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22:47, 30th April 2024 (GMT+0)

The Danger Room (Combat Simulator)

Posted by The WatcherFor group 0
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.
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