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The Danger Room (Combat Simulator)

Posted by The WatcherFor group 0
The Watcher
GM, 16 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 26 Jun 2014
at 19:00
  • msg #1

The Danger Room (Combat Simulator)

The purpose of this room is to practice your abilities and get familiar with the system. The entire room consists of only a single area, with no obstacles. You cannot die, and nothing that happens here is permanent. You may take your character for a spin here before locking in your choices for powers, talents, FEATs, and abilities.

***

When you enter the room, you do so alone. On the other side of the room stands the day's opponent: Bobby Fistpunch.

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

HP: 90
Karma: 20
Resources: Ex (20)
Popularity: - (origin-dependent)

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 A, B


After a moment, he acknowledges your presence and invites you to make the first move.
This message was last edited by the GM at 19:01, Thu 26 June 2014.
Batallion
player, 1 post
One-man Crowd
Ex-villian
Fri 27 Jun 2014
at 00:37
  • msg #2

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 1):

J.J. steps toward Bobby, hauls back and takes a swing at him.

[OOC: Fighting roll (skill 10): 89 = yellow

Result: slam?  However, Strength is 6 so damage is 6 and negated by armor 30.  Therefore "slam" roll can be ignored by Bobby.]

J.J. bounces back, shaking his injured wrist and making sucking noises between his teeth.

[OOC: let me know if I did that right or missed any considerations.  This system seems terribly simple but 'uppity'.]
This message was last edited by the player at 00:37, Fri 27 June 2014.
Observer 3
player, 2 posts
Fri 27 Jun 2014
at 01:43
  • msg #3

Re: The Danger Room (Combat Simulator)

WHY IS THIS NOT NAMED THE DANGER ZONE?!?
Batallion
player, 2 posts
One-man Crowd
Ex-villian
Fri 27 Jun 2014
at 11:17
  • msg #4

Re: The Danger Room (Combat Simulator)

In reply to Observer 3 (msg # 3):

No reason I can think of.

So, power rolls....  Are rolls needed for powers only in combat/when it's critical?  Does Wolverine's healing factor fail sometimes?  Does Invisible Woman sometimes 'fail' to turn invisible, or just 'fail' in that it isn't effective at what she wanted to do (i.e. evading an attack by being invisible)?  Is Dazzler ever effective?
The Watcher
GM, 17 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 27 Jun 2014
at 12:54
  • msg #5

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 4):

The Danger Room is the name of the combat simulator used by the X-men. I suppose we could discuss changing it to the Danger Zone :P

Powers, as it were, do not fail, but things you are attempting to do with them can. Recall that Green is a basic success for something easy, yellow is basic success for something moderately difficult, and red is basic success for something really hard. White is never good.

Take Cyclops: His eye beams will never fail to fire, and they will always deal Monstrous (75) damage in their basic form to one target within 3 areas. But that's only if he hits them, and that requires an agility roll.

Wolverine's healing factor is always on, and its power value represents how much health he can regenerate each turn. A FEAT for him would involve something really atypical, like having it adapt to help him survive for 30 seconds in the cold vacuum of space.

Invisible Woman would always turn invisible, but being able to do so at a critically effective moment (such as to evade an attack) would require a roll, because it involves timing and skill beyond just "turning it on".

Dazzler can be effective, but is easily countered by sunglasses.

In Batallion's case, you can't fail to activate your power to create a basic duplicate. That's so easy for you it's an automatic success. You could, however, fail to equip them properly using your Arsenal feat (ie: soldier with a mop), or fail to have the bodyguard power activate appropriately.
The Watcher
GM, 18 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 27 Jun 2014
at 13:09
  • msg #6

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 5):

Bobby grins menacingly as J.J. nurses an injured fist.

"You're gonna have to do better than that, boy," he sneers.

J.J. resolves to do just that...

Tactical Options

Bobby has much stronger body armor than J.J. can typically handle on his own, and multiple attacks won't help. 100 J.J.'s all hitting Bobby will still break their collective knuckles and deal him exactly zero damage... unless they intentionally strike the same spot. This is called a Combined Attack, and is a great way to deal with highly armored enemies.

quote:
Combined Attack
- Everyone involved must be within 1 rank of each other's Strength and adjacent to the target.
- Each assistant makes an agility FEAT. On green or better, the "finisher" gets +1CS for damage against the target that round.
- Only the "finisher" needs to make a Fighting roll to hit the target.


J.J.'s other options include trying to disable Bobby by pinning him or trapping him somehow; finding a weapon to help with the fight; or attempting to disable/bypass Bobby's armor. Called shots for brawling attacks aren't in the basic rules, but I'd be willing to allow a yellow or red FEAT to allow your fist to punch a guy's unarmored face, provided you said you were aiming for it before you rolled.
This message was last edited by the GM at 13:11, Fri 27 June 2014.
Batallion
player, 3 posts
One-man Crowd
Ex-villian
Fri 27 Jun 2014
at 13:22
  • msg #7

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 6):

JJ frowns.

...dick... he mutters.

A second JJ appears just in front of the first.  Though identical, this one is wearing a green military uniform with the logo "E. Plurubus Batallion".  He also has a rifle.

[OOC:  Power roll 36: green.  What would a yellow or red success be for this power?  My vote is creating 2 or 3 duplicates at once instead of 1)
The Watcher
GM, 19 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 27 Jun 2014
at 13:33
  • msg #8

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 7):

I'm gonna say you can make 1 duplicate without rolling at all. If you choose to do an "empowered" roll via Infinite Army, you get 1x Derp with white, 1x normal with green, 2x normal with yellow, and 3x normal with red. That work?

***

Bobby chuckles, takes a step forward, and attempts to punch J.J. Prime in the stomach. Fortunately for our hero, the blow completely misses.
This message was last edited by the GM at 13:35, Fri 27 June 2014.
Batallion
player, 4 posts
One-man Crowd
Ex-villian
Fri 27 Jun 2014
at 15:25
  • msg #9

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 8):

[OOC: works for me!]

JJ sidesteps the punch.

Not so 'punchy' now eh?

The first duplicate steps between Bobby and JJ.  He then fires his rifle at the offending Bobby and hits him square in the chest. (5 damage)

JJ steps back to put a little more distance between himself and Bobby.  Where he was standing, two more 'solider JJ's' appear (power roll 56).

[OOC:  For this setting, laser rifle or are we going with the Firefly thinking that projectile guns are still good?  Hit with green 76, not sure  not sure what kind of damage this might do].
This message was last edited by the player at 15:46, Fri 27 June 2014.
The Watcher
GM, 21 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 27 Jun 2014
at 15:49
  • msg #10

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 9):

Rolling a high hit roll with a shooting weapon allows you to bullseye certain areas, or sometimes stun/kill the target with a perfectly aimed blast. It does not amplify the damage, though.

There are lasers and such, but they are still far from perfect and aren't widely available. Projectile weapons are still widely used, a la Firefly. Anywhere that has humans in it has the atmosphere necessary to keep rifles working fairly well -- though aiming is tricky in substandard G environments if you aren't' used to it.
The Watcher
GM, 22 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 27 Jun 2014
at 15:51
  • msg #11

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 10):

Bobby glares at the four opponents in front of him and holds his chest in surprise.

"Ok, kid. Let's see how you handle this..."

[Tornado Sprint: 64]

He rapidly runs in a circle, generating a column of buffeting wind that obliterates one of the soldiers.

[Damage 40 - Armor 10 = 30]
This message was last edited by the GM at 16:09, Fri 27 June 2014.
Batallion
player, 5 posts
One-man Crowd
Ex-villian
Fri 27 Jun 2014
at 16:54
  • msg #12

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 11):

JJ takes no notice of the duplicate solder as he's sent flying across the room to smash and fall dead against the wall.

Instead, two more soldiers appear in front of him (roll 56).

The two soldiers already around take aim and fire at Bobby.

One fires wide, partly due to the winds, the other lands some hits (rolls 54 and 40 to hit, 5 damage)

There are now 4 soldier Dupes
This message was last edited by the player at 16:55, Fri 27 June 2014.
Batallion
player, 6 posts
One-man Crowd
Ex-villian
Fri 27 Jun 2014
at 16:58
  • msg #13

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 12):

Do dupes get the armor?
The Watcher
GM, 23 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 27 Jun 2014
at 17:28
  • msg #14

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 13):

I want to say dupes get your armor but not your duplicate power.
The Watcher
GM, 24 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 27 Jun 2014
at 17:33
  • msg #15

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 14):

"What the blazes?" Bobby swears as another bullet punches through his armor. "This thing's supposed to be bulletproof!"

He glares at the soldiers, then swoops over to clobber J.J. Prime with a vicious uppercut.

[Fighting: 59]

The blow connects...

[Bodyguard: 88 vs Yellow = Success]

... but instead of sending J.J. Prime sprawling, it instead sends a freshly made duplicate flying into the nearby wall. The new clone shudders and lies still, and Bobby swears again.

"I'll wipe that insolent smirk off your face if it's the last thing I do, you walking clown car."
Batallion
player, 7 posts
One-man Crowd
Ex-villian
Fri 27 Jun 2014
at 17:50
  • msg #16

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 15):

[OOC: yeah, dupes get no duplication power, that much I assumed]

JJ smirks.

Clown car?  Well, if the shoe fits, I'll ram it up your ass.

Immediately, three more soldiers appear in front of JJ (power roll 93).

The four already in the (increasingly crowded) room open fire in a revolutionary war-style volley of bullets (73,79,28,63: 1 miss, 2 green 1 yellow.  5 damage from each means 15 damage plus "bullseye" result but again, armor his high enough this doesn't apply, right?).

There are now 7 soldier dupes surrounding JJ.
Flux
player, 1 post
Fri 27 Jun 2014
at 17:54
  • msg #17

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 16):

OOC- It's one thing to replicate yourself as a mutant power, but you also can replicate artillery?
Xander
player, 4 posts
On the Shoulder of Giants
Wanted
Fri 27 Jun 2014
at 17:56
  • msg #18

Re: The Danger Room (Combat Simulator)

OOC - maybe he has a really fast 3D printer?
Batallion
player, 8 posts
One-man Crowd
Ex-villian
Fri 27 Jun 2014
at 18:37
  • msg #19

Re: The Danger Room (Combat Simulator)

In reply to Xander (msg # 18):

[OOC: HA!  yeah that would explain it!  At what point are there so many 'people' in the room that Fistpunch can't get to JJ prime without going through them?]
The Watcher
GM, 25 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 27 Jun 2014
at 19:07
  • msg #20

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 19):

This system doesn't really work like a d20 or SW system in that way. So long as you are all in the same area, you are all in melee range. You could order your dupes to shield the prime with their bodies, though. Doing so reduces attacks vs the shielded guy by a stacking -1CS (I think... would need to look that up to be sure).
The Watcher
GM, 26 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 27 Jun 2014
at 19:13
  • msg #21

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 20):

Bobby grabs the nearest soldier by the ankle...

[Fighting: 88]

... and slams him into another like a living club. The result leaves both soldiers in a limp pile of bones and flesh.

[Strength: 73]
[Damage (to both soldiers): 50]
Batallion
player, 9 posts
One-man Crowd
Ex-villian
Fri 27 Jun 2014
at 19:18
  • msg #22

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 21):

[OOC: Assign to protect, ok, cool!]

...think I pissed him off...

A new duplicate appears beside JJ, this one unarmed and wearing the same orange jumpsuit, making it indistinguishable from prime.  The two back away from Bobby together.

The 5 soldiers press their attack (2 hits, 10 damage)

There are now 5 Soldier JJs and 2 orange-jumpsuited JJs, one of which is prime.
The Watcher
GM, 27 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 27 Jun 2014
at 19:53
  • msg #23

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 22):

Bobby has sustained 35 damage so far, and is not happy about it. He utilizes his superior speed to zip around the room, building up an Incredible amount of kinetic force. All of his efforts are focused on dodging this round.

(At this speed, -4CS to your shots)
Batallion
player, 10 posts
One-man Crowd
Ex-villian
Fri 27 Jun 2014
at 20:30
  • msg #24

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 23):

JJ decides this isn't good.

Another jumpsuited dupe appears, at least making it difficult for Bobby to decide which to punch.

The soldier JJs fire of a stnnung number of shots, but find it difficult to hit their mark.  One shot (roll 80) lands (5 damage).

(OOC: there's rules for friendly fire, right?  4 missed so...)

5 soldiers, 3 JJs
The Watcher
GM, 29 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 27 Jun 2014
at 21:27
  • msg #25

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 24):

Bobby, now at 40 damage, blazes a trail through the soldiers, stopping abruptly in front of a jumpsuit-wearing J.J. to channel the energy of his run into a massive uppercut that splatters the man against the ceiling in a cartoon-like fashion.

[Kinetic Uppercut: 87 vs Yellow = Success]
[Fighting: 63]

Yellow FEAT is the bare minimum required to use your power to do something weird that isn't on your list.

J.J. Prime and the remaining orange-jumpsuited double exchange a wry glance, causing Bobby to bellow with frustration.
The Watcher
GM, 30 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 27 Jun 2014
at 21:36
  • msg #26

Re: The Danger Room (Combat Simulator)

Flux:
In reply to Batallion (msg # 16):

OOC- It's one thing to replicate yourself as a mutant power, but you also can replicate artillery?


He has a few FEATs built into his power that allows him to equip his duplicates in very specific ways.
Batallion
player, 11 posts
One-man Crowd
Ex-villian
Fri 27 Jun 2014
at 23:06
  • msg #27

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 26):

I preferred for him to think I was cheating...
Batallion
player, 12 posts
One-man Crowd
Ex-villian
Fri 27 Jun 2014
at 23:37
  • msg #28

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 27):

The soldiers, now able to draw a bead, do far better this time (3 hits, 15 damage).

JJ dances to one side, leaving two more duplicates in jumpsuits.  The four jumpsuited JJs break into teams of two and run in opposite directions.

(there are lots of junk rolls in the record, phone was being spazzy.  didn't cheat, I promise).

5 soldiers, 4 jumpsuits
Batallion
player, 13 posts
One-man Crowd
Ex-villian
Fri 27 Jun 2014
at 23:39
  • msg #29

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 28):

Let's call this training what it really is:  Aaron learning how to kill us...

Also, I rather like "walking clown car".
The Watcher
GM, 31 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 27 Jun 2014
at 23:57
  • msg #30

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 29):

No comment :)

***

Bobby staggers under the bullets, chooses another jump-suited J.J. at random, and promptly whiffs entirely.
Batallion
player, 14 posts
One-man Crowd
Ex-villian
Sat 28 Jun 2014
at 01:47
  • msg #31

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 30):

One of the duos of JJs quickly and quietly becomes a trio.

The soldier JJs fire again, catching him pretty severely this time (15 damage)
The Watcher
GM, 33 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Sat 28 Jun 2014
at 20:26
  • msg #32

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 31):

Bobby coughs and hacks as the bullets start taking a massive toll on his well-being, then takes another ineffective swing at one of the jumpsuited J.J.s, missing again.
Batallion
player, 16 posts
One-man Crowd
Ex-villian
Sun 29 Jun 2014
at 00:06
  • msg #33

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 32):

And this is the part Bobby, JJ chuckles where it gets really bad to be you.

A new duplicate of JJ appears.  This one looks to be dressed as a fisherman.  He looks around, then collapses and begins to froth from the mouth.

JJ shrugs.

The soldier duplicates don't let up, hitting Bobby 3 more times (15 damage).

5 soldiers, 5 jumpsuits, one slavering fisherman.
The Watcher
GM, 34 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Sun 29 Jun 2014
at 03:07
  • msg #34

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 33):

Bobby's at 85 damage, making him nearly dead. He tries to punch J.J. one more time, but his heart isn't in it. He misses yet again.
Batallion
player, 18 posts
One-man Crowd
Ex-villian
Mon 30 Jun 2014
at 15:30
  • msg #35

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 34):

As Bobby falls to his knees, the soldiers line up execution-style.

Bye

The soldiers open fire and finish off the dying foe (2 hits, 10 damage)

JJ steps forward and gives Bobby's still form a solid kick to the gut.

And now you've learned.

As JJ turns to leave the room, three more jumpsuited JJs appear and continue the job of kicking the corpse.

JJ notices the camera, likely recording everything he's done.  Well, it WAS only a simulation.
The Watcher
GM, 36 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 30 Jun 2014
at 15:32
  • msg #36

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 35):

The corpses lays on the ground for a moment, then fades away in a burst of static. The room's walls, floor, and ceiling shimmer for a moment, then become a bland white color.

The door becomes visible near J.J., and a pleasant female voice announces, "Simulation Complete."

After he leaves, the room resets itself.

***

When you enter the room, you do so alone. On the other side of the room stands the day's opponent: Bobby Fistpunch.

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

HP: 90
Karma: 20
Resources: Ex (20)
Popularity: - (origin-dependent)

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 A, B


After a moment, he acknowledges your presence and invites you to make the first move.
This message was last edited by the GM at 15:33, Mon 30 June 2014.
Xander
player, 7 posts
On the Shoulder of Giants
Wanted
Tue 1 Jul 2014
at 16:35
  • msg #37

Re: The Danger Room (Combat Simulator)

Xander walks into the sim room with an air of weary resignation.

"Do I...is this really necessary, Control? You know damn well I'm not cut out for fighting."
This message was last edited by the player at 17:06, Tue 01 July 2014.
The Watcher
GM, 41 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 1 Jul 2014
at 17:00
  • msg #38

Re: The Danger Room (Combat Simulator)

In reply to Xander (msg # 37):

A voice cuts in over the simulation, "Standard procedure, Cadet. Begin when ready."
Xander
player, 8 posts
On the Shoulder of Giants
Wanted
Tue 1 Jul 2014
at 17:26
  • msg #39

Re: The Danger Room (Combat Simulator)

Xander sizes up the opponent standing before him. Specifically, his extremely meaty fists, and the murderous look in his eyes.

"I don't suppose you'd care to settle this via a chess match, would you?" he asks hopefully.

Johnny Fistpunch stares at him blankly. Didn't think so.

Xander quickly runs through his options. All of them involved him getting pulped by Johnny Fistpunch's punching fists. This isn't a game I can win...so let's change it.

Without warning, Xander spins on his foot and dashes for the entrance to the sim room. He slides to a stop just near the door, pops off the service panel with a screwdriver, and finds what he was looking for.

Auxiliary input. Perfect.

Ripping a cable from the panel, he plugs it directly into the base of his skull. His eyes go unfocused and his body slumps as the initial he works through the initial disorientation of interfacing directly with the Simulator Room's OS.

Firewalls...anti-intrusion subroutines...not a problem.

Rather than focusing on file directories and superuser commands, Xander simply focuses on what he wants the simulator to do. With mental exertion of will, he begins to rewrite the rules of the game.

[Karma Spent (49): Interface with Machine (69)=Success]

He starts with Johnny's fighting subroutine. Johnny's outline wavers and breaks apart into static before he reforms, looking remarkably less capable of fighting than before. The disorientation seems to stop the process responding, and it freezes.

Temporarily. But long enough.
The Watcher
GM, 42 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 1 Jul 2014
at 17:52
  • msg #40

Re: The Danger Room (Combat Simulator)

In reply to Xander (msg # 39):

Bobby staggers as his body is forcibly reassembled, taking significant damage as vital pixels are removed. (Damage to Bobby: 30)

He lurches forward anyway, fists raised, but manages to strike nothing but the wall.

"What've you done?!"
Xander
player, 9 posts
On the Shoulder of Giants
Wanted
Tue 1 Jul 2014
at 19:31
  • msg #41

Re: The Danger Room (Combat Simulator)

Xander looks up with an expression both present and absent.

What have I done? Evened the odds. But I never did care for a level playing field when I could...make it my own.

[Karma Spent (47)]

No room for error...

[Interface with Machine: 66]

As before, Xander worms his way into the OS, rearranging things to suit him. His interference causes a further disruption to Bobby's program, but instead of focusing on rewriting Bobby himself, Xander changes the environment.

A gaping chasm opens under Bobby's feet, causing him to plummet downward. His fall is broken, however, by the pool of lava at the bottom of the pit. As soon as Xander hears the splash and resulting scream, rocks fall from the ceiling and tumble into the pit after Bobby. Rocks that explode on contact into razor blades.

A brief halt in the rocks, and then the biggest, nastiest hornet nest you've ever seen materializes and drops from the ceiling directly onto Bobby's burning, battered, and lacerated form.
This message was last edited by the GM at 19:37, Tue 01 July 2014.
The Watcher
GM, 43 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 1 Jul 2014
at 19:39
  • msg #42

Re: The Danger Room (Combat Simulator)

In reply to Xander (msg # 41):

As horror upon horror pounds down on poor Bobby, he takes another 30 damage from the interference. He shakes his head vigorously and shimmers with static, then staggers toward Xander with murder in his eyes.

He unloads a punch that nearly bashes in the door, but still can't see to focus properly on Xander himself or zero in on his position.

"Wh...Why?" he rasps.
Xander
player, 10 posts
On the Shoulder of Giants
Wanted
Tue 1 Jul 2014
at 19:54
  • msg #43

Re: The Danger Room (Combat Simulator)

Xander continues to manipulate the simscape.

Bobby eyes the lava around him, and realizes that he's not alone. Though his eyes are swollen almost shut from the multitude of bee stings, he can make out the several fins that begin circling him.

[Interface with Machine: 66]

As if coordinated, all four lava sharks attack at once, burning red eyes intent on tasting virtual blood. The feeding frenzy continues for a gruesome six seconds, and then - silence.
This message was last edited by the player at 19:56, Tue 01 July 2014.
The Watcher
GM, 44 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 1 Jul 2014
at 20:00
  • msg #44

Re: The Danger Room (Combat Simulator)

In reply to Xander (msg # 43):

A squark of static blips across the room as the walls reset to their normal white colorization, and a computerized voice clips the standard response: "Simulation Complete."

A second voice comes on over the intercom moments later.

"You realize you can't do that in a real-life situation, right?"
Xander
player, 11 posts
On the Shoulder of Giants
Wanted
Tue 1 Jul 2014
at 20:04
  • msg #45

Re: The Danger Room (Combat Simulator)

"I realize," he replies.

The simulation room reverts itself to it's previous state of featureless grids. Xander focuses on a single, solitary hornet buzzing around the corner of the room.

...bug in the code...

"So...are we done here?"
This message was last edited by the player at 20:07, Tue 01 July 2014.
The Watcher
GM, 45 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 1 Jul 2014
at 20:28
  • msg #46

Re: The Danger Room (Combat Simulator)

In reply to Xander (msg # 45):

"We're done, Cadet. Dismissed."

***

The room resets, and Bobby Fistpunch rematerializes... ready for his next challenger.
Xander
player, 14 posts
On the Shoulder of Giants
Wanted
Wed 2 Jul 2014
at 21:23
  • msg #47

Re: The Danger Room (Combat Simulator)

Xander leaves the room after putting the panel back on the wall. As he exits, he laughs suddenly, as if at a joke nobody but he seemed to hear.
Batallion
player, 21 posts
One-man Crowd
Ex-villian
Thu 3 Jul 2014
at 01:31
  • msg #48

Re: The Danger Room (Combat Simulator)

In reply to Xander (msg # 47):

Very fancy...
Flux
player, 4 posts
ACE Advanced Logictics
Champion of the Black
Tue 8 Jul 2014
at 12:27
  • msg #49

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 48):

With the disinterested presence of an alpha wolf watching his pack finish the remains of his dinner, Flux saunters into the Danger Room.

You have been identified as a target. Submit.
The Watcher
GM, 49 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 8 Jul 2014
at 20:07
  • msg #50

Re: The Danger Room (Combat Simulator)

In reply to Flux (msg # 49):

Bobby Fistpunch shakes his head and grins.

"Let's go, tough guy," he says, beckoning Flux over. "Looks like you've got a ticket worth punching."
Flux
player, 5 posts
ACE Advanced Logictics
Champion of the Black
Tue 8 Jul 2014
at 20:24
  • msg #51

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 50):

The decision was yours, as are the consequences.

[Gravity Manipulation 57]
[Green Success]

With a dispassionate flick of the wrist, and a feeling inside Bobby that his stomach is suddenly 2 states behind the rest of him, Flux launches Bobby upward into the danger room ceiling, pinning him against the surface.

[Damage 40] (OOC- I didn't add anything for impact to surface, but the power does call for it)

Yield.
The Watcher
GM, 50 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 8 Jul 2014
at 22:06
  • msg #52

Re: The Danger Room (Combat Simulator)

In reply to Flux (msg # 51):

Bobby gasps as the breath is driven from his lungs, then grunts as his body smashes into the ceiling. Fortunately, his durable armor takes the brunt of the impact (Damage: 10). Unfortunately, he is in no real position to counterattack.

He struggles against the invisible grip keeping him in place, straining to use his superior speed to provide some vantage point.

[Super speed: 14, white]

He fails.
Flux
player, 6 posts
ACE Advanced Logictics
Champion of the Black
Tue 8 Jul 2014
at 22:25
  • msg #53

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 52):

[Battle tempo 46, green success]

[Gravity manipulation 24, white fail]

Flux again raises his hand, seemingly intent on crushing bobby against the ceiling, but the effect is undetectable, leaving bobby pinned as previous.

You merely delay the inevitable.
This message was last edited by the player at 12:23, Wed 09 July 2014.
The Watcher
GM, 51 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 9 Jul 2014
at 19:51
  • msg #54

Re: The Danger Room (Combat Simulator)

In reply to Flux (msg # 53):

"Maybe," Bobby sneers. "But I have infinite lives, while you have only one."

He attempts to break free of the field holding him in place, but his superior speed fails him yet again.

[Speed: 19, white]
Flux
player, 7 posts
ACE Advanced Logictics
Champion of the Black
Thu 10 Jul 2014
at 17:38
  • msg #55

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 54):

Resistance is futile.

With a halfhearted flip of his hand, Flux sends Bobby careening into the far wall and leaving him in a familiar pinned position.

[Gravity Manipulation 34]
[Green Success]
[Damage 40]

Yield to your better.

[Battle Tempo 9]
[White Fail]
The Watcher
GM, 53 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 10 Jul 2014
at 19:07
  • msg #56

Re: The Danger Room (Combat Simulator)

In reply to Flux (msg # 55):

Bobby winces as he takes 10 damage, then focuses on resolving the situation at hand. He strains against the vice-like grip of gravity once more, but this time manages to extricate himself from its hold.

[Endurance (Super Speed subbed): 33, green]

Now freed, his momentum carries him hurtling toward Flux, a fist raised to... well... punch.

[Fighting: 43, green]

The mighty blow connects, dealing 50 damage to Flux.
Flux
player, 8 posts
ACE Advanced Logictics
Champion of the Black
Fri 11 Jul 2014
at 14:28
  • msg #57

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 56):

Flux wipes the blood from his lips, a sinister grin forming.

The hard way it is.

[Gravity Manipulation 80]
[Yellow Success]
[Bullseye- Throat]

A burst of gravimetric energy radiates from Flux's outstretched hands, slamming directly into Bobby's throat, and sending him reeling against the far wall and struggling to draw air as the heightened gravity force presses on his airway.

[Damage 40]
[Bullseye- Throat]

No more games.

Flux levitates into the air, putting himself in the center of the room, peering down onto the immobilized Bobby.

[Battle Tempo 48]
[Green Success]
The Watcher
GM, 55 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 11 Jul 2014
at 20:56
  • msg #58

Re: The Danger Room (Combat Simulator)

In reply to Flux (msg # 57):

Bobby's eye's widen in shock at Flux's latest blow, which bypasses his helmet-less armor with ease. He attempts to extract himself from this latest predicament, but fails.

Laughably.
Flux
player, 10 posts
ACE Advanced Logictics
Champion of the Black
Fri 11 Jul 2014
at 21:13
  • msg #59

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 58):

Flux attemps to push the attack, but finds his previously precise aim is off the mark.

[Gravity Manipulation 11]
The Watcher
GM, 56 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Sat 12 Jul 2014
at 16:58
  • msg #60

Re: The Danger Room (Combat Simulator)

In reply to Flux (msg # 59):

Bobby breaks free of the gravitational grip holding him in place, and surges toward Flux with another fist held high.

[Super Speed: 56, green]

"It's time for the People's Fistpunch," he bellows, throwing his weight behind the blow.

[Fighting: 30, white]

This makes it all the more impressive when he whiffs entirely.
Flux
player, 11 posts
ACE Advanced Logictics
Champion of the Black
Sat 12 Jul 2014
at 18:04
  • msg #61

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 60):

More like the peoples missed punch.

[Gravity Manipulation 9]
[White Fail]
The Watcher
GM, 58 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Sun 13 Jul 2014
at 00:05
  • msg #62

Re: The Danger Room (Combat Simulator)

In reply to Flux (msg # 61):

"I'll need some aloe for that burn," Bobby smirks, winding up for another punch.

[Fighting: 23, white]

It, too, misses, and the comedy of errors continues unabated.
Flux
player, 12 posts
ACE Advanced Logictics
Champion of the Black
Mon 14 Jul 2014
at 00:27
  • msg #63

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 62):

No aloe. Just wall.


[Gravity Manipulation 35]
[Green Success]

Flux lifts his arm and spikes Bobby upward toward the ceiling.

[Damage 40]

Assume the position.
The Watcher
GM, 59 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 14 Jul 2014
at 00:31
  • msg #64

Re: The Danger Room (Combat Simulator)

In reply to Flux (msg # 63):

Bobby takes 10 damage and struggles against his bonds, a theme that has become all too familiar and is much less fun than he remembers it being in the past.

[Speed: 29, white]

Sadly, he remains bound.
Flux
player, 13 posts
ACE Advanced Logictics
Champion of the Black
Mon 14 Jul 2014
at 13:41
  • msg #65

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 64):

Flux raises his both his arms in triumphant uppercuts, slamming Bobby against the wall again.

[Gravity Manipulation 47]
[Green success]
[Damage 40]

[Battle Tempo 13]
[White Fail]
This message was last edited by the player at 14:13, Mon 14 July 2014.
The Watcher
GM, 60 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 14 Jul 2014
at 14:32
  • msg #66

Re: The Danger Room (Combat Simulator)

In reply to Flux (msg # 65):

Bobby takes 10 damage, bringing his total to 70. Blood seeps from his nose as he strains against the unseen grip of a physic's primal force.

"Go... to... hell..." he sputters weakly.

[Speed: 12, white]
Flux
player, 14 posts
ACE Advanced Logictics
Champion of the Black
Mon 14 Jul 2014
at 15:12
  • msg #67

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 66):

You first.

Flux raises his hand and thrusts it hard toward the ground, but Bobby's body remains limply pinned to the ceiling.

[Gravity Manipulation 11]
[White Fail]
The Watcher
GM, 62 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 14 Jul 2014
at 16:41
  • msg #68

Re: The Danger Room (Combat Simulator)

In reply to Flux (msg # 67):

Bobby shakes his head, finally breaking free of gravity's grip.

[Super Speed: 56, green]

"No, I insist... ladies first!"

He rushes toward his foe and swats at him with a meaty fist, this time connecting with Flux's somewhat glass-like jaw.

[Fighting: 65, green]
[Damage (Flux): 50]

Flux's smug expression freezes in place as his body fights for consciousness.

Flux's HP have reached exactly zero, which is a good teaching tool (sorry, Flux!). Characters are basically out of the fight at this point, but they are by no means dead -- though they will be soon, if they aren't helped. Here's the rules on this situation:

When a character hits 0 or less, they must:

quote:
-Make an Endurance roll on against the Kill table:
--White = Dying: Endurance Loss (-1CS/round)
--Green = Near-Death Situation: Endurance Loss (-1CS + Unconscious/Stunned for 1-10 rounds)
--Yellow/Red = Defeated: Unconscious/Stunned for 1-10 rounds


If your Endurance ever reaches Shift-0, you're dead for good -- and any Endurance Loss suffered in this way is gone for a long time. I recommend spending karma on your Endurance roll to ensure a yellow/red result, but hey, it's entirely up to you.

Options for the dying:

quote:
-Slow Death: You can delay Endurance Loss for a cost of 50 karma per turn. You won't stop dying using this method, but it can buy you more time.

-Cheat Death: You can re-roll your Endurance FEAT on the Kill table for 200 karma per attempt. It's way cheaper to just add karma to your first roll, but if you wanna play the dice, that's up to you.

-Get Help: There are no heal checks in this game. If an ally (or enemy, if they want to prolong your agony) wants to spend their entire turn aiding you (and they can reach you and describe a reasonable way of doing so), your Endurance Loss stops and you become Unconscious/Stunned for 1-10 rounds, instead.


Stabilizing and Healing
quote:
-If you kiss the canvas for 1-10 rounds due to having your health zeroed, you'll wake up with your Endurance rank HP restored.
-- You also have trouble waking up. You'll need to make an Endurance roll on the Stun column or you're down for another 1-10.
---This only applies when you go down due to HP reasons. If you're just stunned by a normal attack, you become active as soon as the duration ticks down.

-Everyone heals at a rate of your Endurance rank per hour, which is pretty fast if you're used to other RPGs.
-- Most heroes will be healthy each morning without using any extraordinary healing abilities, and some can be ready to go from the brink of death just by watching Empire Strikes Back and drinking a beer.

-If you're very, very hurt or you have someplace you need to be, you can go under bed rest with a doctor's supervision or equivalent to double your healing rate.


Recovering Lost Endurance

quote:
-You'll regain 1 lost rank of Endurance every week
--Twice as much per week if spent in a hospital

-Until your Endurance is back to max, you suffer -2CS on everything you do


Note: Some attacks (like Edged attacks) can have a "kill" result on red FEAT rolls. That means the target makes a roll on the "kill" column no matter how much health they have left, provided the attack dealt at least 1 point of damage.

Note 2: Some attacks (like Force attacks) can have a "stun" result on red FEAT rolls. That means the target makes a roll on the "stun" column no matter how much health they have left, provided the attack dealt at least 1 point of damage.

Note 3: If you use karma to secure a "kill" result, you're going to have your karma zeroed or penalized. It's very unheroic! Fortunately, most villains don't have karma so you're safe from the reverse being a threat. Using karma to "stun" is applauded, however.

Note 4: Flux... roll for your life. Literally.
This message was last edited by the GM at 16:43, Mon 14 July 2014.
Flux
player, 16 posts
ACE Advanced Logictics
Champion of the Black
Mon 14 Jul 2014
at 16:47
  • msg #69

Re: The Danger Room (Combat Simulator)

64, Yellow Success

Boo fighting a duelist.
Batallion
player, 31 posts
One-man Crowd
Ex-villian
Mon 14 Jul 2014
at 16:50
  • msg #70

Re: The Danger Room (Combat Simulator)

In reply to Flux (msg # 69):

What's the difference between white and green endurance loss?  Either way you're unable to act and ticking off the rounds till you die, right?
The Watcher
GM, 63 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 14 Jul 2014
at 16:55
  • msg #71

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 70):

Flux slumps against the wall, and Bobby stomps toward his menacingly. When it becomes clear that the man is defeated, he folds his arms across his chest and laughs before dissolving in a squawk of static... and resetting on the opposite side of the room.

"Simulation Complete," a voice chimes in. "Now someone get him out of there!"

***

White kill result means you lose 1 rank of Endurance per round until you are stabilized. During that time you're perpetually unconscious and stunned.

Green kill result means you lose exactly 1 rank of Endurance, then fall unconscious for 1-10 rounds.

It's hard to die in this game from a one-off hit.

It's easy to die in this game if the entire party gets waxed at the same time.
This message was last edited by the GM at 16:56, Mon 14 July 2014.
Xander
player, 18 posts
On the Shoulder of Giants
Wanted
Mon 14 Jul 2014
at 16:59
  • msg #72

Re: The Danger Room (Combat Simulator)

Xander, who had stayed in the observation chamber out of idle curiosity to watch Flux' fight, palms the entrance pad to the chamber. Finding the limp form of Flux sprawled on the ground, he leans over, straining to lift the other man. He manages some semblance of a fireman's carry, half-carrying half-dragging the fallen combatant to the sick bay.
The Watcher
GM, 65 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 14 Jul 2014
at 17:03
  • msg #73

Re: The Danger Room (Combat Simulator)

In reply to Xander (msg # 72):

Flux is fully healed in seconds flat, due to some game-breakingly absurd technology that will certainly not be available outside of this room.

***

When you enter the room, you do so alone. On the other side of the room stands the day's opponent: Bobby Fistpunch.

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

HP: 90
Karma: 20
Resources: Ex (20)
Popularity: - (origin-dependent)

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 A, B


After a moment, he acknowledges your presence and invites you to make the first move.
This message was last edited by the GM at 17:04, Mon 14 July 2014.
Flux
player, 18 posts
ACE Advanced Logictics
Gravity Enhanced
Fri 25 Jul 2014
at 18:45
  • msg #74

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 73):

Firing for effect.

Flux lifts on the ground and explodes forward in flight toward Bobby.

[Gravity Bralwer 2]

And zips right by him, the whoosh of his punch carrying him well past Bobby and into the wall behind.

Well that's unlikely to happen twice.
Batallion
player, 42 posts
One-man Crowd
Ex-villian
Fri 25 Jul 2014
at 19:40
  • msg #75

Re: The Danger Room (Combat Simulator)

In reply to Flux (msg # 74):

Tenacious.  I like it.
The Watcher
GM, 81 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Sun 27 Jul 2014
at 15:49
  • msg #76

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 75):

Once he recovers from his fit of laughter, Bobby Fistpunch ambles over and punches Flux with his fist.

[Fighting: 70, green]

The blow connects, dealing 30 damage through Flux's body armor.

Flux's eyes flare as the blow connects, but nothing happens.

[Battle Tempo: 4]

"The brave are always the first to die," Bobby crows.
This message was last edited by the GM at 15:49, Sun 27 July 2014.
Flux
player, 20 posts
ACE Advanced Logictics
Gravity Enhanced
Sun 27 Jul 2014
at 16:46
  • msg #77

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 76):

Flux swings impotently

[Gravity Brawler 12]

but can't connect with the speedy Bobby.

"Does Bobby know his sister is in here?"
The Watcher
GM, 82 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 28 Jul 2014
at 14:19
  • msg #78

Re: The Danger Room (Combat Simulator)

In reply to Flux (msg # 77):

"You don't even make sense," Bobby says, once again fist-punching his foe in the gut.

[Fighting: 78]

The blow deals another 30 damage, and threatens to slam Flux.

Our hero braces himself against the blow, ignoring the staggering effects entirely.

[Endurance vs Slam: 99]

His eyes then glow once more, igniting with a fiery passion in reaction be being struck.

[Battle Tempo: 100]

Bobby blinks, confused, and cracks his knuckles.

"Doesn't matter," he banters. "You're still one punch from defeat. And punching? Kinda my thing."
Flux
player, 23 posts
ACE Advanced Logictics
Gravity Enhanced
Mon 28 Jul 2014
at 18:13
  • msg #79

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 78):

You talk too much.

Flux surges into the air, and back downward, finally connecting with the flying superhero fist (TM),

[Gravity Brawler 59]

[Slam vs Endurance 6 (Great Slam)]

[Damage 10]

and knocking Bobby prone and into the floor of the room itself, fist first.

[OOC- He "moves" 3 tiles worth of displacement as a result of being slammed. GM discretion the damage and flavor on that as you see fit]

As the dust settles, a noticable crater has formed within the room, with Bobby wedged in its center.

A triumphant Flux puts his foot on Bobby's chest, the pressure of which is aided as Flux alters his own gravitational force and pins Bobby down.

[Gravity Manipulation- Singularity 46]
The Watcher
GM, 86 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 31 Jul 2014
at 20:42
  • msg #80

Re: The Danger Room (Combat Simulator)

In reply to Flux (msg # 79):

Bobby disappears into the floor in a squawk of static, and a flickering form picks himself up from the crater left behind shakily.

[Endurance/Super Speed: 55]

"You'll pay for that."

He hurtles toward Flux, but his punch goes wide.

[Fighting: 13]

"You know... in a few seconds."
Flux
player, 28 posts
ACE Advanced Logictics
Gravity Enhanced
Thu 31 Jul 2014
at 22:21
  • msg #81

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 80):

[Gravity Brawler 21]

Flux swings and misses the staggered Bobby.

Right there with you.
The Watcher
GM, 87 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 1 Aug 2014
at 00:55
  • msg #82

Re: The Danger Room (Combat Simulator)

In reply to Flux (msg # 81):

Bobby fights back: POW!

[Fighting: 27]

Complete miss.

"God. Dammit." he mutters.
Flux
player, 29 posts
ACE Advanced Logictics
Gravity Enhanced
Fri 1 Aug 2014
at 12:55
  • msg #83

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 82):

Batter up.

Flux clasps his fists together, slamming an axe handle into the chest of Bobby and knocking him back and to his knees.

[Gravity Brawler 74]
[Slam 47]

Had enough Buttercup?
The Watcher
GM, 91 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 4 Aug 2014
at 12:53
  • msg #84

Re: The Danger Room (Combat Simulator)

In reply to Flux (msg # 83):

"I have not," Bobby responds, having been tossed clear across the room by thebimpact.. He then takes actions commensurate with his statement, running in a rapid circle to generate a column of wind.

Sadly, he loses his footing and manages to create nothing more than a stiff breeze.
This message was last edited by the GM at 21:07, Sat 12 Nov 2016.
Batallion
player, 53 posts
One-man Crowd
Ex-villian
Mon 4 Aug 2014
at 13:38
  • msg #85

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 84):

So much for the great Bobby, JJ chuckles.  Bigger they are, harder they suck.
Rebecca Taylor
player, 14 posts
Mostly Dead.
Super Creepy Jailbait.
Tue 5 Aug 2014
at 16:51
  • msg #86

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 85):

looks like we have a character!!!

I'll update my character sheet and once we get approval then we will try her out.


^ Was supposed to be in OOC not danger room.
This message was last edited by the player at 19:14, Tue 05 Aug 2014.
The Watcher
GM, 97 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 6 Aug 2014
at 15:47
  • msg #87

Re: The Danger Room (Combat Simulator)

In reply to Rebecca Taylor (msg # 86):

Bobby continues to run in an impotent circle, while Flux sizes up the situation and -- taking his sweet time -- debates the appropriate course of action.
Batallion
player, 54 posts
One-man Crowd
Ex-villian
Thu 7 Aug 2014
at 19:21
  • msg #88

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 87):

JJ sits back with some popcorn and a beer, tossing kernels idly at the monitor when the action slow down.

Like right now.
The Watcher
GM, 98 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 11 Aug 2014
at 14:22
  • msg #89

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 88):

The simulation program hiccups, then resets itself.

OOC: Flux has made some changes, rendering this test irrelevant. Becky? You're up!

***

When you enter the room, you do so alone. On the other side of the room stands the day's opponent: Bobby Fistpunch.

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

HP: 90
Karma: 20
Resources: Ex (20)
Popularity: - (origin-dependent)

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 A, B


After a moment, he acknowledges your presence and invites you to make the first move.
Rebecca Taylor
player, 16 posts
Mostly Dead.
Super Creepy Jailbait.
Mon 11 Aug 2014
at 14:51
  • msg #90

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 89):

You see a very small girl with a doll on her shoulder suddenly appear in the danger room, it wasn't so much that she teleported, she just was there.  She is extremely pale, her hair is straight limp and pale as the moon in winter, as is face with only the exception of two red eyes.  The eyes fix on bobby and flash intensly.

/ooc Picture of doll: http://fc03.deviantart.net/ima...l_Sick_1280x1024.jpg /ooc


You sit here Percy.  She says and the sound seems to reverberate in your head... her lips do not move.  She looks up into the camera knowing she has an audience, JJ feels like she is looking directly into his soul.

As Bobby beckons to her she positions herself at the other side of the room.  Once again you don't see her move... as much as appear.

She looks directly at Bobby cocking her head to the side, her 12 year old face a mask of concentration.  Suddenly infront of Bobby is standing a large, hideously frowning clown(75 Yellow success).  Bobby straightens and runs in fear towards the door (Psyche 73 green success/fail).



/ooc did I do this correctly so far?  I don't want to get too far along into the combat taking my next turn./ooc
This message was last edited by the player at 14:52, Mon 11 Aug 2014.
The Watcher
GM, 99 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 11 Aug 2014
at 14:55
  • msg #91

Re: The Danger Room (Combat Simulator)

In reply to Rebecca Taylor (msg # 90):

Bobby's will breaks in the face of Rebecca's terrifying vision of horror -- though to any observers, it just looks like a Bobby is fleeing from a faint mist.

OOC: Yep, your action. We're editing the power to specify that once a character has fled from a phantom, they cannot be affected by the "phantom fear" again for the rest of the encounter. Otherwise we just have pre-nerf WoW warlocks running around here...
This message was last edited by the GM at 14:55, Mon 11 Aug 2014.
Batallion
player, 56 posts
One-man Crowd
Ex-villian
Mon 11 Aug 2014
at 15:20
  • msg #92

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 91):

Unsettled, JJ abandons his popcorn and wanders off, muttering something about boarding schools and parental guidance.
Rebecca Taylor
player, 18 posts
Mostly Dead.
Super Creepy Jailbait.
Mon 11 Aug 2014
at 15:23
  • msg #93

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 91):

/ooc I liked being a warlock before they were beaten with a nerf stick for about a year and a half./ooc

The mist closes in on Bobby and seems to swipe at him but causes no damage (Fighting 29 Fail).

As Bobby runs to the door he stiffens, squeals and falls to the ground (Psychic Blast 80 yellow success, out for two turns).


quote:
Mist
 F: In (40)
 A: In (40)
 S: In (40)
 E: In (40)
 R: Ty (10)
 I: Ty (20)
 P: Ty (79)

 HP: 160


Turn 1
The mist settles on Bobby with a resounding Thud as it hits (85 yellow success).  Dealing 40 damage.

/ooc how do you take into account his armor?  Do you just subtract 30 from the attack? /ooc
This message was last edited by the player at 15:24, Mon 11 Aug 2014.
The Watcher
GM, 100 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 11 Aug 2014
at 16:09
  • msg #94

Re: The Danger Room (Combat Simulator)

In reply to Rebecca Taylor (msg # 93):

For physical attacks, yes, just deduct his armor from the damage. I'm also nerfing your stun the same way I nerfed the fear -- once they have been stunned by the blast, they can't be stunned again that encounter in the same way. Between your stun and your fear, it's still pretty potent.
Rebecca Taylor
player, 19 posts
Mostly Dead.
Super Creepy Jailbait.
Mon 11 Aug 2014
at 16:36
  • msg #95

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 94):

/ooc
Lame.  How about if subsequent attacks make him operate at a less CS per success?

How would grappling work?  Does the strength of success not matter for fighting? /ooc

Batallion
player, 57 posts
One-man Crowd
Ex-villian
Mon 11 Aug 2014
at 16:47
  • msg #96

Re: The Danger Room (Combat Simulator)

In reply to Rebecca Taylor (msg # 95):

How well you succeed at fighting roll (green, yellow, red) will do additional things to the target, slam, kill etc.
Rebecca Taylor
player, 20 posts
Mon 11 Aug 2014
at 17:10
  • [deleted]
  • msg #97

Re: The Danger Room (Combat Simulator)

This message was deleted by the player at 17:36, Mon 11 Aug 2014.
Rebecca Taylor
player, 24 posts
Mostly Dead.
Super Creepy Jailbait.
Mon 11 Aug 2014
at 17:37
  • msg #98

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 96):

The mist wraps itself around Bobby and then slams him into the ground

[Slam vs. Endurance 67]

He is shifted one space down into the ground.
The Watcher
GM, 104 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 11 Aug 2014
at 20:58
  • msg #99

Re: The Danger Room (Combat Simulator)

In reply to Rebecca Taylor (msg # 98):

OOC: Rules clarification and such. I'm doing an outline of what's happened.

quote:
Round 1
- Rebecca conjures a horrible phantom and Bobby fails a Psyche check
- Bobby loses his action, as he is spending it fleeing in terror

Round 2
- Rebecca orders the phantom to attack, but it misses
- Rebecca uses a psychic blast on Bobby, who fails his save and is stunned for 2 rounds
- Bobby is stunned

Round 3
- Rebecca's phantom lands a punch, dealing 40 damage. Bobby has Remarkable armor and only takes 10 damage.
- Since the punch threatened a Slam, Bobby had to try to resist it. He fails and is thrown into the ground, taking no damage due to the material strength involved vs his armor.
- Bobby is still stunned, but will recover next turn. He has taken 10 damage, total, and is debuffed from the blast.

Round 4
- It is Rebecca's action.


Bobby grunts as he smashes against the steel floor, but his armor takes the brunt of the impact. He shakes his head to clear it, and mutters something about sweet, sweet revenge.
Rebecca Taylor
player, 27 posts
Mostly Dead.
Super Creepy Jailbait.
Tue 12 Aug 2014
at 01:33
  • msg #100

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 99):

The mist wraps around Bobby once again striking him in the chest.

[Fighting 45, 10 Damage]

At the same time Rebecca steps back away from Bobby and appears to shrink if thats possible

[Stealth 24, fail]
This message was last edited by the player at 01:34, Tue 12 Aug 2014.
The Watcher
GM, 106 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 12 Aug 2014
at 20:41
  • msg #101

Re: The Danger Room (Combat Simulator)

In reply to Rebecca Taylor (msg # 100):

Bobby has taken a total of 20 damage, and is seething with barely contained fury.

A fury which he unleashed upon the phantom mist with reckless abandon.

[Fighting: 50]

His fist connects with thin air as though it were tangible, and the phantom becomes slightly less cohesive. (Damage: 50)

OOC: We're going to have to rework a few things about our dear friend Rebecca. This thing's HP is just insane. We'll need to either make your phantoms have HP = to your Psyche (with the -CS from the summoning intensity factored into it), or make it so that whenever they take damage from a yellow/red hit, you have to make a Psyche feat of equal or greater intensity to sustain them.

I know it sounds like I'm taking the nerf bat to you really hard, and that's because I am. The game's got to be playable from my end, too :)

This message was last edited by the GM at 21:09, Sat 12 Nov 2016.
Rebecca Taylor
player, 29 posts
Mostly Dead.
Super Creepy Jailbait.
Wed 13 Aug 2014
at 00:05
  • msg #102

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 101):

OOC: Experimental characters are often broken at first.  Shes a work in progress. This is the price of creating new talents.  Though the thing hits like sissy.  Also now its just you vs. the illusions since her mind blast activity has been blown.  The best she can do is.... hide.  Maybe we let Flux back in and you and I will make a few tweaks?


If you didn't know better you would say the phantom makes a halfhearted attempt to grapple at the hero

[Grapple 29, fail]
The Watcher
GM, 107 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 13 Aug 2014
at 12:10
  • msg #103

Re: The Danger Room (Combat Simulator)

In reply to Rebecca Taylor (msg # 102):

Bobby smacks the gobshite out of the phantom.

[Fighting: 96]

[Stun?: 90, no]

The phantom takes another 50 damage, and disperses.

OOC: Your phamton only hits like a sissy because Bobby's armor is out the wazoo. I wanted to make the danger room fights more difficult than they'd normally be -- though you will have to fight high-armored folks on occasion. That said, we should probably give you something you can do while the phantom tanks for you besides hide.
This message was last edited by the GM at 12:12, Wed 13 Aug 2014.
Batallion
player, 63 posts
One-man Crowd
Ex-villian
Wed 13 Aug 2014
at 13:02
  • msg #104

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 103):

OOC: hiding while someone/thing else tanks is 100% acceptable to me.
Rebecca Taylor
player, 31 posts
Mostly Dead.
Super Creepy Jailbait.
Wed 13 Aug 2014
at 16:55
  • msg #105

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 103):

Rebecca's eyes roll back in her head as she tries to create another phantom.  She succeeds in creating a briefly flickering illusion of a cat licking itself.  She huffs in exasperation.

[Illusion: 29 fail]
The Watcher
GM, 108 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 13 Aug 2014
at 18:59
  • msg #106

Re: The Danger Room (Combat Simulator)

In reply to Rebecca Taylor (msg # 105):

Bobby grins in gleeful anticipation of his impending victory, stalking mercilessly toward the small child who has recently attempted to destroy his mind and body with horrifying phantoms.

[Fighting: 12]

His fist sails directly over the girl's head, however, buying her some much-needed respite.
This message was last edited by the GM at 18:59, Wed 13 Aug 2014.
Rebecca Taylor
player, 32 posts
Mostly Dead.
Super Creepy Jailbait.
Wed 13 Aug 2014
at 19:21
  • msg #107

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 106):

Rebecca stomps her foot petulantly as another image of a man with his underwear outside of his pants appears, flickers and then disappears.

PERCY WHAT ARE YOU DOING?! She shrieks in frustration.

[Solid illusions: 20 fail]
The Watcher
GM, 109 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 13 Aug 2014
at 19:33
  • msg #108

Re: The Danger Room (Combat Simulator)

In reply to Rebecca Taylor (msg # 107):

"End of the line, girlie," Bobby says, winding up for another punch.

[Fighting: 96]

The blow connects with his target, but Bobby's grin of triumph fades as his fist passes completely through the girl's body.

[Ghost: 63, success]

"What the f..."
This message was last edited by the GM at 19:34, Wed 13 Aug 2014.
Rebecca Taylor
player, 33 posts
Mostly Dead.
Super Creepy Jailbait.
Wed 13 Aug 2014
at 20:04
  • msg #109

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 108):

Rebecca has gone completely still she moves... somehow your still not quite sure how... away from the enraged hero.  You hear her voice in your head but she is not moving her lips.

When Percy gets back you are in sooo much trouble.

She tries to summon again but all that you see is a swirling geometric pattern.

[Solid illusion 4 fail]

ooc: had I known I was going to get nerfed this would be the perfect time for a mind blast ;).
The Watcher
GM, 110 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 13 Aug 2014
at 21:18
  • msg #110

Re: The Danger Room (Combat Simulator)

In reply to Rebecca Taylor (msg # 109):

Bobby attempts another half-hearted punch, not quite sure whether to expect an impact or not.

[Fighting: 73]

[Ghost? 15, fail]

The blow connects (Damage: 50, more than enough to drop the brat), and sends Rebecca flying comically into the wall... which she passes through, smashing into the walls of the console on the other side next to a surprised Xander, Battalion, and Flux.

Bobby picks up her doll and chucks it after her, then dusts off his hands.

"Come back when you grow up, kiddo."

~~ End Combat, Reset Simulator ~~

OOC: Ok, we have to take Rebecca back to the shop for some changes before taking her for another spin. Meet me in the PM thread for a chat :)
Xander
player, 34 posts
On the Shoulder of Giants
Wanted
Wed 13 Aug 2014
at 21:33
  • msg #111

Re: The Danger Room (Combat Simulator)

Xander looks over at the sudden appearance of the child with surprised concern. Are you okay....miss?
This message had punctuation tweaked by the player at 21:33, Wed 13 Aug 2014.
Rebecca Taylor
player, 34 posts
Mostly Dead.
Super Creepy Jailbait.
Thu 14 Aug 2014
at 12:10
  • msg #112

Re: The Danger Room (Combat Simulator)

In reply to Xander (msg # 111):

She just cries.  Her doll reappears in her arms.

Percy where did you go? she sniffles.
Rebecca Taylor
player, 35 posts
Mostly Dead.
Super Creepy Jailbait.
Fri 15 Aug 2014
at 18:39
  • msg #113

Re: The Danger Room (Combat Simulator)

In reply to Rebecca Taylor (msg # 112):

In an absolutely eerie display the doll wipes the tears from Rebecca's face and she stops sniffling.  She pushes the doll off of her lap and walks right back through the wall from whence she came.  Gritting her teeth she focuses.  The mist reappears bigger and more solid this time.  Bobby is waiting for it though and he does not panic at the sight.

GET HIM PERCY!  She shrieks, the sound resounding in your head.

[Solid Illusions: 100 Red Success]
[Resist Fear: 100 Red Success] (eerie I know)

quote:
New Mist
  F: MN (75)
  A: MN (75)
  S: MN (75)
  E: MN (75)
  R: GD (10)
  I: EX (20)
  P: MN (79)

  HP: 79 (we are going HP=psyche correct? B/c the other way he has 300 HP, kinda crazy.)


The monstrous smoke swats Bobby knocking him limply against the wall that he through Rebecca through.

[Fighting: 86 Red Success, 35 Damage]

[Resist Stun: 39 White Failure 1-10 rounds of stun]

/ooc That is about as good a first round as I could hope for.... /ooc
This message was last edited by the player at 18:40, Fri 15 Aug 2014.
The Watcher
GM, 111 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 15 Aug 2014
at 19:40
  • msg #114

Re: The Danger Room (Combat Simulator)

In reply to Rebecca Taylor (msg # 113):

This brings my house rule on stuns to mind: 1-10 is actually 1-2.

quote:
• Extraordinary Resilience -- Any "1-10 stun" result greater than 5 becomes a 2.


Why? Because being stunned for 10 rounds blows.
This message was last edited by the GM at 21:12, Sat 12 Nov 2016.
Xander
player, 35 posts
On the Shoulder of Giants
Wanted
Fri 15 Aug 2014
at 20:16
  • msg #115

Re: The Danger Room (Combat Simulator)

Xander tilts his head sideways and frowns as he looks at the viewscreen, squinting his eyes shut as he rubs his temples. He opens his eyes and looks again.

Nope...still there. Weird.
Rebecca Taylor
player, 36 posts
Mostly Dead.
Super Creepy Jailbait.
Fri 15 Aug 2014
at 21:01
  • msg #116

Re: The Danger Room (Combat Simulator)

In reply to Xander (msg # 115):

Bobby is stunned into inaction (Turn 1)

The mist once again roils into an attack.  Bobby resists the stun.

[Fighting 97 Red success 35 damage]

[Resist 96 Red Success]

Rebecca squishes her nose and appears to be thinking.

[Brain Drain 8 vs 90 Resist.]


Bobby remains limp as he is stunned (Turn 2)

The mist settles down on Bobby's chest but appears to do no damage

[Fighting 23 Whiff]

Rebecca squishes up her face in concentration again, a breeze appears to move her straight white hair

[Brain Drain 76 Vs 31 Resist]

Bobby Does not move (Turn 3)

Rebecca ghosts into a corner and disappears

[Stealth 64, Green success]

The mist wraps itself around Bobby and squeezes

[Grappling 94 Red Success, Bobby is immobilized and mist is able to act]

[Fighting 33 Green success 35 damage]

/ooc  WTH Is with these rolls?!  I don't know if this was representative of anything but insane luck.  Also could you clarify how the brain drain would work in the cases above?  It didn't quite click with me./ooc

Bobby drops to the ground gaspsing for breath as the mist lingers for a moment and then dissipates into a doll sitting right infront of his face.  Rebecca skips up to the doll throws it in the air and hugs him.

Thanks Percy!

/ooc do you want to try again since that was just a roflstomping? /ooc
The Watcher
GM, 112 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Sat 16 Aug 2014
at 13:58
  • msg #117

Re: The Danger Room (Combat Simulator)

In reply to Rebecca Taylor (msg # 116):

Nice work. No need to go again if you don't want to. I'm amending the stun rule even further though:

quote:
• Extraordinary Resilience -- Any "1-10 stun" result greater than 2 is reduced to 2.


2 rounds of stun is plenty.
Rebecca Taylor
player, 37 posts
Mostly Dead.
Super Creepy Jailbait.
Sun 17 Aug 2014
at 19:54
  • msg #118

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 117):

Rebecca skips up to the watching room where a stunned Xander sits slack jawed.  She drops the skipping routine and the doll, before it hits the floor it disappears from existence and a smaller version appears on her shoulder.

She sees Xander and smiles playfully.  She then skips out of the room without another word.
Batallion
player, 64 posts
One-man Crowd
Ex-villian
Mon 18 Aug 2014
at 11:19
  • msg #119

Re: The Danger Room (Combat Simulator)

In reply to Rebecca Taylor (msg # 118):

I need a drink.
Rebecca Taylor
player, 38 posts
Mostly Dead.
Super Creepy Jailbait.
Mon 18 Aug 2014
at 12:01
  • msg #120

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 119):

Without hearing anything suddenly you see out of the corner of your eye a white figure.

With a start you jump back.  She is holding a juice box out to you and smiling sweetly.
Rebecca Taylor
player, 39 posts
Mostly Dead.
Super Creepy Jailbait.
Wed 20 Aug 2014
at 12:13
  • msg #121

Re: The Danger Room (Combat Simulator)

In reply to Rebecca Taylor (msg # 120):

Shrugging at the slack jawed Battalion Rebecca takes the juice box for herself and walks out of the hall.
Batallion
player, 66 posts
One-man Crowd
Ex-villian
Wed 20 Aug 2014
at 13:42
  • msg #122

Re: The Danger Room (Combat Simulator)

In reply to Rebecca Taylor (msg # 121):

JJ watches the girl leave, then walks the opposite direction.

He then forgets all of the things that happened in this thread, as if it were out of continuity.
The Watcher
GM, 117 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 20 Aug 2014
at 13:57
  • msg #123

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 122):

A man in dark sunglasses approaches Batallion, Rebecca, Xander, and Flux as they congregate in the lobby. He holds a small metal device in his hand with a red diode near the top.

"The last phase of our vetting process involves a simple eye exam. If you'll all just look at this red light, here..."
Rebecca Taylor
player, 40 posts
Mostly Dead.
Super Creepy Jailbait.
Wed 20 Aug 2014
at 14:01
  • msg #124

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 123):

ooooooo shiny.
Batallion
player, 67 posts
One-man Crowd
Ex-villian
Wed 20 Aug 2014
at 18:43
  • msg #125

Re: The Danger Room (Combat Simulator)

In reply to Rebecca Taylor (msg # 124):

Being used to these sorts of probes, JJ sighs and drops his trousers.
Flux
player, 36 posts
ACE Advanced Logictics
Gravity Enhanced
Thu 21 Aug 2014
at 00:25
  • msg #126

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 125):

"Clearance level Aphrodite Tango Beta 4 Niner."

The man performing the ocular exam bows in stunned and obvious confusion, interfused with a palpable tension of fear.

"No need for exam sir. Proceed as required."

"Indispensable always."

The Watcher
GM, 246 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 17 Sep 2015
at 14:19
  • msg #127

Re: The Danger Room (Combat Simulator)

In reply to Flux (msg # 126):

quote:
When you enter the room, you do so alone. On the other side of the room stands the day's opponent: Bobby Fistpunch.

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

HP: 90
Karma: 20
Resources: Ex (20)
Popularity: - (origin-dependent)

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 A, B


After a moment, he acknowledges your presence and invites you to make the first move.

Batallion
player, 223 posts
One-man Crowd
Ex-villian
Thu 17 Sep 2015
at 19:50
  • msg #128

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 127):

JJ, wandering in, is faced with a similacrum infamous Robert Q. Fistpunch.

Undaunted, he removes his left shoe, a heavy leather loafer, and hurls it at the simulation.

/OOC:  Agility 10, d100 roll 28 = white, miss.

Huh... took cues from W. Bush did you?
This message was last edited by the player at 19:51, Thu 17 Sept 2015.
The Watcher
GM, 247 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 30 Sep 2015
at 15:27
  • msg #129

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 128):

The implacable Fistpunch smirks, then barrels toward Batallion to unload a savage right hook.

[Fighting: 10, white]

The blow cleaves the air beside Batallion's head, but does not actually connect.

"You... er... you had a fly buzzing near your ear," Bobby says, prepping a follow-up blow. "It's still there. So, um, yeah. Hold still?"
Batallion
player, 224 posts
One-man Crowd
Ex-villian
Thu 1 Oct 2015
at 17:44
  • msg #130

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 129):

Well, thanks for that!  JJ says as sincerely as possible.

I'll just get my shoe then...

JJ fakes going for the shoe, then turns on his sock and leaps at Bobby, trying to tackle him to the deck.

/OOC:  not sure what to roll to 'fake someone out'.  Is there any way to do a feint?  Reason check?  Is all that just part of the combat check?
This message was last edited by the player at 17:44, Thu 01 Oct 2015.
The Watcher
GM, 250 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 19 Oct 2015
at 14:45
  • msg #131

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 130):

OOC:
Two exciting things going on here that haven't happened before!

1) Fake-Outs and Feints

If you wanted to "fake someone out" in a mechanically meaningful way, you'd have to roll for it. If you did anything other than move afterward, you'd have to take a multiaction penalty on both your second action and the fake-out itself.

Since you aren't using a power (like Illusion Casting) for this, it's going to be an opposed Reason check. This is very, very different from D&D... you aren't going to compare your roll to his. Instead, you're going to see what color you got (white, green, yellow, or red). This sets his difficulty. He has to get the same color or better to overcome your diversion, or suffer penalties (in this case, -CS to him combat the next round).

2) Grappling, Charging, and Punching

We've mostly done standard slugfest combat to-date, which meant that you rolled Fighting to see if you hit, dealing Strength damage. There are other options though.

Charging: If you want to slam into someone and maybe knock them down (or out), you roll your Endurance instead of your Fighting.

Grappling: If you want to grab someone and wrestle them or grapple them, that's Strength, not Fighting. Grappling is really difficult to do, because as you can see, you need yellow results to get anything done. Only really, really strong people should bother grappling with any regularity.

Important: "Grabbing" on the table refers to snatching a pistol or clipboard or something from someone's hand. That's why red is "break". You'll use the Grappling table for all things wrestling.

Note that these options have their own sections on the Universal Table to determine what happens, along with the related ability underneath them.

Worth mentioning is that there are defenses that correspond to each technique, as well. You can do any of these instead of attacking if you want:

Evading: If you want to not be punched, you're Evading and that's a Fighting check.
Dodging: If you want to not be shot at range, you're Dodging and that's an Agility check.
Blocking: If you want to lesson the damage you're taking, you can attempt to block the blow. Doing this reduces incoming damage by your Strength.
Escaping: If you want to break a grapple, flee a wrestling situation, or grab an opponent back, that's a Strength check.

Lots of this information is available for free online here: https://www.copy.com/s/t%3AeCU...uced.pdf%3Boid%3A194

The fun starts on page 17, and wrestling is on page 22-23. Defensive action explanations begin on page 24.

Finally, I do not believe it is possible to gain extra attacks unless you have a power for it, even if you wanted to take a penalty to your rolls for the privilege. A normal person can only attack once and move once in any 6-second window, and without a power saying otherwise, you're only a normal person in that regard :)


The TL;DR is that Batallion can't do both of those things in one turn.

If you'd like to do the feint, make a Reason FEAT roll. If you'd like to try to tackle him to the ground, decide whether you just want to bowl him over or if you want to end up grappling the guy. If the former, make an Endurance check on the Charging column. If the latter, make a Strength check on the Grappling column. I'll take it from there!
This message was lightly edited by the GM at 14:45, Mon 19 Oct 2015.
Batallion
player, 225 posts
One-man Crowd
Ex-villian
Mon 19 Oct 2015
at 15:26
  • msg #132

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 131):

/OOC:  cool, thanks!  Ok then.

JJ fakes bending over to pick up his shoe.

(Reason Roll 60, Green success)
The Watcher
GM, 251 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 23 Oct 2015
at 14:24
  • msg #133

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 132):

Bobby Fistpunch is none too bright, and stops what he's doing to admonish Batallion.

"Hey, drop it, pal. We're tryin' to have a decent, honest slugfest here."
Batallion
player, 226 posts
One-man Crowd
Ex-villian
Fri 23 Oct 2015
at 15:07
  • msg #134

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 133):

HA!

JJ leaps for Bobby as the idiot bends over to look at the thrown shoe.

Unsurprisingly, he bounces right off of the larger hero and crashes to the ground (Endurance 20: roll 8).
This message was last edited by the player at 15:07, Fri 23 Oct 2015.
Batallion
player, 227 posts
One-man Crowd
Ex-villian
Tue 27 Oct 2015
at 13:45
  • msg #135

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 134):

That's fine, big fella, I just wanted to make sure you were awake...
The Watcher
GM, 252 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 27 Oct 2015
at 14:57
  • msg #136

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 135):

"Oh, I'm awake, all right. In fact, I never sleep."

Bobby looms over Batallion's prone form and kicks him savagely while he's down.


(Fighting: Green, hit)

(Damage: Amazing (50) - Good Armor (10) = 40)


"Y'ready to give up?"
Batallion
player, 228 posts
One-man Crowd
Ex-villian
Tue 27 Oct 2015
at 15:20
  • msg #137

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 136):

Ugh, Bobby groans when he's kicked.

Oh yeah, absolutely.  I've learned my lesson, that was a bad idea.

(Reason roll to trick Bobby again.  Reason 10, roll 32 = failure)

/OOC:  My Feat "Infinite Bodyguards" should have gotten a chance to go off when kicked, right?  Trying to remember my powers...
This message was last edited by the player at 15:21, Tue 27 Oct 2015.
The Watcher
GM, 253 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 27 Oct 2015
at 15:31
  • msg #138

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 137):

OOC: Whoops. Yeah, it should have. Go ahead and roll for it. If you get yellow or red, the kick's damage will go into a freshly spawned duplicate instead of you.
Batallion
player, 229 posts
One-man Crowd
Ex-villian
Tue 27 Oct 2015
at 17:19
  • msg #139

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 138):

roll 57 = yellow

Bobby's foot lands solidly in JJ's stomach... the wrong JJ.

Oh yeah, absolutely.  I've learned my lesson, that was a bad idea. JJ says, mockingly.

(Reason roll to trick Bobby again.  Reason 10, roll 32 = failure)
The Watcher
GM, 258 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 10 Nov 2015
at 15:12
  • msg #140

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 139):

If there's one thing you might say about Bobby Fistpunch, it's that he loves to use his fist to punch.

A truth he now demonstrates with vigor.

[Fighting: 27, miss]

"Hold still!"
This message was last edited by the GM at 15:12, Tue 10 Nov 2015.
The Watcher
GM, 383 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 16 Feb 2016
at 15:57
  • msg #141

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 140):

Battalion suddenly disappears. Turns out this was his dupe the entire time.

The room sparks and flashes and resets for future challengers.

quote:
When you enter the room, you do so alone. On the other side of the room stands the day's opponent: Bobby Fistpunch.

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

HP: 90
Karma: 20
Resources: Ex (20)
Popularity: - (origin-dependent)

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 A, B


After a moment, he acknowledges your presence and invites you to make the first move.

This message was last edited by the GM at 15:57, Tue 16 Feb 2016.
Billy Laser Fist
player, 1 post
Post market upgrades
fix all life's problems
Tue 16 Feb 2016
at 16:54
  • msg #142

Re: The Danger Room (Combat Simulator)

Billy walks into the test chamber and looks around the spartan surroundings before settling his gaze on Bobby, "Alright boys, live fire test.  Model 1, version yadda yadda, start!" he declares.  Billy raises his fists into a boxing posture briefly before delivering a right straight punch to the empty air in front of him.  A beam of red light lances out of his fist and connects with Bobby's chest, "I'm good at this," he congratulates himself.

((85 hit for 60 intensity - 30 armor= 30 damage?))
The Watcher
GM, 384 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 16 Feb 2016
at 17:34
  • msg #143

Re: The Danger Room (Combat Simulator)

In reply to Billy Laser Fist (msg # 142):

Bobby winces as the laser punches a sizzling hole through his body armor, though the worst of the blast is dissipated (damage: 30).

"Yer gonna regret that, prettyboy."

He barrels toward his opponent, zigzagging furiously until he lands an uppercut directly beneath Billy's delicate jaw of glass.

[Fighting: 33, white]

That was the plan, anyway. And while it looked great in his head, the reality looked a lot like his powerful fist swooshing through the air just inches from Billy's perfectly gelled hair.

Because that's exactly what happened.
This message was last edited by the GM at 17:35, Tue 16 Feb 2016.
Billy Laser Fist
player, 2 posts
Post market upgrades
fix all life's problems
Tue 16 Feb 2016
at 17:44
  • msg #144

Re: The Danger Room (Combat Simulator)

"Why is he fighting back?  You said fire test, not combat sim!  You didn't even offer a helmet!" Billy flails and panics slightly as he complains to the control room.  He fires off another laser but despite their proximity he manages to thread the beam of hot pain right under Bobby's arm.

((5 for a hot fail))
This message was last edited by the player at 17:45, Tue 16 Feb 2016.
The Watcher
GM, 385 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 16 Feb 2016
at 18:49
  • msg #145

Re: The Danger Room (Combat Simulator)

In reply to Billy Laser Fist (msg # 144):

"If you wanted a shooting gallery, you should have loaded up a bullseye program," Bobby sneers. "Don't worry. This'll all be over soon."

[Fighting: 86, yellow]

His sophomore effort connects, and lands hard enough that it threatens to send Billy careening off into the distance.

[Slam Check (Billy): 34, white. GRAND SLAM!]

Bill finds himself flying a good six areas away, where he lands in a heap.

[Reinforcement: 57, green]

A brief but intense burst of reddish energy surrounds him as he lands, cushioning the blow ever-so-slightly (damage: 45).

On the plus side, his opponent is now six areas away... though with super speed, it likely won't stay that way for long.
Billy Laser Fist
player, 3 posts
Post market upgrades
fix all life's problems
Tue 16 Feb 2016
at 20:04
  • msg #146

Re: The Danger Room (Combat Simulator)

"This guy's breaking my heart, Hank" Billy moans as he fires one last blast well over Bobby's head, "Literally.  Turn this thing off before I need a new one, or you're fronting the bill."

((40's a miss. is it possible to ready an action and shoot him when he's within 3 areas if me?  even without the -CS from range I would have still missed, but just curious))
The Watcher
GM, 386 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 16 Feb 2016
at 21:09
  • msg #147

Re: The Danger Room (Combat Simulator)

In reply to Billy Laser Fist (msg # 146):

Bobby charges toward you briefly before vanishing in a burst of static.

"Sure thing, Billy. Let's get you cleaned up."

OOC: Yeah you could definitely ready up if you wanted to in order to burst off a shot when you're ready.
The Watcher
GM, 387 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 16 Feb 2016
at 21:10
  • msg #148

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 147):

The room sparks and flashes and resets for future challengers.

quote:
When you enter the room, you do so alone. On the other side of the room stands the day's opponent: Bobby Fistpunch.

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

HP: 90
Karma: 20
Resources: Ex (20)
Popularity: - (origin-dependent)

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 A, B


After a moment, he acknowledges your presence and invites you to make the first move.

Billy Laser Fist
player, 4 posts
Post market upgrades
fix all life's problems
Tue 16 Feb 2016
at 22:10
  • msg #149

Re: The Danger Room (Combat Simulator)

Billy returns, this time wearing boxing shorts and no shirt, "Alright champ.  This time I'm ready for that haymaker," Billy points defiantly at his opponent as he slips in a mouth guard.  He curls the offending digit back into his fist and fires off a beam across Bobby's shoulder, "Sumbitch" he grumbles through the guard.

((31 misses))
The Watcher
GM, 388 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 16 Feb 2016
at 22:21
  • msg #150

Re: The Danger Room (Combat Simulator)

In reply to Billy Laser Fist (msg # 149):

Bobby puts his arms to his sides and laughs as the beam flutters past him.

"You want the belt, bub? You've gotta earn it."

He becomes a blur of speed, running around Billy so quickly that a vertical column of air buffets him savagely.

[Tornado Sprint: 81, yellow]

The reddish glow returns to surround Billy at every impact point.

[Reinforcement (Billy): 8, white]

It mitigates some of the damage, but by no means all of it (damage:20). The column of swirling air remains in place, surrounding Billy entirely. Bobby comes to a stop exactly where he started and folds his arms over his chest.

"Might wanna move, Billy buddy. Unless you're a glutton for punishment, that is."
This message was last edited by the GM at 22:21, Tue 16 Feb 2016.
Billy Laser Fist
player, 5 posts
Post market upgrades
fix all life's problems
Tue 16 Feb 2016
at 22:37
  • msg #151

Re: The Danger Room (Combat Simulator)

Billy shakes his head and holds up a finger as if to tell Bobby off before he registers the presence of his mouth guard.  He satisfies himself by holding his other hand up with middle finger standing proud, then punches another beam at the cocky simulacrum, this one one landing home.

((79 for 30 damage))
The Watcher
GM, 389 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 16 Feb 2016
at 23:02
  • msg #152

Re: The Danger Room (Combat Simulator)

In reply to Billy Laser Fist (msg # 151):

Bobby distorts slightly as the damage chews through him, then wipes his mouth with his sleeve.

"'K"

He then surges forward, unloading a savage haymaker with the pent-up wrath of a thousand suns.

[Fighting: 24, white]

The passing breeze generated by the force of the whiff would have gently ruffled Billy's hair if it hadn't been so firmly gelled into place.
Billy Laser Fist
player, 6 posts
Post market upgrades
fix all life's problems
Wed 17 Feb 2016
at 00:27
  • msg #153

Re: The Danger Room (Combat Simulator)

Billy cocks his fist for a body blow, but instead of pumping his fist in Bobby's ribs, fires off a blast of bright red pain into them instead.  "Mobby shops hurp," he attempts to taunt through his mouth guard with a cocky smile as he backpedals to a more comfortable distance.

{{I believe 35 hits with my melee feat for another 30 damage))
The Watcher
GM, 390 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 17 Feb 2016
at 02:09
  • msg #154

Re: The Danger Room (Combat Simulator)

In reply to Billy Laser Fist (msg # 153):

Bobby is now 2/3s of the way to kissing the canvas, and he knows it. Still... something about being a simulation program precludes him from exercising restraint or caution.

He enters a combat stance known as Martial Arts B, then closes the gap to unload another punch.

[Fighting: 45, green]

"Boo-yah!" he snarls as the blow connects.

[Reinforce: 84, yellow]

The reddish aura blinks into existence once more, absorbing most of the impact (damage: 10).
Billy Laser Fist
player, 7 posts
Post market upgrades
fix all life's problems
Wed 17 Feb 2016
at 02:35
  • msg #155

Re: The Danger Room (Combat Simulator)

As Bobby slugs Billy like a champ, Billy braces his knuckles right against the solid hologram's solar plexus and a red beam tears the punch man apart.

((84 for the last 30))

Billy spits out his mouth guard and furiously taunts the location his opponent used to occupy, pumping his fist and pointing at what would have been Bobby's remains, "Yeah, take it!  You got laser fisted!" He straightens up, a crooked but triumphant smile on his face, "Good god, that was awful.  Hank, cut the audio on this recording before I said that.  In fact, cut all the audio, no one cares what lasers sound like.  I'm not paying for 'The Soothing Sounds of Lasers' here." he continues as he walks out of the test chamber, "Actually, maybe we should add a sound effect to the final model, it could be retro, like one of those 21st century dealies that makes a noise like it's trying not to make a noise.  Fwizh.  Whfoom..."
The Watcher
GM, 391 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 17 Feb 2016
at 02:45
  • msg #156

Re: The Danger Room (Combat Simulator)

In reply to Billy Laser Fist (msg # 155):

The room sparks and flashes and resets for future challengers... with a faint FWZOOM for added pizzazz.

quote:
When you enter the room, you do so alone. On the other side of the room stands the day's opponent: Bobby Fistpunch.

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

HP: 90
Karma: 20
Resources: Ex (20)
Popularity: - (origin-dependent)

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 A, B


After a moment, he acknowledges your presence and invites you to make the first move.

Muse
player, 1 post
Peace lies beyond the
dark night of the soul.
Tue 15 Nov 2016
at 04:51
  • msg #157

Re: The Danger Room (Combat Simulator)

Pneumatics hiss and caw as the door to the Danger Room slides open. Muse crosses the threshold and walks briskly to the center of the room, planting his nose inches from Bobby's. He's palming a glassy, black translucent orb -- roughly the size of a tennis ball -- in his right hand.

Bobby, Muse says, Attack me.

The flatness of his voice betrays a lack of focus. His mind is somewhere else.

[Evading: 9, White]
This message was last edited by the player at 14:46, Tue 15 Nov 2016.
The Watcher
GM, 808 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 15 Nov 2016
at 12:27
  • msg #158

Re: The Danger Room (Combat Simulator)

In reply to Muse (msg # 157):

Bobby looks blankly at the newcomer for a moment, then shrugs.

"'k"

[Fighting: 83, yellow]

He rears back and socks Muse directly in the gut, threatening to knock the wind from his sails with the force of the blow.

[Slam? vs Endurance (Muse): 50, green]

Muse loses his footing and slams into the wall behind him with a loud WUMPH.

"Sorry, Houdini!" Bobby yells out, cupping a hand to his mouth to increase the volume. "I thought you were ready!"

[Damage (Muse): 50]
Muse
player, 2 posts
Peace lies beyond the
dark night of the soul.
Tue 15 Nov 2016
at 14:54
  • msg #159

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 158):

Muse extracts himself from the wall and crushes the black orb in his hand. Tiny particles swim out from his clenched fist and coat his entire body in a slightly distorted sheen.

[Darkforce Shell: 38, Green]

He steps to just beyond striking distance with Bobby.

He is much more present now.
This message was last edited by the player at 15:11, Tue 15 Nov 2016.
The Watcher
GM, 809 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 15 Nov 2016
at 15:53
  • msg #160

Re: The Danger Room (Combat Simulator)

In reply to Muse (msg # 159):

"Not so chatty now, are ya?" Bobby says, choosing to ignore the sheath of dark energy encasing his opponent. "Let's keep it that way."

He lunges forward for another swing, which connects -- and stops just short of Muse's face.

[Fighting: 53, green]

The blow deals significant damage to the distorted sheen, but none whatsoever to Muse himself.

[Damage (Sheath): 50]

"Cute. Real cute. But I'll batter my way through it, or my name ain't Bobby Fistpunch. Have fist, will punch."
This message was last edited by the GM at 15:54, Tue 15 Nov 2016.
Muse
player, 3 posts
Peace lies beyond the
dark night of the soul.
Tue 15 Nov 2016
at 17:14
  • msg #161

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 160):

Muse pauses for a beat. Then, he casually raises his right hand, palm open toward Bobby.

[Darkforce Bolt: 78, Bullseye (throat)]

He fires a dark, baseball-sized sphere right into the sweet spot between Bobby's body armor and chin.

Bobby's trachea crumples like the Danger Room wall.

[Damage: 75]

Not so chatty now, are you?
This message was last edited by the player at 17:31, Tue 15 Nov 2016.
The Watcher
GM, 813 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 15 Nov 2016
at 18:20
  • msg #162

Re: The Danger Room (Combat Simulator)

In reply to Muse (msg # 161):

Bobby doesn't respond.

Well, he does, but it's with his fist.

[Fighting: 75, yellow, Stagger?]
[Stagger vs Endurance (Muse): 73, success]

Muse is hit hard enough to threaten to wind him, but he manages to resist the worst of it. His shell is not so lucky, taking another 50 damage and crumbling to nothingness.

[Damage (Sheath): 50]

Muse's eyes flicker with dark energy for a moment, but ultimately refocused without incident.

[Feedback vs Endurance (Muse): 73, success]
Muse
player, 4 posts
Peace lies beyond the
dark night of the soul.
Tue 15 Nov 2016
at 19:06
  • msg #163

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 162):

Muse remembers he's in a simulation. His desire to crush his opponent yields to his curiosity.

Good, Bobby. Again!

[Blocking: 51, -4CS]
This message was last edited by the player at 19:22, Tue 15 Nov 2016.
The Watcher
GM, 814 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 15 Nov 2016
at 19:51
  • msg #164

Re: The Danger Room (Combat Simulator)

In reply to Muse (msg # 163):

Bobby obliges, and his hefting swing misses its mark entirely.

"Stop blocking and fight!"
Muse
player, 5 posts
Peace lies beyond the
dark night of the soul.
Tue 15 Nov 2016
at 20:44
  • msg #165

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 164):

Oh I'm no zealot.

[Darkforce Construct: 61, Success]

He clenches his fist and an 11" triangular blade made entirely of Darkforce erupts from his right wrist.

Or, am I...

He examines his new weapon like a fresh manicure.
The Watcher
GM, 815 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 15 Nov 2016
at 21:07
  • msg #166

Re: The Danger Room (Combat Simulator)

In reply to Muse (msg # 165):

Bobby responds by whiffing another savage blow aimed at Muse's surprisingly punchable face.

"I don't speak French, buddy. Use the king's English, wouldja?"
Muse
player, 6 posts
Peace lies beyond the
dark night of the soul.
Tue 15 Nov 2016
at 21:46
  • msg #167

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 166):

Muse lets the Darkforce do the talking.

[Edged Attacks: 96, Kill]

His fist comes to rest on Bobby's battered body armor, but the blade keeps going -- through Bobby's chest and out the other side.

[Damage: 75 - 30 = 45]

Muse turns, leaving Bobby standing with the blade in his sternum, and walks to the door. Pneumatics hiss and caw.

Oh, that's right.

He holds out his hand and the Darkforce blade leaps from Bobby's chest and hits Muse's palm in the shape of a black, misty orb -- much like the one he came in with.
This message was last edited by the player at 23:05, Tue 15 Nov 2016.
The Watcher
GM, 818 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 15 Nov 2016
at 23:12
  • msg #168

Re: The Danger Room (Combat Simulator)

In reply to Muse (msg # 167):

The room resets itself without fanfare.

quote:
When you enter the room, you do so alone. On the other side of the room stands the day's opponent: Bobby Fistpunch.

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

HP: 90
Karma: 20
Resources: Ex (20)
Popularity: - (origin-dependent)

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 A, B


After a moment, he acknowledges your presence and invites you to make the first move.

Batallion
player, 601 posts
One-man Crowd
Ex-villian
Wed 16 Nov 2016
at 14:02
  • msg #169

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 168):

JJ enters the empty room, creates a fanfare, and exits.
The Watcher
GM, 925 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 7 Dec 2016
at 18:17
  • msg #170

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 169):

The room resets itself, this time WITH the fanfare that lingers from Battalion's performance.

This time, 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
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
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
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
-- Mind Blast: Deal damage equal to power rank to a living target. This bypasses traditional defenses. Target makes Psyche roll. If their roll's intensity > your power activation roll, this attack deals no damage.
-- Mind Blank: Make a Psyche FEAT vs a living target. 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 02:44, Fri 09 Dec 2016.
Nightmare
player, 1225 posts
Actual Goddamn
Space Wizard
Wed 22 Feb 2017
at 21:25
  • msg #171

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 170):

Nightmare walks into the simulator and points to Bobby Fistpunch.  She holds Percy tightly looking at the hero

[Illusions: 94 Red success]


/ooc OF COURSE WHEN IT DOESNT COUNT!

quote:
Monstrous Illusion:

Fighting: Mn(75)
Agility: Mn(75)
Strength: Mn(75)
Endurance: Mn(75)

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

HP: 79


Bobby turns and runs in fear.

[Psyche 16, White fail]

After he calms down the Illusion gets to whiffing on the attack.

[Fighting 13, White Fail]

But shortly after Nightmare wipes the smirk off of his face.

[Brain drain: 51, Green vs. White Fail.  30 Damage.]

This message was last edited by the player at 15:55, Thu 23 Feb 2017.
The Watcher
GM, 1510 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 3 Mar 2017
at 20:39
  • msg #172

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 171):

Bobby recovers from his fear, and rushes over the illusion to take a hefty swing.

[Fighting: 17]

Sadly, it misses the mark entirely.
This message was last edited by the GM at 17:37, Fri 07 Apr 2017.
Nightmare
player, 1381 posts
Actual Goddamn
Space Wizard
Mon 27 Mar 2017
at 13:21
  • msg #173

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 172):

The illusion plows into Bobby, staggering him with a heavy blow to the chest.

[Fighting 79, Yellow success, 45 damage, Threaten slam]

Simultaneously Nightmare hits him with a flying, spinning jump kick she learned from Muse

[Fighting 95, Yellow Success, 0 Damage, Threaten slam]

The dual hits are enough to send him soaring backwards and into the wall.

[Resist 21, 3, White fail.  Grand Slam.]

This message was last edited by the player at 13:21, Mon 27 Mar 2017.
The Watcher
GM, 1609 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 27 Mar 2017
at 14:41
  • msg #174

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 173):

Bobby hits the wall with a loud THWUMP, and picks himself up slowly. He's obviously pretty hurt, but he's just as obviously not about to let that slow him down.

He rushes forward and attempts to land another punch on the little girl who dared oppose him.

[Fighting: 13, whiff]

And promptly misses. Again.

"Dammit..." he mutters.

OOC: This reminds me: it's possible to combine attacks in order to increase damage.

quote:
Combined Attack
- Everyone involved must be within 1 rank of each other's Strength and adjacent to the target.
- Each assistant makes an agility FEAT. On green or better, the "finisher" gets +1CS for damage against the target that round.
- Only the "finisher" needs to make a Fighting roll to hit the target.


The above is one of the primary ways in which Battalion was a major threat. He just never cared enough about a situation to use the tactic.
This message was last edited by the GM at 14:45, Mon 27 Mar 2017.
Nightmare
player, 1383 posts
Actual Goddamn
Space Wizard
Mon 27 Mar 2017
at 15:04
  • msg #175

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 174):

Nightmare lets Bobby get his feet under him, she puts a restraining hand on the illusion and then bores into his brain.

[Brain Drain: 56 vs 76 Green Vs. Green, 30 Dmg.]


This message was last edited by the player at 15:05, Mon 27 Mar 2017.
The Watcher
GM, 1610 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 27 Mar 2017
at 15:54
  • msg #176

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 175):

Bobby bursts apart in a stream of static, and the program resolves.

~~ END COMBAT ~~

The room 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
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
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
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
-- Mind Blast: Deal damage equal to power rank to a living target. This bypasses traditional defenses. Target makes Psyche roll. If their roll's intensity > your power activation roll, this attack deals no damage.
-- Mind Blank: Make a Psyche FEAT vs a living target. 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 16:43, Fri 07 Apr 2017.
Nightmare
player, 1385 posts
Actual Goddamn
Space Wizard
Mon 27 Mar 2017
at 16:11
  • msg #177

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 176):

Nightmare sighs heavily and selects Tank training.

Frankie appears in the program.

Hi Frankie!  She says cheery; right before summoning his worst nightmare.

[Illusions: 56, Yellow success.  94 to resist, no fear.]

Frankie starts back but holds his ground... and the illusion puts him into a partial hold.

[Fighting 64; Yellow Success.  Partial Hold]

quote:
Incredible Illusion:

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

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

HP: 79

Fiernas Holm
player, 1 post
Pack Mentality
All for One; One for All
Fri 7 Apr 2017
at 16:51
  • msg #178

Re: The Danger Room (Combat Simulator)

Fiernas slaps the ABORT button on the outside of the Danger Room doors.  The simulation inside goes quiet and the doors hiss open.  He saunters in, Leo and Phillip curiously sniffing around the curious room by his ankles.

"Taking too long," he chides Nightmare.  "Make use or clear out."

Without waiting for the little girl to respond, he turns to the three digital figures waiting across the room.  "Bobby... Fistpunch?" He reads the name with a raised eyebrow.  "All right then."

Fiernas levels his trusty heirloom rifle and plugs Bobby right in the ribs.  Most of the impact is ablated off by Bobby's armor, but he staggers a bit.

[Fire Sequoia: 52, Green, hit.  10 damage to Bobby]

"Hm.  Nice armor."  Fiernas cocks his head to his Hounds.  "Go, boys."

The shot amps up to the two dogs, and they eagerly leap forward at the command, running to drag Bobby down.  Leo gets there first, meeting Bobby in a flying leap that knocks the simulation to the ground.  Leo's jaws clamp around his throat, his bulk pinning Bobby to the ground.

[Leo - Grapple: 92, Red success.  Hold on Bobby.]

Leo's enhanced jaws squeeze around Bobby's body armor, puncturing the high-density metal around his throat.  The armor wavers but keeps Bobby's neck from being crushed.

[Leo - Grapple Damage on Bobby: 10.]

Phillip had the same idea as Leo but was a step behind, and he goes sailing over his brother as Leo and Bobby topple to the ground.

[Phillip - Grapple: 46, Green failure.  Miss.]

[OOC: I didn't see anything about bonuses for attacking held/pinned/prone characters, so I wrote it up as such.]

"That's my boy."  Fiernas takes a knee and starts to line up a second shot.
This message was last edited by the GM at 16:53, Fri 07 Apr 2017.
Nightmare
player, 1446 posts
Actual Goddamn
Space Wizard
Fri 7 Apr 2017
at 16:56
  • msg #179

Re: The Danger Room (Combat Simulator)

In reply to Fiernas Holm (msg # 178):

As the image of Franky fades Nightmare stares daggers at the newcomers.  Then she sees the dogs.  Suddenly she is down on one knee getting slobbered by all three

WHOSE A GOOD BOY?! YOU ARE!!!!!!!!!


As Bobby appears in effigy she disappears from the room leaving the dogs anxious and excited... I can only assume that Phillip is still looking for her and hence why he is a beat late.
The Watcher
GM, 1684 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 7 Apr 2017
at 17:00
  • msg #180

Re: The Danger Room (Combat Simulator)

In reply to Fiernas Holm (msg # 178):

Bobby, who would have generally replied with one of many pre-programmed retorts, finds his normal composure rapidly replaced by fear and simulated pain as Fiernas sics his cybernetic hellhounds on him.

"Gods dammit, get your mutts OFF of me," he growls, straining his muscles against Leo's jaws and body weight.

[Escape: 67, yellow, success]

With great effort, he manages to dislodge the dog, freeing himself and climbing to his feet. Bobby takes a moment to examine his wounds, smiles at the relative lack of damage, and cracks his knuckles.

"Ok, then. Let's try this again..."

~~ Round 2 ~~

Fiernas (Damage: 0)
Leo (Damage: 0)
Phillip (Damage: 0)
Bobby (Damage: 20)
Fiernas Holm
player, 2 posts
Why no puppies
in space?
Fri 7 Apr 2017
at 17:37
  • msg #181

Re: The Danger Room (Combat Simulator)

Fiernas smiles slightly.  Bobby's smug face holds nice and still for a headshot.

[Fire Sequoia: 20, White, miss.

Bobby sees the shot coming, though, and his superspeed allows him to jerk his head out of the way.

Leo is undaunted by Bobby's escape and latches onto the armor around his leg, dragging him around the room.  Phillip, inspired, joins in and gnaws on Bobby's other leg, pulling him off-balance.

[Leo - Grapple: 81, combined with Phillip, Yellow success.  Partial hold on Bobby.]
This message was last edited by the GM at 17:41, Fri 07 Apr 2017.
The Watcher
GM, 1687 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 7 Apr 2017
at 18:52
  • msg #182

Re: The Danger Room (Combat Simulator)

In reply to Fiernas Holm (msg # 181):

Bobby sighs and swats at Leo with his fists.

[Fighting: 33, miss]

Unfortunately, he misses.

"I hate dogs," he mutters darkly. "Why can't you fight me like a man?"
Fiernas Holm
player, 3 posts
Why no puppies
in space?
Fri 7 Apr 2017
at 22:19
  • msg #183

Re: The Danger Room (Combat Simulator)

"I hate people who hate dogs," Fiernas replies in a cool tone.  That hatred turns cold in his gut.  It may be just a simulation, but someone had to program it.  He sets his sights right between Bobby's eyes and breathes out steadily before taking his shot.

The bullet blows right through Bobby's cheekbone, carrying with it bits of bone and a shriek of pain from the cocky simulation.

[Fire Sequoia: 65, yellow, bullseye to Bobby's unprotected face.  40 damage to Bobby]

The scream drives the dogs into a frenzy.  Leo strengthens his grip on Bobby's leg, while Phillip jumps up, seemingly trying to climb Bobby like a ladder to get to his face.  Bobby barely manages to push him off, using the strength of his panic and pain. Phillip lands a few feet away, the irised metal plates on his forepaws gouging the floor.

[Leo - maintains partial hold.]

[Phillip - Grapple: 62, green, miss.]
The Watcher
GM, 1690 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Sat 8 Apr 2017
at 15:35
  • msg #184

Re: The Danger Room (Combat Simulator)

In reply to Fiernas Holm (msg # 183):

quote:
Bobby (Partially held, Damage: 60)
Everyone Else (Undamaged)


"I've had about enough of this," Bobby mutters, gripping both hands together and slamming them down onto Leo's canine face.

[Fighting: 88, green]

The blow connects, and Leo yelps slightly at the force of the blow.

[Damage (Leo): 50]
Fiernas Holm
player, 4 posts
Why no puppies
in space?
Sat 8 Apr 2017
at 16:49
  • msg #185

Re: The Danger Room (Combat Simulator)

A lucky shot, Fiernas decides.  Leo thinks the same thing, driven more into a rage than fear by the blow.

One more to the face should do the trick... He blasts away, but the sound of Leo in pain shakes his aim.

[Fire Sequoia: 9, White, miss.]

[Leo maintains partial hold]

Phillip makes a grab at Billy as well, scrambling for the man's injured neck, but the resurgent Bobby swats him harmlessly aside.  He's got to be massively strong to palm aside my boys, Fiernas thinks with worry.

[Phillip - Grapple: 28, white, miss.]
This message was last edited by the player at 16:49, Sat 08 Apr 2017.
The Watcher
GM, 1691 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Sat 8 Apr 2017
at 17:06
  • msg #186

Re: The Danger Room (Combat Simulator)

In reply to Fiernas Holm (msg # 185):

Bobby winces as another shot blasts past him, and a beat of sweat appears across his brow.

Need him to keep missing... he thinks grimly.

Looking down at Leo, still stubbornly attached to him, he decides to do something about it.

[Escape: 41, fail]

"Leggo, leggo!" he says with a frustrated sigh.

Should have just swatted the thing.
Fiernas Holm
player, 5 posts
Why no puppies
in space?
Sat 8 Apr 2017
at 17:37
  • msg #187

Re: The Danger Room (Combat Simulator)

That's right.... Slow, steady.  Unfortunately, Fiernas's next shot pings off of the heavy armor over Bobby's neck.  The fact that it's just a computer graphic, and not actually a life-or-death situation, must be messing with his focus.

[Fire Sequoia: 14, White, miss.]

Whatever silliness has infected Fiernas also seems to have gotten to Phillip.  He bounces after Bobby's free leg, but fails to get a grip on it.

[Phillip - Grapple: 18, white, miss.]

[Leo maintains partial hold]

[OOC: I take comfort knowing that in a teamfight scenario Leo's hold would mean more than it seems to right now.]
Nightmare
player, 1449 posts
Actual Goddamn
Space Wizard
Sat 8 Apr 2017
at 20:19
  • msg #188

Re: The Danger Room (Combat Simulator)

In reply to Fiernas Holm (msg # 187):

When fiernas looks at Phillip he finds him on his back with nightmare rubbing his stomach. At fiernas' look she stands up, looks around awkwardly and slowly backs through the wall.

oh right... sorry. She whispers.

After a moment her hand and shoulders phase back through the wall and grabs the doll in the dogs mouth. She grunts as she tries to pull it out of his mouth.

leave it

She growls and the doll phases out of his mouth and through the wall.
The Watcher
GM, 1692 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Sun 9 Apr 2017
at 13:37
  • msg #189

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 188):

OOC: In a real combat situation, being able to prevent someone from fleeing at all and restricting the movement of those with a lower strength score than the pups would be a huge boon, yes. I know you aren't seeing it directly, but the -2CS penalty for being partially head is KILLING me, too. It's just more subtle.

Bobby reaches down and attempts to bat Leo away.

[Fighting: 41, miss]

Having failed to extricate himself, he settles for swearing profusely.
Fiernas Holm
player, 7 posts
Why no puppies
in space?
Sun 9 Apr 2017
at 16:28
  • msg #190

Re: The Danger Room (Combat Simulator)

"Phillip! Hold him for me, boy!"

Even through the noise of the fight, Phillip gets the message.  He jumps up on Bobby's back, shoving the auger man with his huge paws, forcing him to square his shoulders to Fiernas's view, presenting a larger target.

As soon as the target is ideal, Fiernas fires. The round plugs right into Bobby's heart, slowed but not stopped by his armor.

[Fire Sequoia, combined +1CS, 35, Green, hit.  10 damage to Bobby.]

[Leo maintains partial hold]


[OOC: Yeah, I'm one subtle beastmaster]
This message was last edited by the player at 16:30, Sun 09 Apr 2017.
The Watcher
GM, 1696 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 10 Apr 2017
at 14:32
  • msg #191

Re: The Danger Room (Combat Simulator)

In reply to Fiernas Holm (msg # 190):

Bobby: (Damage: 70)
Leo: (Damage: 50)
Phil: (Damage: 0)
Fiernas: (damage: 0)

**

"Nice of you to come into range," Bobby grins, lugging himself and the nagging dogs toward Fiernas before snaking his hands upward to wrench the rifle from Fiernas's grip.

[Grab: 31 -> karma to yellow (56), grabbed]

The rifle changes ownership, and Bobby holds it gingerly.

"Fine piece of work," he says. "Mind if I take it for a spin?"

OOC: The Danger Room is all one area, but in most fights you'd be able to stay an area away by kiting, making this tactic impossible in one turn.
Fiernas Holm
player, 11 posts
Why no puppies
in space?
Mon 10 Apr 2017
at 16:41
  • msg #192

Re: The Danger Room (Combat Simulator)

[OOC: Yeah, I had hoped that Bobby wouldn't wise up to that, once I realized that I forgot to put my hunting knife in my equipment list.  Duly noted.}

Fiernas is shocked by the ease with which Bobby rips the rifle from his grasp.  Superhuman strength, he thinks with a grimace.  Unfair.

[Read the Signs, 9, White, failure]

Undeterred, Fiernas throws his weight into Bobby just as Phillip pounces on him.  Phillip's jaws lock around the damaged armor at Bobby's throat, squeezing the metal until it slowly crumples.

[Phillip - Grapple, combined, double-team, karma to red: 86, red, hold on Bobby]

[Phillip - Grapple damage: 10 damage to Bobby]

[Leo - Maintains partial hold]
The Watcher
GM, 1706 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 11 Apr 2017
at 13:11
  • msg #193

Re: The Danger Room (Combat Simulator)

In reply to Fiernas Holm (msg # 192):

Bobby, fully held and 10 health from defeat, struggles to extricate himself from the dogpile.

[Grapple: 12, white]

His efforts leave something to be desired.
Fiernas Holm
player, 12 posts
Why no puppies
in space?
Tue 11 Apr 2017
at 17:23
  • msg #194

Re: The Danger Room (Combat Simulator)

Fiernas gathers himself stands up next to the wriggling Bobby, watching impassively as his two best friends tear the simulated enemy apart.  Leo has almost managed to rip the armor from Bobby's lower leg, but Phillip beats him to the punch.  The hardened metal around Bobby's neck gives one final creaking protest, then implodes under the vise grip of the hound's enhanced jaws.  Fur and saliva mix with blood as Bobby's throat and spine and crushed together, and his eyes go dark.

[Phillip - Maintains hold on Bobby]

[Phillip - Grapple: 10 damage to Bobby]

[Bobby: Dies]

No sooner has Bobby's head slumped uselessly to the side than Phillip looks up with an enormous grin, jaws dripping with viscera, looking for Fiernas's approval.

Fiernas smiles down at Phillip and Leo as they trot over to his side, tails wagging.  The Neural Enhancement Interface at the base of Leo's tail blinks a happy green.

"Good boys... Those are Daddy's sweet boys..."
This message was lightly edited by the player at 17:23, Tue 11 Apr 2017.
Nightmare
player, 1467 posts
Actual Goddamn
Space Wizard
Tue 11 Apr 2017
at 17:38
  • msg #195

Re: The Danger Room (Combat Simulator)

In reply to Fiernas Holm (msg # 194):

Nightmare comes flying out of a side wall tackling Phillip, rolling him on his back and scratching the underside of his jaws making cooing noises.
Fiernas Holm
player, 13 posts
Why no puppies
in space?
Tue 11 Apr 2017
at 17:47
  • msg #196

Re: The Danger Room (Combat Simulator)

Phillip begins to snap at this new threat out of surprise and instinct, but Fiernas calms him with a thought.  Whoa... its ok.  Friend. I think.
This message was last edited by the player at 17:48, Tue 11 Apr 2017.
The Watcher
GM, 1708 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 11 Apr 2017
at 18:06
  • msg #197

Re: The Danger Room (Combat Simulator)

In reply to Fiernas Holm (msg # 196):

Bobby bursts apart in a stream of static, and the program resolves.

~~ END COMBAT ~~

The room 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
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
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
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
-- Mind Blast: Deal damage equal to power rank to a living target. This bypasses traditional defenses. Target makes Psyche roll. If their roll's intensity > your power activation roll, this attack deals no damage.
-- Mind Blank: Make a Psyche FEAT vs a living target. 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 18:06, Tue 11 Apr 2017.
Fiernas Holm
player, 14 posts
Why no puppies
in space?
Tue 11 Apr 2017
at 22:35
  • msg #198

Re: The Danger Room (Combat Simulator)

Fiernas holds up a finger.  "Wait a second, simulator.  Need to retool a few things."

He leaves for a few minutes, then comes back with his hounds after a quick jaunt in the Quantum Retangler out in the hallway.

"That's better.  New ability set and all that.  Let's go again, Fistpunch.  Let's have a real initiative this time."
The Watcher
GM, 1710 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 12 Apr 2017
at 13:31
  • msg #199

Re: The Danger Room (Combat Simulator)

In reply to Fiernas Holm (msg # 198):

The image of Bobby solidifies as the program loads the appropriate simulation.

"As you wish," he grunts, cracking his knuckles.

~~ Initiative ~~
Fiernas (63, yellow, better stat wins ties)
Leo
Phillip
Bobby (83, yellow)

OOC: I normally don't bother to show the rolls for this because it takes up space. You won, so take the first action. Your dogs are subordinate to you and act on your initiative.
Fiernas Holm
player, 17 posts
Why no puppies
in space?
Wed 12 Apr 2017
at 19:29
  • msg #200

Re: The Danger Room (Combat Simulator)

Fiernas whips his gun up just as Bobby starts to speed toward him.  The hounds launch themselves with instinctive quickness, claws and teeth whipping through the air.

Leo's claws gash huge furrows down Bobby's chest plate, while Phillip's attack meets only air as Bobby dodges aside....

[Leo - Edged attack on Bobby: 39: Green, hit.  20 damage, reduced to 0 by body armor.]

[Phillip - Edged attack on Bobby: 31: White, miss]

... Right into Fiernas's carefully planned shot.  The rifle round strikes precisely where Leo's claws had scored weak points in Bobby's armor, and chunks of steel fly off in a shower around him.

[Ranged attack, rifle, (Strength of the Pack full): 37, Green, hit.  Bobby's armor reduced to 2010 damage to Bobby]
This message was last edited by the player at 19:29, Wed 12 Apr 2017.
The Watcher
GM, 1723 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 12 Apr 2017
at 20:29
  • msg #201

Re: The Danger Room (Combat Simulator)

In reply to Fiernas Holm (msg # 200):

"Alrighty then," Bobby says, watching pieces of his armor scatter across the room. "Let's do this..."

Instead of rearing back to unload one of his eponymous fist punches, Bobby instead begins moving in a rapid circle. Faster and faster he goes, until a torrent of wind spews forth -- blasting against Fiernas in a gushing wave.

[Tornado Sprint: 37, green]

[Damage (Fiernas): 40]

The cyclone does not dissipate, but continues to swirl around the room malevolently...

~~ Round 2~~
Fiernas (Damage: 40)
Leo (Damage: 0)
Phillip (Damage: 0)
Bobby (Armor Shred: -20, Damage: 10)
Fiernas Holm
player, 18 posts
Why no puppies
in space?
Wed 12 Apr 2017
at 23:46
  • msg #202

Re: The Danger Room (Combat Simulator)

[OOC: The cyclone hangs around?  Is this something I need to worry about dodging in the future or something?]

The cyclone knocks Fiernas against the wall, cracking his head back against the simulator's bulkhead.  His teeth rattle in his skull.

[Read the Signs (Bobby Cyclone): 43, Green, failure]

Phillip snaps at Bobby's ankle, trying to get a grip.  Even with Leo placed in front of him as a distraction, though, Bobby pulls his leg out from the hound's jaws at the last instant.

[Phillip - Grapple on Bobby (assisted by Leo): 13, white, miss]

[Leo - Wild Cunning at +2CS]

Fiernas takes advantage of the hounds' clever maneuvering, popping off a shot at Bobby's jagged form.  But Bobby seems to see the shot coming and dives out of the way nimbly.  Is the simulation learning? Fiernas wonders.

[Ranged attack, rifle, (Strength of the Pack full): 6, white, miss.]
The Watcher
GM, 1725 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 13 Apr 2017
at 14:28
  • msg #203

Re: The Danger Room (Combat Simulator)

In reply to Fiernas Holm (msg # 202):

"Haw haw," Bobby chortles as he evades the combined efforts of his foes. "Whatsamatter, can't keep up?"

He continues to move at a blistering pace, racing around the tornado to redirect it toward a nearby target.

[Tornado Dash: 29, white]

Unfortunately, the tornado doesn't move where he wants it to and abruptly dissipates without during further harm.

Regardless, moving an active tornado is a bonus feat for him, allowing him to end his racing around with a speed-assisted charge directed at Fiernas.

[Superspeed Charge: 44, green]

The blow connects, dealing significant damage to Fiernas's battered ribs.

[Damage (Fiernas): 40]

~~ Round 3 ~~
Fiernas (Damage: 80)
Leo (Damage: 0)
Phillip (Damage: 0)
Bobby (Armor Shred: -20, Damage: 10)
Fiernas Holm
player, 20 posts
Why no puppies
in space?
Thu 13 Apr 2017
at 18:27
  • msg #204

Re: The Danger Room (Combat Simulator)

]

[Read the Signs (Bobby Charge): 22, White, failure]

Fiernas coughs, feeling a new, lovely crack in his ribs that textures his breath.  Painful, for a computer program, he grimaces.

Leo makes a dive for Bobby, but the speedster is gone by the time his teeth get there.  Even Phillip's attempt to body block for his brother meets with nothing but air.

[Leo - Grapple on Bobby (assisted by Phillip): 21, white, miss]

[Leo - Wild Cunning at +3CS]

Bobby's dodge around the dogs, while effective, is predictable, and Fiernas's rifle punches a deeper hole right through his armor.

[Ranged attack, rifle, (Strength of the Pack full): 42, Green, hit.  Bobby's armor reduced to 1020 damage to Bobby]
The Watcher
GM, 1731 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 13 Apr 2017
at 19:42
  • msg #205

Re: The Danger Room (Combat Simulator)

In reply to Fiernas Holm (msg # 204):

"Maybe the pain is simulated, too," Bobby suggests. "Though that still seems cruel, don't it?"

He rears back to unleash a massive fist punch.

[Fighting: 31, white]

The whiff nearly creates a sonic boom, and Bobby swears profusely as a result.

~~ Round 4 ~~
Fiernas (Damage: 80)
Leo (Damage: 0)
Phillip (Damage: 0)
Bobby (Armor reduced to 10, Damage: 30)
Fiernas Holm
player, 21 posts
Why no puppies
in space?
Thu 13 Apr 2017
at 21:13
  • msg #206

Re: The Danger Room (Combat Simulator)

Fiernas leaps backward, springing at an angle off the wall that he had been smashed against, putting a little distance between himself and Bobby.  Leo immediately slides into the gap, snapping at Bobby's ankles.  He snags one between his teeth, the thick armor their buckling slightly.

[Leo - Grapple on Bobby: 75, yellow, partial hold on Bobby]

[Leo - Wild Cunning to +0CS]

Phillip tries to grab Bobby's other leg, but is shaken off.

[Phillip - Grapple on Bobby: 58, Green, miss]

Distracted as he is by the nipping dogs, Bobby's head is rocked back when Fiernas draws a bead and blows a hole straight through Bobby's chin and throat.  A spray of digital bone and armor scatters across the floor before vaporizing into nothingness.

[Ranged attack, rifle, (Strength of the Pack full): 96, Red, Kill threat.  Bobby's armor reduced to 0.  30 damage to Bobby]

[Bobby - Resist Kill effect: 85, yellow, no kill]
The Watcher
GM, 1732 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 13 Apr 2017
at 21:18
  • msg #207

Re: The Danger Room (Combat Simulator)

In reply to Fiernas Holm (msg # 206):

"Goddammit," Bobby wheezes, recoiling from the blast and spitting out digitized blood and teeth. "You just don't quit, do ya?"

He drags his failing body and the attached dog with him as he hauls himself within range to finish Fiernas off.

"All or nothin'," Bobby smirks, unleashing a trademark fistpunch.

[Fighting: 37, white]

Impeded by the pooch's partial hold, however, he finds himself unable to land the important finishing blow.

"Did I already say goddammit?" he grumbles.

~~ Round 5 ~~
Fiernas (Damage: 80)
Leo (Damage: 0)
Phillip (Damage: 0)
Bobby (Armor reduced to 0, Damage: 60)
Fiernas Holm
player, 22 posts
Why no puppies
in space?
Thu 13 Apr 2017
at 23:44
  • msg #208

Re: The Danger Room (Combat Simulator)

"You did.  Poor vocabulary."

With Leo dragging him back out of swatting range, Fiernas takes leisurely aim on Bobby's now-unarmored center mass and squeezes off a round.  The bullet lances right through Bobby's heart.  The force of the impact causes him to stagger back and fall, landing on the enormous exit wound on his back.

[Ranged attack, rifle): 91, Red, Kill threat.  Bobby's armor reduced to 0.  30 damage to Bobby]

[Bobby - Resist Kill effect: 46, white, failure.  Bobby dies.]

Phillip sniffs around inside Bobby's mangled corpse, delightedly licking at the bloody spattering his torso.  A moment later the corpse dissipates in digital smoke, and Phillip leaps back in surprise.
The Watcher
GM, 1733 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 14 Apr 2017
at 02:39
  • msg #209

Re: The Danger Room (Combat Simulator)

In reply to Fiernas Holm (msg # 208):

Bobby bursts apart in a stream of static, and the program resolves.

~~ END COMBAT ~~

The room 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
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
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
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
-- Mind Blast: Deal damage equal to power rank to a living target. This bypasses traditional defenses. Target makes Psyche roll. If their roll's intensity > your power activation roll, this attack deals no damage.
-- Mind Blank: Make a Psyche FEAT vs a living target. 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.
Nightmare
player, 2535 posts
Ghost puberty isnt a
thing. I'm Alive!
Wed 14 Mar 2018
at 03:14
  • msg #210

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 209):

Nightmare phases in through a wall an area away and summons Bobby Fistpunch.

As he Appears she smiles and waves at him.

Hi Bobby!

[Phasing: Green]

As she waves Percy lurches into existence

quote:
Excellent Percy:

Fighting: Ex(20)
Agility: Ex(20)
Strength: Ex(20)
Endurance: Ex(20)

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

HP: 80


Without hesitating the giant Roshak charges forth connecting but its little more than a love tap.

[Charge: Green success, 0 Damage]

/ooc: Is there any chance we can create a combat room that is multiple areas or would that be too difficult?
This message was last edited by the player at 12:24, Wed 14 Mar 2018.
The Watcher
GM, 3094 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 14 Mar 2018
at 03:28
  • msg #211

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 210):

The danger room is as many areas as it needs to be, infinitely expandable. Go nuts.
Nightmare
player, 2536 posts
Ghost puberty isnt a
thing. I'm Alive!
Wed 14 Mar 2018
at 12:23
  • msg #212

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 211):

So then I'd like to start one area away from Bobby and have Percy charge, result will remain the same except now Bobby and I are in different areas.
This message was last edited by the player at 12:27, Wed 14 Mar 2018.
The Watcher
GM, 3095 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 14 Mar 2018
at 14:09
  • msg #213

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 212):

Sure thing. But I warn you, you're going to find kiting to be much more difficult than you want it to be (by design, because I loathe that strategy :P).

***

Bobby glances over at Percy, snorts, then charges toward the unphased Rebecca!

[Charge: 8]

Unfortunately, he misses completely and has to try to arrest his progress before something unfortunate happens.

[Agility: 22]

He fails at this, and overruns his target by an area before managing to stop.

***

Round 2
- Rebecca (Damage: 0; Areas from Bobby: 1)
- Percy (Damage: 0; Areas from Bobby: 2; Duration: 3)
- Bobby (Damage: 0)
Nightmare
player, 2537 posts
Ghost puberty isnt a
thing. I'm Alive!
Wed 14 Mar 2018
at 14:20
  • msg #214

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 213):

Percy's outline begins to waver as he destabilizes, yet somehow looks more dangerous...  He changes area to remain next to his mistress.

She smiles sweetly and goes about her business of horrifying the cocky fighter.

[Terrorize: Yellow Success, Resist White, Flee in terror for 1 round, 40 Damage, +20 temp HP]

She stands shoulder to shoulder with Percy as her curls protectively around her.

[Phasing: Green]

/ooc waiting for Bobby's reaction as determined by his reaction to fear.
This message was last edited by the player at 14:37, Wed 14 Mar 2018.
The Watcher
GM, 3097 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 14 Mar 2018
at 15:04
  • msg #215

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 214):

Bobby flees to the next area, and is now 2 areas from Rebecca and Percy.

OOC: You cannot cast terrorize AND phasing in the same turn. Percy moving into your area consumes his turn.

***

Round 3
- Rebecca (Damage: -20; Areas from Bobby: 2)
- Percy (Duration: 2; Areas from Bobby: 2)
- Bobby (Status: Paranoia 2; Damage: 40)
This message was last edited by the GM at 15:05, Wed 14 Mar 2018.
Nightmare
player, 2539 posts
Ghost puberty isnt a
thing. I'm Alive!
Wed 14 Mar 2018
at 15:10
  • msg #216

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 215):

/ooc Phasing is my reactive phasing in case I get hit.  I still do that with terrorize right?
...oh i forgot its ghastly defenses ;)

/ooc Percy moved into my area and got his instability, that is a correct turn right, he didn't take any action.

Take a minute to compose yourself, I'll wait.

She will hold her action until after Bobby.

[Ghastly Defenses: Yellow]

/ooc if I'm waiting like this does last turn's ghastly defenses apply or is it the one I just rolled for this turn?  Didn't know what the order of operations would be.
This message was last edited by the player at 15:15, Wed 14 Mar 2018.
The Watcher
GM, 3098 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 14 Mar 2018
at 15:37
  • msg #217

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 216):

OOC: Ghastly Defenses isn't meant to be activated multiple times for free like that. You're either phased or you're not. If you're phased, you get the mitigation based on whether it was a green ,yellow, or red success. If you're not, you get the white result and its mitigation instead.

Since your phased state oscillates normally over the course of play, I think perhaps I'll make a phasing roll for you when initiative is called to define your "starting" state and its intensity. Then if you want to adjust that by willing yourself more phased, you'd have to do that yourself as an action. Thoughts?

***

Bobby runs rapidly in a circle, generating a column of raging wind. He takes no other action.
Nightmare
player, 2540 posts
Ghost puberty isnt a
thing. I'm Alive!
Wed 14 Mar 2018
at 16:12
  • msg #218

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 217):

The pair move to occupy the same space as Bobby.  Percy's form distending and bulking as he does so.


/ooc: I'll go to PM with you on Ghastly defenses

/ooc: I see what you mean about kiting being a difficult strategy, though I think that the team as constituted is still well suited to it.
The Watcher
GM, 3099 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 14 Mar 2018
at 16:31
  • msg #219

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 218):

OOC: Ok...this is going to require me to play Bobby intelligently. Damn you.

Bobby unleashes the column of wind, sending it hurtling toward Rebecca and Percy alike.

[Speednado: 80]

The buffeting winds batter both Percy and Rebecca in a loud rush of air.

[Damage (Rebecca, Percy): 0, 40]

Rebecca is able to phase through the damage, though her form looks a bit more solid than before afterward. Percy, however, is REKT. Y'know...relatively speaking.

The tornado continues to swirl around the area, and does not dissipate.

He rushes toward them alongside it, hammering at Rebecca with a savage hook!

[Bobby's Patented Fist Punch: 24]

The blow misses, but not because it passes through anything. Bobby grumbles and turns to an inner power...

[Superspeed Bonus Action: 70]

Success! He brings his arm around, impossibly fast, and attempts to whallop the girl again!

[Bobby's Patented Fist Punch, MK-2: 54]

This time, the blow strikes true! Rebecca mitigates a portion of the damage, but it still smarts.

[Damage (Rebecca): 50->25]
This message was last edited by the GM at 16:31, Wed 14 Mar 2018.
Nightmare
player, 2541 posts
Ghost puberty isnt a
thing. I'm Alive!
Wed 14 Mar 2018
at 17:55
  • msg #220

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 219):

/ooc well done.  That tornado saved Bobby a hefty chunk of damage.

Percy fully bulges out and distends his essence flowing back into Nightmare.

She smirks.

Say goodnight Bobby.

[Terrorize: Red, vs. Yellow60 Damage, Fear, +30 Temp HP]
This message was last edited by the player at 17:55, Wed 14 Mar 2018.
The Watcher
GM, 3100 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 14 Mar 2018
at 18:05
  • msg #221

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 220):

Bobby bursts apart in a stream of static, and the program resolves.

~~ END COMBAT ~~

The room 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): 3/9/2

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): 1/0/0

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): 0/0/0

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
-- Mind Blast: Deal damage equal to power rank to a living target. This bypasses traditional defenses. Target makes Psyche roll. If their roll's intensity > your power activation roll, this attack deals no damage.
-- Mind Blank: Make a Psyche FEAT vs a living target. 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 20:30, Wed 14 Mar 2018.
Nightmare
player, 2542 posts
Ghost puberty isnt a
thing. I'm Alive!
Wed 14 Mar 2018
at 18:19
  • msg #222

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 221):

An airlock whooshes open and Nightmare clomps in wearing her full Eva Suit.

Pressing buttons for a few moments Frankie Thickshell and Susan Mindbolt appear.  She cocks her head to the side and takes a deep breath she pulses in and out of phase.

[Ghastly Defenses: Yellow]

Her eyes narrow as she focuses on both targets

[Terrorize: Yellow.  Threaten 40 damage, and fear.  Must roll Yellow Psyche.]
This message was last edited by the player at 18:22, Wed 14 Mar 2018.
The Watcher
GM, 3103 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 14 Mar 2018
at 19:16
  • msg #223

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 222):

Your opponents have barely blinked into existence before being called upon to resist Rebecca's psychic bullshit.

[Psyche Resist (Frankie, Suzie): 79, 89]

But resist it they do!

[Damage (Frankie, Suzie): 20,20]

"Is that supposed to scare us?" Suzie says, ignoring the blood pouring from Frankie's nose. "How droll..."

[Quickened Forcefield: 49]

A skintight sheen pops up around Suzie, and she extends a hand toward Rebecca.

"Let me show you REAL power..."

[Mind Games: 83]

A pinkish aura surrounds her right arm. She rears back and smacks Rebecca square in the jaw with not her fist, but with the aura that surrounds it.

[Damage (Rebecca): 50]

"It only hurts until you die," her voice echoes through the room. "Yield."

***

"Yeah! Yield!"

Frankie attempts to grapple with Rebecca...

[Grapple: 13]

...but passes right through her.

"D'awww," he mutters in disappointment.

***

~~ Round 2 ~~
-Rebecca (Status: Phased (yellow); Damage: 50)
-Suzie (Status: Forcefield; Damage: 20)
-Frankie (Damage: 20)
This message was last edited by the GM at 19:17, Wed 14 Mar 2018.
Nightmare
player, 2545 posts
Ghost puberty isnt a
thing. I'm Alive!
Wed 14 Mar 2018
at 19:51
  • msg #224

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 223):

OOC: I should be at 30 damage due to gaining HP off of their damage.  Also I don't suppose that my body armor will protect me against her psychic punch?

She reels from the impact and growls, summoning Percy

quote:
Excellent Percy:

Fighting: Ex(20)
Agility: Ex(20)
Strength: Ex(20)
Endurance: Ex(20)

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

HP: 80


Percy reels off and smacks Suzie

[Fighting: Green, 10 Damage]


She doesn't say anything, gritting her teeth with the strain.
The Watcher
GM, 3105 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 14 Mar 2018
at 20:06
  • msg #225

Re: The Danger Room (Combat Simulator)

In reply to Nightmare (msg # 224):

OOC: I don't think that's the case, as you don't gain "overflow" healing. This is incentive for you to not start every fight with the fearbomb -- being strategic about maximizing the healing aspects vs the CC aspects is part of it :)

***

Frankie turns his attention toward Percy and kicks him where his nose should be.

[Fighting: 90, Slam?]
[Damage: 10]


The kick is mightier than intended, and threatens a SLAM his target. It doesn't much matter, though, because...

Suzie continues her psychically enhanced assault against Rebecca, unimpeded.

[Mind Games: 79]
[Damage (Rebecca): 50]


Another pink-hued SMACK impacts the child's fragile nose, and Rebecca goes down in a heap.

~~ END BATTLE ~~
This message was last edited by the GM at 20:07, Wed 14 Mar 2018.
The Watcher
GM, 3106 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 14 Mar 2018
at 20:06
  • msg #226

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 225):

The room 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): 3/9/2

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): 2/0/0

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): 1/0/0

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
-- Mind Blast: Deal damage equal to power rank to a living target. This bypasses traditional defenses. Target makes Psyche roll. If their roll's intensity > your power activation roll, this attack deals no damage.
-- Mind Blank: Make a Psyche FEAT vs a living target. 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 20:30, Wed 14 Mar 2018.
Billy Laser Fist
player, 2314 posts
After market upgrades
fix all life's problems
Wed 14 Mar 2018
at 20:47
  • msg #227

Re: The Danger Room (Combat Simulator)

 Billy strolls into the Danger Room wearing his EVA and looks around "Yeah, no.  Let's try the top floor of a...ten story building.  Condemned or whatever, just the outside walls are fine.  Build it out of something, yknow...hardy." He instructs.  Once the environment changes around him he takes a couple pot shots at the ceiling, carving a series of gouges and basically making it look very unstable.  Then he fires on the floor, cutting clean through it in 3 X marks.  "Bobby, Frankie, and Sue," he states, pointing to them in sequence.  He flips the visor on his helmet down and raises his fist to point at the ceiling again and fires, his laser blazing much brighter than his more casual preparations "Go!" he declares.

((Try and bring down the compromised ceiling on all three, or failing that "groundstrike" Sue form above with +1CS to damage from my suit and cuff.  either way 17 is a white.  as is the 8 for my shield for a whopping 30 energy field))
The Watcher
GM, 3114 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 15 Mar 2018
at 16:25
  • msg #228

Re: The Danger Room (Combat Simulator)

In reply to Billy Laser Fist (msg # 227):


Billy carefully sets up his preferred scenario, summoning a 10-story building made of Amazing (60) materials.

Susie, Frankie, and Bobby appear when Billy gives the word, and exchange sidelong glances as Billy attempts to slice through the building's supports in a creatively destructive way.

The word "attempts" is necessary, as the effort fails and his cuts produce no domino effect at all.

"Ha ha!," Frankie laughs, the pitch rising in a Nelson-like manner.

"Runnin' the gauntlet?" Bobby says, folds his arms across his chest. "Brave of you. But that means we're not holding back. Dial's set to maximum intelligence, so...let's see what you've got!"

Bobby nods at Frankie, who barrels forward and attempts to grab Billy.

[Grappling: 81, partial hold]

Frankie manages to get ahold of Billy's shoulders, whipping around the back and pressing his arms against his sides.

"Good work, Frankie," Bobby grins. "Now just hold 'im there..."

The brawler lunges forward and attempts to slug Billy in the gut with a powerful fist.

[Fistpunch: 12, miss]

Even with Frankie's help, Bobby's blow sails past Billy's head...but not past Frankie's!

[Unintended Target (Frankie): 60, slam?)]

Frankie's form thrums as the blow plinks off his absurdly heavy armor (Kinetic Charges: +50), and though the force of the blow does threaten to send him sprawling...

[Endurance (Frankie): 88, no slam]

...he manages to maintain both his partial hold and his footing.

"Sorry 'bout that," Bobby says, waving his right fist in the air to shake off the vibrations from the impact. "Lemme try that again..."

[Doubletime: 58, green, fail]

His arm blurs for a moment, then solidifies again.

"Dammit! Every time..."

"Leave it to me, boys," Susie commands, surrounding herself with a skin-tight shell and gesturing toward Billy.

[Quickened Forcefield: 78, success]

A collection of debris swirls around her, concentrates into a tight cone, and lances toward Billy's neck!

[Mind Games: 83, stun?]

Bap! Biff! Bonk! Boop!

Billy is assailed by materials driven by psychic energy, which increases their damage potential but does not transform their damage type (edged, in this case). His personal shield groans as it disperses a portion of the damage.

[Damage (Billy): 50 - 20 (field) - 10 (EVA Armor) = 20]

[Stun (Billy)?: TBD on Billy's turn]


"Had enough?" she asks. "It's really only a matter of time..."

***

Round 2
- Billy (Status: Possibly Stunned; Partially Held; Shield (white); Damage: 20)
- Frankie (Status: Grappling; Charges: 50; Damage: 0)
- Bobby (Damage: 0)
- Susie (Status: Forcefield; Damage: 0)
This message was last edited by the GM at 20:13, Thu 15 Mar 2018.
Billy Laser Fist
player, 2321 posts
After market upgrades
fix all life's problems
Thu 15 Mar 2018
at 17:01
  • msg #229

Re: The Danger Room (Combat Simulator)

((68 not to be stunned.

So hey, this is actually a good opportunity to clarify how my new and maybe kind of improved shield works.  I should have actually taken 20 damage if Sue is dealing edged (10 less prevention of non-energy attacks).  Also I think if a shield goes over capacity it's supposed to fail, right? Does that count possible damage or just damage prevented? Does that capacity refresh without me rerolling or do I functionally have 10 shield if it's not down?  Regardless of the answers to these questions (for posterity) if I can I'll use the 74 I rolled though I think the partial hold makes it more of a 74 despite that being bullocks.))

"Hey if you're going to hit him could you at least make it hurt?  The thing said he's laser-proof!" Billy barks at Bobby, disgruntled, before blasting the ground right beneath him and Franky furiously.

((41 to ever so barely succeed at groundstriking Franky and hopefully dumping us both through the floor.  that would amount to 60-50=10 force damage.  Spending energy again if I have to.))
This message was last edited by the player at 17:16, Thu 15 Mar 2018.
The Watcher
GM, 3117 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 15 Mar 2018
at 20:33
  • msg #230

Re: The Danger Room (Combat Simulator)

In reply to Billy Laser Fist (msg # 229):

OOC: Yeah, that's my bad. You ate 20 damage, not 10. Shields go down if they are exceeded, and have to be brought back online again to continue being effective. They aren't ablative armor that gets worn away over time.

Billy brings his shield back online, glad to see it churning at higher efficiency rates than before (green shield, up). He then blasts himself and his captor through the floor...

"Argh!"

Frankie releases his grip on Billy to try to grab onto the nearest edge.

[Agility: 17]

He fails, of course, and joins Billy in tumbling to the floor below.

[Damage (Frankie): 10; Charges: +10]

"Ok, guy. Now you're gonna get it," Frankie says, the thrumming sound growing louder as he channels his pent-up energy in Billy's direction. "Say good night, Billy!"

[Expunge: 12]

His gleeful grin twists into a scowl when precisely nothing happens.

"Hey, what gives?"

***

"Frankie, you dunce! You were supposed to keep him still," Bobby calls from the floor above. "Never you mind, I'll handle it."

Bobby charges down the hole, down the wall, and smashes into Billy with his shoulder.

[Superspeed Charge: 29]

This attack, too, whiffs horribly, but he's able to arrest his momentum before it causes another misfire.

[Agility: 47]

He whirls around, murder in his eyes.

"I ain't done yet," he growls.

[Doubletime: 83, success]

Bobby's form blurs, and he attempts to belt Billy in the solar plexus.

[Fighting: 61]

The blow (finally) connects, battering Billy with blistering speed.

[Damage (Billy): 50 - 30 field - 10 eva = 10]

***

"If you children are done playing, it's time to end this," Susie calls down. She's standing on the lip of the hole, and has her hand extended toward Billy.

[Mind Blast: 80 vs Billy's Psyche 82]

Billy's eyes burn as psychic needles burst through it.

[Damage (Billy): 50]

"Like I said," Susie demurs as Billy slumps to the ground. "It was only a matter of time."

~~ END COMBAT ~~
This message was last edited by the GM at 21:00, Thu 15 Mar 2018.
The Watcher
GM, 3118 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 15 Mar 2018
at 20:35
  • msg #231

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 230):

In reply to The Watcher (msg # 225):

The room 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): 4/9/2

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): 3/0/0

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): 2/0/0

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 16:40, Sat 17 Mar 2018.
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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