She creates a venue with multiple layers of floating platforms.  As well as large open areas.

Just think a large grid with open access to layers directly above it.  Vertical walls will connect floors to upper areas.  The environment is microgravity.  She is wearing her EVA suit.

She summons Percy, who appears in his doll form next to her, he crackles with potential energy.

quote:
Percy:

Fighting: Am(50)
Agility: Gd(10)
Strength: Am(50)
Endurance: In(40)

HP: 150

Modification: Energy Inlay


[Phasing: White.]

She summons Bobby to her area.  This time with no wave and no fanfare she begins her assault in poor fashion as Percy charges forward and misses.  She focuses but it doesn't seem to do anything.

[Phasing: White.]

[Fighting: White.]

This message was last edited by the player at 13:33, Thu 05 Apr 2018.
The Watcher
GM, 3169 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 5 Apr 2018
at 14:16
  • msg #244

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 243):

Bobby winds back and attempts to whallop Rebecca...

[Fighting: 15]

...but succeeds only in giving the air itself a solid smack.
Nightmare
player, 2602 posts
The wounds will heal
The scars remain
Thu 5 Apr 2018
at 14:26
  • msg #245

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 244):

Percy continues to have flailing bitch fight with Bobby

[Fighting: White]

She shakes her head in frustration but this time succeeds in phasing out.

[Phasing: Yellow]

The Watcher
GM, 3170 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 5 Apr 2018
at 14:28
  • msg #246

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 245):

Bobby misses with his second punch, and sneers.

"If you wanted to dance, you should have summoned a ballroom."
Nightmare
player, 2603 posts
The wounds will heal
The scars remain
Thu 5 Apr 2018
at 14:36
  • msg #247

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 246):

Her face twists in anger at the taunt.

Perhaps I should have.

Percy redoubles his attack, finally connecting as the slugfest gets underway.

[Fighting: Yellow, bullseye (Unarmored area). 50 damage.]

[Psychic Blast: Yellow vs White.  60 damage.]

[Feedback: 120 Damage to Percy]

This message was last edited by the player at 15:36, Thu 05 Apr 2018.
The Watcher
GM, 3171 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 5 Apr 2018
at 15:22
  • msg #248

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 247):

Bobby winks out of existence, and the room resets itself.

Note: The problem with opposed rolls is that I don't get a chance to apply karma before the roll is made. In an actual fight, Rebecca would not roll the opposing psyche to check for resistance -- I would. She would also not be able to use psychic attacks on an AI program, but we're ignoring that for these purposes :)

Note 2: I believe Rebecca took an extra turn when she started, as she summoned Percy and attempted to phase all at once. In a real fight you wouldn't be able to do both (though in this case it didn't matter).

Note 3: Once anybody reaches 12 losses in the danger zone, I'm going to buff them so the fights remain relevant.

***

There are several opponents to choose from. An indicator near the entrance provides you with the ability to CHOOSE your opponent... or several at once.

="Slugfest Training":
Bobby Fistpunch

RECORD (W/L/D): 4/10/3

F: Ex (20)
A: Gd (10)
S: Am (50)
E: Gd (10)
R: Ty (6)
I: Ty (6)
P: Ty (6)

HP: 90
Karma: 18

Powers:
• Body Armor: Rm (30)
• Super Speed: In (40)
-- Tornado Sprint: In (40) damage from buffeting winds, which travel along a set path
-- Defying Gravity: Can run up vertical surfaces
-- Burn Rubber: Can ignite flammable surfaces through friction

Talents:
Martial Arts M (+1CS to all Fighting rolls while unarmed)


="Tank Training":
Frankie Thickshell

RECORD (W/L/D): 3/0/1

F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Gd (10)
R: Ty (6)
I: Ty (6)
P: Ty (6)

HP: 40
Karma: 18

Powers:
• Body Armor: Am (50)
• Body Resistance: Energy: Mn (75)
-- Frankie ignores the first 75 points of damage when struck with an energy attack
• Hardened Mind
-- Frankie's Psyche is considered Un (100) when defending against psychic attacks
• Kinetic Feedback: Rm (30)
-- Whenever Frankie is struck by a blunt, edged, or force attack, he gains 'charges' equal to the attack's potential damage (NOT damage dealt). This cannot fail.
-- Expunge: Frankie rolls a FEAT of power rank intensity. Deal force damage to 1 target equal to 0.5x/1.0x/2.0x charges stored (green/yellow/red), Maximum 100 (UN) damage, and reduces charges to zero. On white, deals no damage but does not drain charges.

Talents:
None


="Mental Combat Training":
Susan Mindbolt

RECORD (W/L/D): 2/0/1

F: Ty (6)
A: Ex (20)
S: Ty (6)
E: Am (50)
R: Ty (6)
I: Ty (6)
P: Am (50)

HP: 82
Karma: 62

Powers:
• Forcefield: Ex (20)
-- Quickened: May take an additional action after successfully activating her forcefield

• Telekinesis: Am (50)
-- Mind Games: Can use Telekinesis instead of Fighting to land a hit with Psyche-rank strength. This attack can do physical, edged, or force damage.
-- Mind Blast: Deal damage equal to power rank to a living target within 5 areas. This bypasses traditional defenses. Target makes Psyche roll. If their roll's intensity > your power activation roll, this attack deals no damage. If tied, half damage is dealt.
-- Mind Blank: Make a Psyche FEAT vs a living target within 5 areas. If your roll's intensity > theirs, deal power rank damage and force them to make a check on the Stun column, using Psyche instead of Endurance.

Talents:
Iron Will: +2CS when using Psyche to defend herself


A placard provides instructions: CHOOSE ANY NUMBER OF OPPONENTS TO LOAD THE DESIRED PROGRAM. CHALLENGERS MAY MAKE THE FIRST MOVE.
This message was last edited by the GM at 15:23, Thu 05 Apr 2018.
B.L.
player, 1 post
All Suffering can End
Decide nothing matters
Mon 4 Jun 2018
at 14:01
  • msg #249

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 248):

The chunky fingers of a heavy HAZMAT suit tap the small screen.

::Program --> BOBBY FISTPUNCH::

::Iterations -->(1)::

B.L. stomps slowly into the Danger Room as the holographic projectors warm up.
This message was last edited by the player at 14:09, Mon 04 June 2018.
The Watcher
GM, 3358 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 4 Jun 2018
at 14:32
  • msg #250

Re: The Danger Room (Combat Simulator)

In reply to B.L. (msg # 249):

Bobby materializes in a blur of colorful pixels and static.

"Well, well! What have we here?" he asks, regarding the lumbering figure with curiosity and amusement. Bobby raises his fists and bends his knees into a fighting pose.

"Your move, rust bucket. Better make the most of it..."

(Player has initiative in Danger Room unless you specifically pass it)
This message was lightly edited by the GM at 14:32, Mon 04 June 2018.
B.L.
player, 2 posts
All Suffering can End
Decide nothing matters
Mon 4 Jun 2018
at 14:45
  • msg #251

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 250):

The suit lumbers forward, building up speed gradually: it's not very fast but it is massive.

The right arm raises up in a classic charging haymaker that just barely connects.

The heavy glove clangs and crunches nicely, but seems to have little effect on Bobby.
The Watcher
GM, 3361 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 4 Jun 2018
at 15:29
  • msg #252

Re: The Danger Room (Combat Simulator)

In reply to B.L. (msg # 251):

Bobby squeezes his eyes shut and braces for an impact that never comes as the lumbering brute whallops him in the gut.

"What, was that it?" he says, opening his eyes cautiously. "I...thought you'd pack more of a punch than that."

Bobby takes a half-step back and unleashes a haymaker of his own.

"Here. Lemme show you how it's done..."

[Fighting: 41]

The blow connects, with Bobby's fist adding a fresh dent to his opponent's battered suit. Still...all that rubber, plastic, and metal do provide a bit of a cushion.

[Damage: 50 - 20 = 30]

***

Round 2
B.L (Damage: 30)
Bobby (Damage: 0)
B.L.
player, 3 posts
All Suffering can End
Decide nothing matters
Mon 4 Jun 2018
at 16:33
  • msg #253

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 252):

The suit shrugs and takes a few steps back from Fistpunch.

There is a loud hissing sound as a few of the numerous valves in the suit open and begin to release... something.
The Watcher
GM, 3366 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 5 Jun 2018
at 15:20
  • msg #254

Re: The Danger Room (Combat Simulator)

In reply to B.L. (msg # 253):

"Hey, we have bathrooms for that, you know..."

Bobby makes a face as the hissing sound continues, then he wobbles a little bit.

"...what the fu-"

[Endurance: 7, white]

Bobby starts to cough and gag, doubling over and struggling to maintain his balance while he retches.

[Bobby is STUNNED]

Heaving out huge breaths of air has its downside, however, as he inhales more of the noxious fumes even more deeply.

[Endurance: 1, white]

Bobby gurgles out a painful moan between coughs as the poison takes its toll.

[Damage: 60]

"Wuh...waht the...uck...'ave...oooh...done?" he chokes out.

***

Round 3
B.L (Damage: 30; Area: Poisoned)
Bobby (Damage: 60; Area: Poisoned)
This message was last edited by the GM at 15:20, Tue 05 June 2018.
B.L.
player, 4 posts
All Suffering can End
Decide nothing matters
Tue 5 Jun 2018
at 15:45
  • msg #255

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 254):

The head of the suit swivels slightly, looking off into the distance over Bobby Fistpunch.

Lazily, the lumbering figure turns and stomps back to the door of the Danger Room, clicking off the simulation as it leaves.
The Watcher
GM, 3367 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 5 Jun 2018
at 16:00
  • msg #256

Re: The Danger Room (Combat Simulator)

In reply to B.L. (msg # 255):

Bobby winks out of existence, his stat-line ticks up a loss, and the room resets itself.


***

There are several opponents to choose from. An indicator near the entrance provides you with the ability to CHOOSE your opponent... or several at once.

="Slugfest Training":
Bobby Fistpunch

RECORD (W/L/D): 4/11/3

F: Ex (20)
A: Gd (10)
S: Am (50)
E: Gd (10)
R: Ty (6)
I: Ty (6)
P: Ty (6)

HP: 90
Karma: 18

Powers:
• Body Armor: Rm (30)
• Super Speed: In (40)
-- Tornado Sprint: In (40) damage from buffeting winds, which travel along a set path
-- Defying Gravity: Can run up vertical surfaces
-- Burn Rubber: Can ignite flammable surfaces through friction

Talents:
Martial Arts M (+1CS to all Fighting rolls while unarmed)


="Tank Training":
Frankie Thickshell

RECORD (W/L/D): 3/0/1

F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Gd (10)
R: Ty (6)
I: Ty (6)
P: Ty (6)

HP: 40
Karma: 18

Powers:
• Body Armor: Am (50)
• Body Resistance: Energy: Mn (75)
-- Frankie ignores the first 75 points of damage when struck with an energy attack
• Hardened Mind
-- Frankie's Psyche is considered Un (100) when defending against psychic attacks
• Kinetic Feedback: Rm (30)
-- Whenever Frankie is struck by a blunt, edged, or force attack, he gains 'charges' equal to the attack's potential damage (NOT damage dealt). This cannot fail.
-- Expunge: Frankie rolls a FEAT of power rank intensity. Deal force damage to 1 target equal to 0.5x/1.0x/2.0x charges stored (green/yellow/red), Maximum 100 (UN) damage, and reduces charges to zero. On white, deals no damage but does not drain charges.

Talents:
None


="Mental Combat Training":
Susan Mindbolt

RECORD (W/L/D): 2/0/1

F: Ty (6)
A: Ex (20)
S: Ty (6)
E: Am (50)
R: Ty (6)
I: Ty (6)
P: Am (50)

HP: 82
Karma: 62

Powers:
• Forcefield: Ex (20)
-- Quickened: May take an additional action after successfully activating her forcefield

• Telekinesis: Am (50)
-- Mind Games: Can use Telekinesis instead of Fighting to land a hit with Psyche-rank strength. This attack can do physical, edged, or force damage.
-- Mind Blast: Deal damage equal to power rank to a living target within 5 areas. This bypasses traditional defenses. Target makes Psyche roll. If their roll's intensity > your power activation roll, this attack deals no damage. If tied, half damage is dealt.
-- Mind Blank: Make a Psyche FEAT vs a living target within 5 areas. If your roll's intensity > theirs, deal power rank damage and force them to make a check on the Stun column, using Psyche instead of Endurance.

Talents:
Iron Will: +2CS when using Psyche to defend herself


A placard provides instructions: CHOOSE ANY NUMBER OF OPPONENTS TO LOAD THE DESIRED PROGRAM. CHALLENGERS MAY MAKE THE FIRST MOVE.
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